

My conclusion: Overall I had many fustrating moments in combat, but at least there were many respawn points and the music and visuals carried me forward - although i wish i could have included the story as a pull factor. In addition, a lot of concepts/phrases were used too often: "you could have saved them"x300. An unexpected switch of setting/story focus mid way through the game did add some novelty.


The story is not very interesting, elaborate or memorable enough. What could be improved: The enemy combat ai and facial expressions in cutscenes could be improved. The combat depth and range of weapons are decent, but the blocking is horrible. The difficulty is just weird, I played it all on medium but then couldnt beat the final boss until I put it on easy. Issues: Sometimes there were 2 paths to choose from -which was the main one was never made clear- which i disliked because on several occasions i couldnt go back. Issues: Sometimes there were 2 paths to choose from Best stuff: The ost, voice quality and acting, sounds, and visuals are top notch. … Expandīest stuff: The ost, voice quality and acting, sounds, and visuals are top notch. I would argue that this should be considered art. It's great that there are still people that want to make video games that can be considered art. For the price, I don't think you can go wrong picking this up. Even more incentive to play through the game once more for that alternate choice path. You might struggle to take it all in a single shot. Whether trekking through a village situated on two sides of a river below a gorgeous waterfall or preparing for a showdown with a bandit chief, framed by a burning torii gate, it's always a feast for the eyes gazing on scenes so symmetrical it would give Wes Anderson a hard on. Little collectibles are scattered through the levels, often in little hidden pathways that are not always obvious but not so difficult to spot either if you are actively looking, which if you're anything like me means you will be hugging every wall of the scene to see if there is a passage hidden or obscured for the chance of treasure or a sweet stat upgrade.

The camera is not a concern here with it either being in a fixed position or panning along with you as you move through feudal Japan. However, this will largely go unnoticed by those who will choose to just press square to win, which seems to be a valid tactic in this game, until you face a boss at least. Light and heavy attacks can be mixed and matched, most of which you will find and learn as the game progresses, as well as the ability to alter simple light attack stokes using the right stick, to strike upwards, for example, which does add a little depth to the combat depending and what enemy you are facing. The combat is simple and familiar to anyone whos played a game before. Trek to Yomi is truly beautiful, simple in its execution of delivering a Kurosawa, monochrome style story that will allow you to play through 3-4 times thanks to a path choice midway through the game. But the truth is they're not even in the same genre of game so it's not even a smart thing to do. But the truth is they're not even in the same genre of game so it's A lot (nearly everybody) is and will compare this to Ghost of Tsushima. A lot (nearly everybody) is and will compare this to Ghost of Tsushima.
