Styx: Blades of Greed review
Nine years in the making, Cyanide has expanded Styx’s scope without sacrificing its core stealth. The game shifts toward a semi-open world built around three massive, hugely vertical maps, and it still feels closely related to the level-based design of the earlier entries.
Metroidvania-style traversal upgrades mean returning to previous areas is rewarding rather than repetitive. Traversal tools arrive during story beats and change how you approach situations: a hookshot for reaching new heights, a parachute for riding wind columns or breaking falls, plus a mix of optional abilities.
Styx can use a temporary invisibility cloak, possess enemies, create a clone or slow time, and there are some offensive upgrades for players who prefer a brazen style. Most decisions boil down to whether you want to sneak or try to fight, but direct encounters are generally best kept to a minimum — you are, after all, a piddling goblin.
styx, cyanide, stealth, semi-open, metroidvania, traversal, hookshot, parachute, invisibility, goblin