Explore all 75 feature scores for Styx: Blades of Greed, organized into pros and cons.
Scores by Feature
Summary
75 reviewed features-
Positive 3.5-4.429 (39%)
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Neutral 2.5-3.417 (23%)
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Negative 1.5-2.427 (36%)
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Very negative below 1.52 (3%)
Pros
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Fun is the strongest point of agreement. Even critical reviewers repeatedly describe sneaking, experimenting, traversing, and pulling off elaborate kills as addictive or deeply satisfying.
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Pure stealth is the game’s defining strength. Planning routes, using shadows, and improvising with tools repeatedly produces the kind of satisfying infiltration that genre fans rarely get.
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Large, layered, highly vertical levels are one of the clearest strengths, giving players many routes through dense spaces and turning infiltration into spatial problem-solving.
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Longtime fans are well served by the sequel’s continuity, returning mechanics, callbacks, and familiar world, with multiple reviewers saying experienced Styx players should feel immediately at home.
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Freedom is a major draw: objectives usually support several routes and tactics, letting players improvise from rooftops, vents, crawlspaces, hidden paths, or gadget-assisted approaches.
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The setting often feels lived-in and distinctive, with environmental detail and small narrative touches giving the dark-fantasy world more texture than the main plot alone provides.
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The basic gameplay systems are a strong foundation: sneaking, stealing, takedowns, movement, and tools generally work together in a satisfying way.
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Traversal can feel fast and fluid once Styx opens up his toolkit, but a few players describe movement as loose or janky in precision-heavy moments.
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Styx remains a divisive but memorable lead. His sarcasm and nasty humor are a major source of personality for many players, while others still find him grating.
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Progression is meaningful because new traversal tools and Quartz powers change how older spaces can be approached, making upgrades feel tied to exploration rather than simple stat growth.
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Lighting and visual effects help distinguish safe shadows and give interiors atmosphere, although presentation quality is not consistently clean enough to stand out on its own.
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The game can look striking, with dense environments and strong lighting, but dated textures, haze, pop-in, and inconsistent image quality keep the visuals from feeling uniformly polished.
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The glider generally strengthens traversal by smoothing movement, reducing backtracking, and opening vertical routes, though one review found its descent less graceful than expected.
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The score generally supports the stealth mood well and earns praise for richer orchestration and atmosphere, even if it is not always memorable.
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Art direction is often stronger than raw technical presentation, especially in distinct biomes and dramatic lighting, though some players find the image dated, washed out, or visually uneven.
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The semi-open structure is mostly a successful evolution, widening player choice without turning the game into a checklist-heavy full open world.
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Levels often work like puzzle boxes, with multiple entrances, environmental solutions, and small Quartz obstacles that reward observation rather than a single prescribed route.
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Returning fans get rewarding lore connections, callbacks, and links to the wider Styx timeline, though a couple of critics still found some areas thin on meaningful context.
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Pacing improves as more tools arrive and the maps open up, but the early hours can feel slow or front-loaded and later Quartz runs can sap momentum.
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Environmental detail is a strength, with dense, deliberate, lived-in spaces that make the major locations feel constructed for both stealth play and believable occupation.
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Unlockable travel points make revisiting the three large regions much easier, helping reduce the cost of backtracking as the campaign opens new routes.
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Environmental tricks are consistently satisfying, especially poisoning food, dropping chandeliers or crates, and using the surroundings to remove guards without direct fights.
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Exploration benefits from vertical routes and traversal upgrades that reveal new paths, though weak navigation and repeated backtracking can make roaming feel less rewarding at times.
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The tutorial is generally helpful and detailed, giving new players a structured way to learn darkness, movement, distractions, and the rest of Styx’s stealth toolkit.
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The larger hubs, faster mobility, Metroidvania-style tools, and Quartz powers modernize the formula, but the sequel is generally seen as an evolution rather than a reinvention.
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Replay value varies sharply: some reviewers see huge potential in alternate routes and builds, while others feel repeat runs need self-imposed challenges to stay interesting.
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Tool aiming is one of the cleaner control improvements, with the revised aiming described as more intuitive.
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Handheld impressions are mixed but promising on stronger hardware: one handheld PC still looked good on low settings, while weaker portable hardware was flagged as a poor fit for the game’s demanding performance.
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Load times were praised in the one detailed assessment, with movement between maps described as quick and the longest first-visit shader wait measured only in seconds.
Cons
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Direct combat is widely viewed as a weak last resort, with clunky lock-on fighting and poor responsiveness reinforcing that staying hidden is the better option.
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Bugs are common enough to matter, ranging from geometry problems and broken patrols to invisible characters, failed interactions, and occasional progress-blocking issues.
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Animation quality is a recurring weak point, especially in cutscenes where stiff movement, awkward transitions, clipping, and rough presentation are easy to notice.
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Crash stability is a serious concern in the harshest reports, including repeated crashes, a corrupted save after many hours, and other failures severe enough to halt progress.
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Rough edges are part of the overall experience. Even reviewers who love the stealth repeatedly mention jank, awkward presentation, bugs, or missing polish that stop the game feeling fully finished.
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The camera can fight the player in tight spaces, obscuring exits or climbing routes and making already finicky traversal harder to judge.
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The story rarely lands emotionally for critics who struggled to stay invested, connect with the cast, or feel much impact from its dramatic beats.
