| Feature |
Details |
| Developer |
Cyanide Studio |
| Publisher |
Nacon |
| Genre |
Open-World Stealth |
| Key Resource |
Quartz (Replaces Amber) |
| Locations |
The Wall, Turquoise Dawn, Akenash Ruins |
The Stealth Legend Returns: A Decade in the Shadows
After nearly ten years of radio silence since 2017’s
Shards of Darkness, our favorite foul-mouthed goblin is back. Cyanide Studio and Nacon have finally pulled the trigger on
Styx: Blades of Greed, and it’s clear they aren't just retreading old ground. While the stealth genre has drifted toward "stealth-lite" action titles like
Ghost of Tsushima,
Blades of Greed aims to shatter that trend by doubling down on hardcore, vertical infiltration.
Our take? It’s a bold move. The industry has changed, but Styx remains unapologetically himself: a selfish, stabby goblin who thrives in the dark.
From Mission-Based to Open World
The biggest shift this time around is the structure. We’re moving away from isolated missions into a semi-open world consisting of three massive hubs:
- The Wall: A dense urban environment packed with human guards and vertical entry points.
- Turquoise Dawn: A natural setting where you’ll deal with Orcs and local wildlife.
- Akenash Ruins: A nostalgic but dangerous trip for long-time fans.
Each area uses an airship as a home base, featuring fast-travel points you’ll need to unlock manually. It’s a smart way to modernize the series without losing the "rat in the walls" feel that makes Styx unique.
Quartz: The New Meta
Styx has kicked his Amber habit in favor of
Quartz. This isn't just a palette swap; Quartz introduces game-changing abilities like mind control and speed bursts. The tactical variability is high here—you can still go old-school with distractions or lean into the new "supernatural" toolkit to clear rooms.
However, we noticed a significant snag in the progression. Many of the most impactful tools—like the
Glider—are gated behind the end of story acts. Locking player agency behind the main quest feels like a step backward, especially when the world is this fun to explore. You want the glider to see the sights, but the game makes you "pay your dues" by finishing Act II first.
Technical Performance and Visuals
On the tech front,
Blades of Greed is a massive step up from the previous generation, but it isn't without its quirks. The environments are packed with detail, making it easier to distinguish between textures—a literal life-saver when you're looking for a handhold in the dark.
The "Skybox" Glitch
We ran into some immersion-breaking visual bugs, specifically when using the glider. When looking at objects against the open sky, strange "box" artifacts appear around models. More concerning is the
performance nosedive during Act II’s air combat sequence. Even on high-end settings, the frame rate and visual quality took a noticeable hit during these ship-to-ship segments. It’s not a dealbreaker, but it’s a rough edge that needs a patch.
A Story for the Die-Hards Only
If you’re a newcomer, prepare to be confused.
Blades of Greed picks up exactly where the last game ended nearly a decade ago, with zero recap. The plot—mostly centered around "bad guys have Quartz, go take it"—serves as little more than a reason to move between maps. While there’s a mysterious entity tied to the Quartz that adds some flavor, don't expect
Baldur’s Gate 3 levels of narrative depth. You’re here to sneak, not to chat.
The "Git Gud" Factor
One thing we love: Cyanide didn't nerf the difficulty. Even on "Normal," you’re going to die. A lot. But the game respects your time by allowing you to
respec your ability points for free at the airship. This encourages experimentation. If a mind-control build isn't working for a specific Orc camp, you can pivot your entire playstyle without a penalty. It’s a "hard but fair" approach that rewards creative thinking over button mashing.