Games

Nioh 3 and the art of dying well in demon Japan

We tested the third instalment of the series, developed by Team Ninja and published by Koei Tecmo. And we liked it

by Luca Tremolada

2' min read

Translated by AI
Versione italiana

2' min read

Translated by AI
Versione italiana

Nioh 3 is not just a new chapter in an action saga: it is a statement of intent on what hardcore gaming can become today. The story takes us to the most unstable feudal Japan possible, amid civil wars, political ambitions and a constant invasion of yokai, the creatures of Japanese mythology that in Nioh are never just folklore, but metaphor. The protagonist, Tokugawa Takechiyo, is a young man destined to become a shogun: not a pure hero, but a historical figure immersed in a world where the border between history and the supernatural is always blurred.

As in the previous chapters, the plot is not 'explained': it is reconstructed. Minimal dialogue, fragments of context, bosses who are historical characters deformed into demons. The narrative is environmental, implicit, almost archaeological. You have to dig to understand what is happening. And while you're doing that, you die. A lot.

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The real novelty is the dual combat system: Samurai style and Ninja style, two souls of the same character. The first is methodical, based on posture, resistance, space management. The second is rapid, acrobatic, oriented towards mobility and improvisation. You can switch from one to the other in real time. It is not an aesthetic choice, it is a cognitive choice: two different ways of reading the same problem.

Compared to previous Nioh, the world is less linear. Not open world in the classic sense, but 'open field': larger areas, alternative routes, side quests that are not fillers but pieces of lore. The feeling is that of a Dark Souls that studied Breath of the Wild, without becoming Breath of the Wild.

What do you need to know before playing it? That it is not a game that takes you by the hand. That the loot system is deep, almost obsessive. That every enemy is a lesson. That difficulty is not a wall, but a language: if you don't learn it, you don't understand the game.

And above all: Nioh 3 does not want to be 'accessible'. It wants to be exact. It is a game that does not simplify complexity, it exposes it. And it asks you to come to terms with it, with your body, with your reflexes, with your patience. A bit like the real thing. A bit like artificial intelligence. A bit like the mythological Japan it tells.

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  • Luca Tremolada

    Luca TremoladaGiornalista

    Luogo: Milano via Monte Rosa 91

    Lingue parlate: Inglese, Francese

    Argomenti: Tecnologia, scienza, finanza, startup, dati

    Premi: Premio Gabriele Lanfredini sull’informazione; Premio giornalistico State Street, categoria "Innovation"; DStars 2019, categoria journalism

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