There are flaws of course, such as how easily archers can pinpoint your location and how unfair their light-bombs are. There’s one for not hurting even a tiny fly, one for going Jason Voorhees on their light-infused butts, and another for being a ghost, unseen. Killing is optional mind you and depending on your play style, you may want to avoid it entirely, especially if you’re going for the level-end bonuses. Predictability is an asset in Aragami, and alarms throw that out the window and make the enemies instantly attack you with their lightsabers-they’re light-infused sword that shoot out beams, but lightsaber sounds cooler-and it only takes a single hit for you to die. You don’t have to wait as long and throwing enemy forces into disarray can cause much more harm than good. ![]() It’s another form of strategy, a pretty fun one at that, and while you can still wait for openings or create them, the pacing is different. Your shadow jumping abilities change the traditional dynamics of stealth games, making it less about exploiting big gaps in security or creating them and more about looking at the big picture, not the guard that’s walking in front of you, but the other three after him and the space between, so you know where to create an artificial shadow to step into, and where to step to next, which guard to stealth kill and where to set a trap for the rest of them. The brighter the light, the more useless you become, to the point that standing within the lighting radius of a bonfire strips you of all your abilities-basically, it drains your shadow-power meter. The downside is that you step into the light and your usefulness takes a nosedive. Instead of hiding in the shadows, waiting to figure out patrol patterns and sneak in through the gaps, you are a darkness demon, and you can leap from shadow to shadow. hmmm, on death some guards end in some compromising positions! But look how limber he is!Īragami is a stealth game with a bit of a twist. It’s not a bad story, mind you, but it follows too many familiar beats for me. ![]() The care that went into the lovely ambiguity of good versus evil in the overall setting didn’t go into making the plot a bit more interesting. I knew who the little silver-haired girl was, and what the hell it was I was doing all over the place. I knew what the Aragami was before anyone even hinted at it. Maybe I’m growing too jaded, but I could tell where the story was going from chapter 1. What I can’t is how predictable the plot is. Rarely do you see fantasy where things are this ambiguous. It becomes clear as you complete levels and learn more of the world that no one’s really nice here and good and evil are subjective-which is very strong point in favour of Aragami. I like the concept of the world, two major powers at war, each with opposite elemental abilities and claiming the other is evil. To break the seal, she guides you, the Aragami, to find the different relics that govern the seal, objects containing the memories of the young girl and of the war that happened between the Shadow and Light bearers. The girl survived, as did the Empress, but the Kaiho have them trapped, sealed away. To do so, you must help the girl escape from her captors. As a spirit of vengeance, bound to the person who summoned it, the Aragami has to destroy the invaders. They’re still around, made their home where yours once stood, and that can’t go unpunished. You are in the lands that once belonged to the clan of Shadow-wielding people, but that was before the Kaiho, the army of the light, obliterated them. The ghost of a silver-haired girl guides you and explains as much as she can. ![]() ![]() Source: Review Copy provided by PublisherĪragami opens with your character literally manifesting into the world. They used to be legends, but now you’re playing as one! Aragami, shades summoned to wreak vengeance upon the enemies of their master.
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