The palette is very muted and appealing to the eye. "The overall art aesthetic is very clean. Even still, in a game that stations multiple enemies with their own overlapping patrol paths and sight lines, I just wish dividing enemies was easier. This issue aside, there is an ability that is able to be learned very early into the game that allows enemy search patterns to be seen. It just feels like it’s use is very discouraged here. Singling out enemies is very difficult in most stealth titles and having a button to lure enemies is a great basic tool. The range is so large to where I often lure two or more enemies at once which prompted me to leave the scene. Lighting and shadows can be tweaked as well as resolution scaling and a reasonable amount of anti-aliasing customization.Įarly on when starting to learn the game, one of the most aggravating ways I got surrounded was when whispering to lure enemies. The PC version runs very well and has a good amount of graphical customizability. It’s a nice visual cue in case shadows aren’t clear especially in nighttime settings like what’s commonly seen in Aragami. This is indicated by the character model turning black with white outlines. Crouching in a shadow, on a high ledge or in the stereotypical tall grass, you are undetectable. One of my favorite aspects of Aragami’s visual language is how the game shows if you are detectible or not. Your own Aragami avatar can be customized with cosmetic armor that provides a needed splash to create a unique flair. Even though the artwork has a very smooth look, there is a good balance in texture detail to where it doesn’t seem bland like Lince Works’ previous venture. There is never enough stamina to repeatedly teleport over and over but the regeneration is very fair so you’re never out for too long. All of this comes together to make this stealth game a breeze to control, albeit within the limitations of a stamina bar. Teleportation and dashing are done with ease, and hanging from ledges or fences is a very simple but welcome addition. Traversal is vastly improved from the first Aragami. " Aragami 2 knows what it wants to be in terms of its gameplay to enhance the positives of what the genre is known for." From there, enemies can be killed or knocked out from ledges as well, adding just a bit more depth to how to interact with the environment. The circle is small, but will turn blue which allows a jump. Teleporting by pressing the right trigger allows you to teleport from ledge to ledge, but only if you’re close enough to that ledge or platform. Another important element of the interface is linked to one of the first traversal tools to learn that is the bread and butter of movement. Holding the left trigger activates a limited sight that allows you to see through walls and mark enemies as well as get a general idea of where the objective of the mission is. Enemy awareness markers are always visible when they suspect you and are either above their heads or on the end of the screen when off camera. Something I always find very important in stealth games is the UI, and what the player is allowed to see. A stealth game lives or dies by the quality of the gameplay systems and thankfully, this is done right. Right out the gate, Aragami 2 knows what it wants to be in terms of its gameplay to enhance the positives of what the genre is known for. While it does stumble in some areas, this stealth adventure has a lot to offer for those looking for a satisfying stealth experience alone or with friends The sequel aims to expand on the ideas of its foundation. While developers like Ubisoft have taken their series to a heavy RPG route which ditches the classic stealth formula and other series haven’t had releases in a long while, Aragami snuck onto the scene to fair reception.
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