
Game intel
Nioh 3
In the latest game in the dark samurai action RPG series "Nioh," you will need to use both Samurai and Ninja combat styles in your battles against formidable y…
Nioh 3 landing on February 6, 2026, exclusively on PS5, caught my attention for two reasons: Team Ninja is pivoting away from the Yokai form that defined Nioh 2, and they’re opening up the level design with vertical traversal and semi-open zones. That’s a big swing for a series that thrived on tight, punishing mission design and surgical combat depth. I’m excited-cautiously-because when Team Ninja iterates smartly (think Nioh to Nioh 2), the results can be special. When they chase scale, it can get messy (Rise of the Ronin, I’m looking at you).
Team Ninja is positioning Nioh 3 as a PS5-first showcase with faster loads and a higher fidelity presentation, but the real news is how you play it. The TGS 2025 demo showed a snowy, multi-layered area that’s a far cry from the series’ classic mission boxes. Sanctuaries still anchor progression, Kodama spirits still reward exploration, and the Dark Realm returns to lock down enemy outposts until you purify them. But the twist is vertical: jump gaps between platforms, scale cliffs, and attack from above. It’s not just cosmetic geometry; it changes engagement angles and how you plan fights.
I like that they’re keeping the series DNA—Ki management, punishing enemies, and that “one mistake, pay the price” tempo—while adding tools that invite more creative routing. The risk? Bigger spaces can dilute encounter density and turn exploration into busywork. The demo’s “break shadow walls to unlock guardian powers” loop sounds cool on paper; it needs to be meaningful, not another checkbox objective.
The boldest change is the dual-style combat. With a tap (mapped to R2 in the demo), you flip identities: Samurai favors heavy weapons, firm defense, and big commitments; Ninja is faster, lighter, with evasive and stealth tools. Builds can lean into one, but the promise is fluid hybrid play—switch mid-combo to extend strings, reposition, or alter stamina pressure on enemies.

In Nioh 2, Yokai Shift and Burst Counters gave you explosive windows and defensive tools that defined high-level play. Here, the messaging suggests Ninja replaces that supernatural pivot with speed and agility. I’m into the intent—grounded clarity over spectral spectacle—but balance matters. If Ninja becomes a get-out-of-jail free card via animation cancels or if Samurai can’t keep up with enemy aggression, the meta collapses. Also: are classic stances (high, mid, low) still present, and how do Ki Pulse, parries, or deflects interact with both styles? Team Ninja nailed the feel of risk-reward with Ki Pulse; it needs to remain central, not sidelined by a simple speed toggle.
On the upside, this could deepen buildcraft. Imagine katanas that gain guard breaks in Samurai then convert to bleeding dash slashes in Ninja, or kusarigama setups that trap from range and swap to Ninja for finishers. If set bonuses and guardian spirit passives still stack in interesting ways, there’s huge potential.

The snowy demo zone featured floating islets, cliff paths, and layered outposts sealed by the Dark Realm. That’s promising for encounter variety—archers on high ledges, patrols below, minibosses guarding narrow passes. Vertical spaces can make line-of-sight and spacing matter in a way flat arenas don’t. If stealth is viable thanks to Ninja, we might finally get meaningful infiltration routes instead of “run past everything and hope.”
But open space is a double-edged katana. Camera control was already a friction point in tight Nioh arenas; multi-level fights can get chaotic fast. Platforming tolerance will also matter—precision jumps in a game tuned for animation-weighted combat can be maddening if the margin for error is thin. The design needs to reward observation and planning, not punish with cheap falls.
Team Ninja has been busy: Wo Long in 2023 pushed a parry-first identity that split fans, and Rise of the Ronin in 2024 proved that open-world aspirations can dilute their razor-sharp combat focus. Nioh 3 reads like a synthesis—depth-first action with selective openness—if they keep the scope disciplined.

PS5 exclusivity at launch isn’t shocking. Historically, Nioh entries hit PlayStation first and found their way to PC later. Expect DualSense haptics and triggers to sell the “feel” of clashes and archery, plus a 60fps-focused performance mode. If they try for a high-fidelity mode above 60, I’ll be pleasantly surprised—but consistency beats pixels in a game this demanding.
Nioh 3 doubles down on speed and flexibility with a Samurai/Ninja switch and opens its arenas vertically. That could be the smartest evolution the series has made—if Team Ninja keeps the combat depth and avoids open-world bloat. February 6, 2026 can’t come soon enough, but I’m waiting to see the finer combat systems and boss design before declaring victory.
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