Nioh 2
Embarrassingly late into my development as an amateur philosophist, I decided that I believed that the most important question one could ask is why. All actions worth making and statements worth stating must surely be purposeful, and interrogating the purpose which drives actions and speech is surely the key to greater understanding, or so I once reasoned. Nioh 2 had me asking two why questions. Each why was a killer of my enjoyment. The first is of potential players: why would you play this? What would attract one into the Nioh 2 experience, and what would carry them through it? Unfortunately, the two main selling points of the game fail to mesh, instead undermining each other. You could be sold on it as a technical, demanding action game from the developers that made Ninja Gaiden 2 (or whichever entry of the series you claim to be the best), or you could be sold on it as a Diablo-esque loot game where enemies die in explosions of loot. There’s a market for both experiences, and on paper the sales pitch of “it’s Diablo but a 3D action game” looks like easy money. In practice, however, I don’t think it works. It definitely didn’t work for me, a known hater of the “number go up” mentality and the damage it’s done to the video game industry as of late, and it leaves me asking Team Ninja a different question: why the fuck would you do this?
When I first tried out Nioh 2, a
game I hadn’t really intended to try before I got free access to it via PlayStation
Plus, I bounced right off. I could handle the numbers dancing around the screen
as I slashed at enemies, but I just couldn’t look past how thoroughly they
permeated the menus. That kind of game just isn’t to my taste, and I wasn’t in
the mood. I never finished the original Nioh (and I think I own the
DLC), in part due to tiring of both the action gameplay and the numerical
progression which surrounded it. The sequel improved enough that I doubt I’ll
go back, although unfortunately I’ve since realised that I view the series as
built on this rotten foundation. Nioh 2 has better gameplay, and when I
returned to it for a second try I sank my teeth into that. I particularly loved
the crunch of grapples, a rewarding mix of animations and damage that tops off
the successful sequences of the ki dance. That’s what the best action games are
made of: interacting with enemies, that life-and-death back-and-forth
culminating in a meaty clash. Great stuff.
Unfortunately, there's two sides to the
Nioh series (and to the other Team Ninja games they released in its
wake). One is the satisfying combat, and the other is the slimy layer of stats
that covers it up and fills its cracks. What turned me off initially was that
immediate burst of numbers: damage numbers, level numbers, loot explosions. It
drips over every facet of the game, thoroughly tainting it. To move past that,
I had to accept Nioh 2 for what it was. No longer does an action game
mean a tight series of levels which last around 6-15 hours. No longer is
replayability found in mastery of mechanics and understanding enemy design.
Instead, the modern action game is an action-RPG, a merging of two gameplay
types which unfortunately grate against each other. SuperBunnyHop discussed this
issue years ago, referring to a sense of ludonarrative dissonance in applying the
abstraction of stats to the directness of action games (the example is a damage
increase in a first person shooter justified as the character learning to aim
better; SuperBunnyHop points out that the player is responsible for aiming in
an FPS). Nioh 2 sidesteps the ludonarrative issue but fails to resolve
the true ludic discomfort. It makes sense that a particular magical sword has
more power than another. It makes sense that a mystic warrior gains in physical
and magical power. Making sense does not make it fun.
To its credit, Nioh 2 does a
better job at reconciling the two halves of the action-RPG genre. Most struggle
to make action meaningful, with the progression mechanics the clear means of
increasing player capacity. Many developers don't have the interest, incentive
or ambition to create technical action systems. Where other games in the genre
reduce action to superficial button mashing, at second glance Nioh 2 sidelines
its stats. An extra few points of damage don't mean much when a yokai is
slashing your face off every other minute. Where Souls games once
challenged the mainstream by encouraging players to think like an adventurer,
to be aware of their surroundings, to show enemies appropriate respect, Nioh
2 encourages players to master their own movesets, with a range of weapons,
onmyo magic and ninja techniques, systems like ki pulse and yokai abilities. It
often felt like optimising stats was for keeping up, to make sure my range of
options actually had a reasonable impact. When I respecced, I felt
uncomfortable with my new choices, and soon switched back to something closer
to how I'd built originally (faster weapons, magic over ninjutsu). But over
time, the feeling that the various stat systems expanded my options faded.
Instead, I returned to that initial impression, that the numbers and the build
was all that mattered. For all of the action chops of Team Ninja, I no longer
felt any drive to engage with these systems. The slime had covered my eyes, and
all I could see was its numbers.
I know there’s more powerful options
than I was using. Hell, I’d unlocked some of them - an onmyo skill called the
sloth talisman slows down an enemy, drastically reducing the difficulty of
bosses while it is active. I think I carried about 3 of them in my item slots
for a while, and yet I barely used them. With Nioh 2 seemingly so easy
to break in either direction, it raises the question of what purposes all these
stats and systems and unlocks serve. To mark off the development and marketing
checklists of the modern skinner box-derived video game, yes, of course, but
what do they actually do? They destroy it. Not just artistically, as I so often
complain about, but they destroy any hope of players like me engaging with it
as an action game the same way we would engage with Devil May Cry, Bayonetta,
God Hand, or, yes Ninja Gaiden. Games like these are relatively
short, their long-term offerings designed around remixing encounter design
through harder difficulties, pushing players even as they master the mechanics.
Numbers still exist in purer action games, but they are largely hidden, there
to ensure tight balance. The action-RPG shifts some of the onus of balancing
onto the player. It is up to them not to overlevel if they desire challenge, or
allow themselves to become underleveled if they desire completion. It would be
easier to keep players within the happy medium if they could not brute force
their raw numbers. The combat space becomes open in an unsatisfying way, not
open mechanically but rather open to failing to work as intended. Players
cannot be responsible for balance, and to give them this power is to end any
ambition of crafting an interesting action experience. In another world the
developer and publisher keep their head down, unswayed by the trends of
yesterday and today, and release a flurry of modern action classics. Versions
of Nioh and Wo Long (I’ll admit that their Final Fantasy game
needed RPG elements to fit into the series) influenced in part by Souls
but staying truer to the 3D action genre could have been masterpieces, more
grounded than most technical action games but still high points of the genre.
Instead, they waded into the realm of action-RPG slop, into the space where two
incompatible elements are mushed together. Like combining an acid and base, the
result is neutrality - something lacking the qualities of either side. Nioh
2 is not a mindless looter - I did not breeze through it the way I breezed
through Diablo III, which I quit because it promised me that I would get
no more than the experience of watching numbers go up. But neither is it a real
action game. The best action games are like a body tuned for combat: lean, being
trimmed of fat with a clear purpose, and with the stamina to go forever. Stats
are empty calories. While the loot grind might help the game last longer, it’s
largely meaningless and replaceable busywork. In existing, it undermines the
joy that should have been found in the technical action gameplay. Nioh 2 is
yet another distilled example of the endlessly repeating tragedy of modern
video game design. I can only wish it had been a positive example of action
greatness instead.
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