

It feels like developer Lince Works wanted to draw out the campaign to reach an arbitrary hour count, but Aragami 2 could have nearly half of its missions cut and would be better for it. There's just a staggering lack of variety across the board. Worse yet, virtually every objective is either just a boring fetch quest to nab random items or assassination contracts with no substance. Sure, you might be gathering intel now instead of rescuing prisoners like last time, but visiting a stone quarry for the umpteenth occasion aggravates beyond belief. Missions have a nasty habit of returning to the earlier levels ad nauseam, upwards of five times in the most egregious instances.

There were more scraps in my future, sadly, especially as I steadily lost patience with Aragami 2's excruciatingly slow pacing. I came to avoid combat at all costs for these reasons alone, even forgoing lethal takedowns when possible out of the fear that they might somehow trigger more tussles later on. Considering guy-with-sword is the only enemy type to encounter for the vast, overwhelming majority of playtime, you'll likely grow tired of fights, regardless of the outcome. Only two or three hits will send you belly-up, so it's best to sprint, hide, and wait for the guards to get back to patrolling, particularly if two or more are on your tail. Frustration sets in quickly when parrying fails, and then enemies wail on your defenseless carcass. I'm relatively confident the parry maneuver is partially to blame as it often doesn't, well, actually parry incoming sword-swipes. Combat in Aragami 2 is bizarrely swampy and awkward for a game about ninjas, where the timing of both hits and misses feels off, as if the animations aren't keeping up with the fights themselves.
#ARAGAMI TRAINER ANTIFUN FULL#
Of course, there are times when a plan goes awry, and things devolve into duels that are about as enjoyable as pushing a wheelbarrow full of rocks in knee-deep mud.
