The life of Styxit seems to experience a phase of certain tranquility when we take control near its hiding place. Throughout a prologue that serves as a tutorial, we see his dedication to stealing the humans who drop by the place in search of goblins to hunt.


The green skins are a very annoying plague for the so-called superior races, to the point that there is a division of warriors entirely dedicated to their extermination: MATANZA It will be from this organization, curiously, where we will get the first orders that will complicate the work of our protagonist, while making their existence much more fascinating.


The attempt to steal a mysterious scepter will lead us to important discoveries and new characters that will unleash a chain of events of increasing magnitude.


Of course,mood . Proof of this are the comments in various phases of the game and, of course, the scenes after each death in which we are confronted by our lack of expertise at the controls (and, also, our lack of consideration for their suffering and fate).

Armed to steal

Although the story, very basic in general, takes some interest in the final chapters, all the protagonism falls into the playable mechanics : each element is placed at your entire disposal. The game is made up of isolated missions that are developed in


very wide scenariosand independent. The main strong point is, precisely, the design of the same, which offers continuous exploration alternatives so that progress is a quite varied task. However, it should be said that the main roads are perfectly viable in most cases,


but seek life has its reward in the form of saving us dislikes and waiting time of enemy routines, access areas with good views to draw our plans and, also,


collect useful objects to develop in our task or, failing that, create them. In addition, we will always have a better position to listen to conversations from a safe place, which will open secondary objectives on several occasions.

Styx: Shards of Darkness (PC) screenshot

Along with the aforementioned objects, Styx has the magical abilities of an infiltration master like himself. With the extraordinary power of amber we will be able to make ourselves invisible for a limited time and generate clones that fulfill tasks or attract attention

while we take care of more important things. After each chapter we can use skill points gained to increase the goblin’s abilities, being able to


focus on the aspect that we like the most, which, as a general rule, will enhance everything that we could already do by broadening effect ranges, decreasing the consumption of amber, etc.

These skill points are acquired as we advance in each mission, so that the main objectives are only one way to achieve them; Complying with optional commissions and achieving gold badges are the other important sources.


The latter are based on our ability as players, consisting of beating time limits, not being discovered, not eliminating enemies and stealing collectibles.


The truth is that the game wins whole the more seriously we take all these aspects, since the gameplay is entirely focused on stealth (accompanied by plataform and some other puzzle), and the exploration of the scenarios becomes an experience very satisfying that will bring out the best in us and the arts of Styx.

Going back over the skills, we can say that sometimes we will feel that they are not especially necessary. At least, not all.


The way we approach the game does not have to change as we unlock greater powers, and it must be said that, on occasion, abusing some of them could be detracting. However, the game is long enough and the levels are wide enough to ensure that, normally,


it is not a very attractive idea to waste amber, especially when the level design invites us to lose ourselves in its verticality to find all kinds of loopholes and routes alternatives.

The satisfaction of secrecy

This may suggest that the game is not excessively demanding, since it does not force us to exhaust the resources available to us. The truth is that the difficulty is extremely relative to our way of playingand, of course, at the level we choose among the four available. On the one hand, it is not advisable to try to do things too quickly, since alertness not only takes


away the experience but also makes us excessively vulnerable, since direct confrontations are increasingly unfavorable our little protagonist. So much so that the only option to fight is to hit the rival hit to counterattack deadly, and that is more difficult the better armed is the enemy and more guards go to the alarm. On the other hand, it should be noted that


one of the main flaws of the game is in the AI, and this one will considerably lighten the difficulty in certain cases. As in the first installment, the field of vision of the enemies does not cover too much periphery: instead of the usual 90 degrees, it seems that it


remains at 60 at the most, so that stealthily walking next to other characters is perfectly viable. In addition, at low levels of difficulty they usually take a long time to enter alertness, so that we can leave their range of action before they catch us effectively.