
The premise is primitive, and the story only serves as a vehicle for the thrill of avoiding detection or executing assassinations. Important story events that occur mid-mission-that should induce panic in those within the vicinity-don’t translate to much of any consequence in-game. The heavy-handed self-referential and fourth wall-breaking quips throughout the game aren’t clever and often don’t fit the tone of the world. Styx himself is written to be comically vulgar, but attempts at humor fall flat. His convictions are flimsy and hardly go in any direction.

The same can be said about Styx, who seems to be suspect of those around him but is willing to go along with whatever plan his newfound partners put together without much thought. The supporting cast of characters like Helledryn and Djarak are integral to the events that unfold, but their motivations aren’t quite clear or put into a larger context. However, twists and turns throughout the story lack any sort of gravitas. Humans, Elves, Dwarves, and Orcs are caught up in a power struggle while Goblins, like Styx, are treated as vermin.Ī new material, called Quartz, shakes up the established political landscape and you embark on a journey to unravel its implications. The substance known as Amber governs the world as an energy source. Neither is required to engage in this new low-fantasy adventure, though some things remain constant. The 2014 prequel Styx: Master of Shadows was the spin off that made the shift to third-person stealth-action.

Shards of Darkness marks the return of the titular protagonist Styx, a foul-mouthed Goblin who originated in the 2012 RPG Of Orcs and Men. Ultimately, the game adheres to typical stealth conventions and pits you against foolish AI, with mission objectives that fail to make the most of the game's sprawling environments. However, these moments are sparse since you’re rarely put in a position where cunning is required.

Styx: Shards of Darkness attempts to deliver such thrills, and at times it succeeds. If it doesn’t go according to plan, you’ll cloak, hide in a closet, and slip out as the investigating party turns its backs to your exit. As you sit atop a wooden beam observing patrol patterns, you plot a series of moves: fire a bolt at the overseeing guard right when another walks into your acid trap, swoop in to snatch the loot and run off before anyone else notices.
