Styx Master of Shadows (2 DVD)
Such is
the experience of playing Styx: Master of Shadows, a stealth game that
occasionally hits the right notes before making you forget about them
thanks to bad AI, sub-par combat, repetitious environments, and
occasionally frustrating controls.
The maps you play through are large, and
there are typically at least a couple of paths through each area. But
even though you're presented with options like crawling through this
tunnel or on top of these rafters, such options inevitably lead to the
same destination. You have a few items and tricks at your disposal to
help you slink around in these environments. Throwing knives, for
example, can be used to knock out an enemy from a distance, while balls
of sand can be thrown onto most torches to snuff them out without
getting too close to their light. A tattoo on your back and arm glows
red when you are hidden in the shadows, but if an enemy gets close
enough, he is still able to spot you, even in the dark.
Such
is the experience of playing Styx: Master of Shadows, a stealth game
that occasionally hits the right notes before making you forget about
them.
One of the skills you rely on most
often is the ability to create clones. At pretty much any time, Styx can
barf up a clone of himself that runs around and does his bidding. By
taking control of a clone you can pull switches, distract guards or
explode into a cloud of smoke to provide cover for the real you to run
past enemies.
Making clones costs amber, which is Styx's
equivalent to mana. If you simply walk around a bit and destroy your
clone purposefully, that amber will regenerate. More complex tricks,
though, reduce your amber meter permanently, forcing you to use an item
to recover it. The other major skill requiring amber is invisibility,
which works as you would expect it to. Being invisible doesn't last long
and has a significant cost, so you can't rely on it to simply run
through a map undetected.
Such
abilities can be augmented by purchasing skills between missions. By
using experience-like points, earned by completing objectives, you can
improve things such as how quietly you move while invisible, or you can
purchase all-new tricks such as the ability to grab an enemy and kill
them from behind cover. Some abilities are far more useful than others,
however. For instance, one purchasable skill lets you hide a clone in a
closet or chest, where it will automatically leap out at an enemy that
passes it. Sounds useful, right? Unfortunately, the opportunities to use
this skill effectively are few and far between, and there are multiple
cases where it looks like this trick should work, but the enemy in
question walks, apparently, about a foot too far away for the trap to
actually trigger.
And that's if you're just facing
off with a single enemy. If there are two or more, your death is all
but assured, as enemies swing and shoot at you while you're locked into
animations, making it impossible to defend yourself. If you were hoping
that a more action-oriented path would be an option, prepare for
disappointment. This might not have been an issue had Styx not presented
combat as a way out of tricky situations, but numerous skills you can
invest in are focused on becoming a better killing machine.
Though the AI
of your enemies is always bad, at least Styx offers plenty of gameplay
variety. Throughout the adventure, you have new challenges and enemy
types thrown at you, forcing you to think a little differently and
encouraging you not to rely on the same tricks throughout the game. For
instance, you want to make sure you aren't seen in most situations, but
you occasionally run into insectoid enemies that are blind but have
exceptional hearing. For these foes, it doesn't matter if you're right
in front of them in broad daylight, but the slightest noise will send
them running to you, and they're not easy to fight off. Other enemy
types switch things up by having certain resistances (some can't be
killed by throwing knives, for example), while others instantly deliver
death upon detection.
Unfortunately, that sense of
variety doesn't extend to the level design. It's not that every level
looks the same--there is some diversity in the environments, from
libraries to prisons--it's that you actually revisit almost every level
at least once throughout the game, with slightly different enemy layouts
being the only real difference between the visits. It's not even always
a "sneak through this area, then sneak back out again" scenario
(although those happen too). Often, you literally backtrack through an
entire area a second time, stopping only occasionally to visit rooms
that you had no reason to visit before.
It's
a shame when this stuff puts a damper on the base mechanics, because
there are moments when Styx's stealth is genuinely satisfying. When you
expertly weave through a group of soldiers without touching them, or
when you properly time an "accident" (like poisoned food or a falling
chandelier) to eliminate a lot of enemies at once, there's a real sense
of accomplishment. But the game doesn't allow for enough of those
moments, and instead you are left with too much repetition--sometimes
boring, sometimes frustrating.
In some ways Styx feels
like a stealth game from an earlier era, but one that's more dated then
vintage. It tries to pick up a few tricks from more modern games in the
genre, but much of its core wouldn't have been out of place alongside
the earlier Tenchu or Metal Gear Solid games. That prospect may sound exciting, but Styx unfortunately finds itself in the shadows of better stealth experiences.