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Enemy AI is inconsistent. Guards can search aggressively and react cleverly, but unpredictable detection, implausible awareness, and occasional oblivious behavior undermine trust in the stealth rules.
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Voice acting is uneven. Styx himself is often the highlight, while supporting characters are repeatedly described as flat, stiff, miscast, or lacking the intensity of the scene.
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Frame-rate stability is unreliable across several setups, with stutters and drops appearing often enough to distract from a game built around precise, deliberate movement.
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Dialogue is frequently criticized for awkward phrasing and delivery, and subtitle mismatches further weaken scenes that already struggle to feel natural.
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Saving is not consistently dependable: missing autosaves, unreliable quick saves, and even save corruption can turn a failed attempt into substantial lost progress.
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Navigation is a frequent frustration. The lack of a full map and vague guidance can make large vertical spaces hard to read, even though freeform pathfinding is part of the intended challenge.
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The crew is usually seen as underdeveloped and short on memorable screen time, though one review felt they were fleshed out enough to function beyond set dressing.
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Accessibility support is limited. Colorblind and subtitle options help, but missing visual feedback, subtitle inconsistencies, and restricted control remapping leave meaningful gaps.
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Resource scarcity is a recurring frustration. Amber, potions, bolts, traps, and crafting materials often compete for the same limited supplies, restricting how freely Styx’s toolkit can be used.
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Platforming is one of the rougher edges: missed ledge grabs, awkward jumps, and finicky grapple attempts can turn the game’s vertical spaces into accidental falls.
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Writing outside Styx’s strongest one-liners often falls flat, with awkward jokes and conversations that can feel forced instead of naturally building character or tension.
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Immersion is vulnerable to technical roughness: pop-in, bugs, uniform environments, awkward cutscenes, and audio problems can pull attention away from otherwise convincing stealth spaces.
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Mission variety is a weak spot, with several reviewers calling out repeated fetch-style goals and objectives that do not evolve as much as the player’s toolkit.
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Repeated Quartz hunts, backtracking, and fetch-style objectives can feel like padding, especially when the mission structure asks players to revisit familiar areas without enough new narrative momentum.
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The final boss drew especially harsh criticism, with one reviewer calling it the worst boss fight in a stealth game.
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Post-campaign options are thin; one reviewer strongly criticizes the lack of New Game+ or another endgame mode.
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The story is one of the least consistent elements: some enjoy the lore connections and Great War setup, but many find it forgettable, thin, confusing for newcomers, or less compelling than the gameplay.
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Side and fetch-style quests can be vague or fiddly, with objectives that sometimes feel like busywork instead of meaningful additions to the stealth sandbox.
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Performance is one of the biggest technical concerns, especially on PC where demanding requirements, stuttering, and heavy reliance on upscaling are repeatedly criticized.
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Controls divide opinion. Some find them tight and responsive, while others struggle with fiddly cover inputs, awkward combat commands, and actions that do not always register as expected.
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The paid cosmetic extras drew weak value sentiment in the one direct assessment, which questioned whether purely cosmetic content was worth the extra $10.
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HUD feedback has gaps, with some important information either unclear or missing, including situations where damage or objective guidance is harder to read than it should be.
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Managing abilities through the wheel can be annoying, particularly when extra slots are tied to side objectives and players must keep rearranging the limited loadout.
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The skill-tree depth is less convincing for players who settle on a narrow stealth style, because branches tied to unused powers can feel largely pointless.
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The quick-access interface can become cumbersome as more powers unlock, forcing repeated pausing and reshuffling instead of keeping the growing toolkit immediately available.
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Onboarding is uneven because the game begins as a direct sequel and often assumes familiarity with earlier characters and events, even though the tutorial explains the mechanics well.
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The game feels fresh mainly because dedicated stealth is rare, not because every idea is new; several reviewers call the structure and story familiar or conservative rather than groundbreaking.
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Enemy variety is mixed. Early encounters can feel dominated by familiar guards, while later areas introduce more unusual creatures and tougher enemy types that demand different tactics.
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New tools and changing areas add variety, but the repeated Quartz structure and revisits can make the broader campaign feel familiar before the stealth mechanics themselves wear out.
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There is a real learning curve built around patience, observation, and route reading. Once the systems click, the sandbox freedom makes the difficulty easier to manage.
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The stealth loop can be deeply engaging, but repeated trips to collect Quartz make the larger structure feel repetitive for some players.
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The challenge suits patient stealth players, and a few reviewers praise its tuning, but early harshness, spikes, and occasional unfair-feeling situations can make the learning process discouraging.
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The instant quick-save idea is widely appreciated because it encourages experimentation, but unreliable saves and less generous checkpoint behavior create exceptions to that strength.
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Character development is mixed: some material gives Styx more depth, but the broader crew can feel underdeveloped and short on meaningful conflict or growth.
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Crafting adds tactical preparation, but shared and scarce materials can make players hoard resources instead of experimenting freely with the most interesting gadgets.
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The spaces are stronger than the objectives inside them. Several missions boil down to small errands or Quartz collection, leaving the heists less memorable than the routes used to reach them.
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Sound is useful as a stealth tool, with footsteps and ambient cues helping track danger, although positional audio can occasionally become muddled.
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Upgrades add creative stealth options and stronger tools, though some of the most enjoyable abilities arrive later than players would like.
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The dark-fantasy atmosphere often works well through lighting, sound, vertical architecture, and a grim sense of place, although uneven performances and presentation can weaken it.