Main game
3.22 average rating based on 107 ratings
Began to play this game, having heard her music. It turned out that right good music, only at the end. Nevertheless, I did not regret playing 20 hours in it. I wanted to express my admiration about the battle with the final boss. So simple, without motivation, without any emotional motivation to destroy it. But he caused in me, the feeling of happiness from the game that had not been visited for a long time. I think all this changeable music in the aggregate of what was happening on the screen. In the end, because of what I started to play, because of that, and enjoyed at the end.
Most stealth games don't resonate with me. Mostly because I don't want to spend most of my play time waiting for another character to do something or be in just the right position before I can move. Styx has enough skills that allow you to be "actively stealthy" that I found it a nice compromise. There is more than one way past a guard (other than just needing his back to be turned like other stealth games)...need it to be darker? Throw some sand on the torch. Can't walk past him without being seen? Try climbing above him. Does he refuse to go off duty? Try knocking him out and hiding the body. Believe it or not, my favorite part of the game initially was dying. Styx has a wry sense of humor that I adored. I also loved the art style and the deep backstory here. I'll admit that I only played through the trial and not the whole game, but based upon the trial, I would buy the full version of this one.
The second Styx entry is one of those stealth games that never became mainstream, but earned a loyal following among those who appreciate methodical gameplay and player freedom. It is a direct sequel to Master of Shadows, and in almost every way it improves upon the original, at least when it comes to the technical and visual aspects of it. But I strongly feel like the biggest flaw of this sequel is the story, that while at the same time that it is above the average, it is still not even close to the same level as the first entry. I wished this game was released as the first entry, and the first entry as the second, this would make the franchise much more interesting when it comes to its narrative.
You play again as Styx (for real this time), a cynical, foul-mouthed goblin thief who survives through stealth, sabotage, and manipulation rather than brute force. But this time, all of these traits are very much turned up to the max, and it is sometimes can be very exaggerated, making it somewhat an overextend in trying to convey this character's personality as interesting as possible. The story follows him during …
The second Styx entry is one of those stealth games that never became mainstream, but earned a loyal following among those who appreciate methodical gameplay and player freedom. It is a direct sequel to Master of Shadows, and in almost every way it improves upon the original, at least when it comes to the technical and visual aspects of it. But I strongly feel like the biggest flaw of this sequel is the story, that while at the same time that it is above the average, it is still not even close to the same level as the first entry. I wished this game was released as the first entry, and the first entry as the second, this would make the franchise much more interesting when it comes to its narrative.
You play again as Styx (for real this time), a cynical, foul-mouthed goblin thief who survives through stealth, sabotage, and manipulation rather than brute force. But this time, all of these traits are very much turned up to the max, and it is sometimes can be very exaggerated, making it somewhat an overextend in trying to convey this character's personality as interesting as possible. The story follows him during a politically unstable period in a dark fantasy world populated by elves, humans, dwarves, and mercenaries. Styx is really what makes this whole story interesting, he constantly mocks the world around him, breaks the fourth wall, and delivers sarcastic commentary.
Where the game truly excels is in its stealth systems and level design. The environments are large, vertical, and filled with alternate routes, hidden passages, climbable structures, and environmental opportunities. And while this nothing new to the franchise, it is clear that the level design on this sequel has improved for quite a good margin. Unlike many modern action-stealth games that allow you to recover easily after detection, this game heavily encourages remaining unseen. Combat is intentionally weak and chaotic, making direct confrontation risky. Because of this, every successful infiltration feels earned, and can sometimes even outright completely fail certain missions.
The movement system is one of the sequel’s biggest improvements, you feels more agile and responsive than in the first game, allowing smoother climbing, ledge traversal, ziplining, and navigation through complex spaces. The game often feels like a stealth puzzle where positioning and observation matter more than reflex shooting. Particularly I really enjoyed playing around with the new Clones skills and items, especially the one that you can trow a Clone and teleport to it, making the whole sandboxing a lot more interesting. Not to mention some new enemies have very unique mechanics that require you to change how you approach situations. For example the Dwarves can smell you, but you can mitigate this using items, it never feels unfair on unbalanced.
You also has several other abilities that expand gameplay considerably, even though some of them are carried over from the first entry. Invisibility, amber vision, poison crafting, traps, and environmental manipulation give you multiple approaches to objectives. The game rewards experimentation, and many missions can be completed in drastically different ways depending on your playstyle. There is also a ranking system, focused on how fast you can complete the missions, and also how little you execute enemies, improving this game's replayability by a lot. Though don't expect to have a high amount of unique levels to play in since it recycles some areas throught the story, fortunately, this does not happen very often.
Visually, the game sits firmly in the “AA” category, it is not technically impressive compared to major AAA releases from the same era, but the art direction works well. The fantasy cities, airships, underground tunnels, and elven architecture create memorable environments with a strong sense of scale. Some animations and facial models are rough, though, and technical jank appears occasionally, especially during the cutscenes. Enemy AI is somewhat inconsistent, guards can sometimes behave intelligently by investigating disturbances, but at other times they become predictable or fail to react naturally. This inconsistency occasionally weakens the immersion, especially during more complicated stealth setups, though this is somewhat very common on stealth games in general.
I know that there is a co-op mode, but I honestly never bothered to try it. The game’s pacing may not appeal to everyone. Missions are long, careful progression is often necessary, and those expecting fast action or cinematic spectacle may become frustrated. So again, this game, like the first one, will appeal more those who like a more slow-paced and methodical approach to stealth. In many ways, this sequel feels like a throwback to an older era of stealth games, such as Thief and Dihonored, so I can't really recommend this enough for people that likes these kinds of titles to any extent. It is challenging, systems-driven, and willing to punish careless play, as much as it has an advanced level of player expression and freedom on how to approach things.
Overall, this second Styx entry is an underrated stealth-focused PC game with excellent level design, rewarding gameplay systems, and a strong gameplay identity. Its technical roughness, uneven AI, and niche appeal prevent it from reaching the level of the genre’s classics, but for people who genuinely enjoy stealth mechanics and creative infiltration, it remains one of the better recommendations out there. And finally, again, I feel like they should've developed this title before Master of Shadows. The reason I say this is that the first game focused heavily in the MC's story, its a hard sell if you are not already invested in him. And for this reason I can't give a higher score for this, and for the previous one, story is simply too important for me.
Styx: Shards of Darkness improves on everything that wasn't good in the first game. Levels are better, the array of skills and tools accessible to Manfred is much larger and more varied. Characters are more fleshed out. Side objectives are more integrated into the main quest. AI is better, and various guards and other npcs have more interesting things to say.
What I think could have been improved is:
Overall would recommend to anyone. Game has a lot of humor and charm, even people not very much into stealth games should be able to enjoy it.
Also you don't need to play first Styx to enjoy the story of this one. Read about the ending of the first and you are good to go.
Free @ Epic this week:
https://store.epicgames.com/en-US/p/styx-shards-of-darkness-77c030
This was previously given away on GOG.
Next week:
Rustler (Grand Theft Horse)
This is free on GOG for the next 68 hours:
I gave up on this game. Has a B game quality to it. Jumping doesn't feel right, there's a lack of momentum and weight to it. Voices overlap each other and breaks the immersion. The medal system is a good idea in theory but is distracting and gives the idea that there's a "right way to play" the game. Also difficulty curve is too steep, alert one guard and it's like the whole village goes after you.
Not a horrible game if you give it enough patience, but I would rather play more Hitman than this.
Everyting is okay till the worst ending ever.