“Styx: Blades Of Greed” Review by Nick Navarro
Greed has always suited Styx, but in “Styx: Blades Of Greed,” it finally feels personal. After years of backstabbing, sneaking, and reluctantly working for bigger, louder personalities, our favorite green goblin is chasing his own prize this time, and I have to admit, that shift in motivation gives the entire adventure a sharper edge. Developed by Cyanide Studio, this third entry in the “Styx” series doesn’t attempt to radically reinvent what came before. Instead, it refines, expands, and loosens the structure in ways that make stealth feel more flexible than ever. You once again step into the curled-toe boots of Styx, a caustic, razor-witted goblin whose greatest weapons aren’t brute strength but patience, planning, and a healthy dose of sarcasm. His target this time is Quartz, a volatile and highly coveted resource at the center of rising tensions between elves, humans, and orcs. War looms, and Styx plans to profit from it.

The biggest evolution here is freedom. Rather than tightly confined stealth corridors, “Styx: Blades Of Greed” opens up into three vast semi-open environments: the towering human stronghold known as The Wall, the vibrant orc settlement of Turquoise Dawn, and the haunting Ruins of Akenash, the fallen elven capital. These maps are built vertically as much as horizontally, and that verticality becomes the game’s defining strength. Rooftops, ledges, beams, and cliffsides—they all become part of your playground. Traversal feels more dynamic than ever. Styx can glide across open spaces, grapple toward distant anchors, and scale surfaces with his claws. The level design constantly tempts you to look up and think creatively about your approach. Reaching an objective rarely feels like following a straight path; instead, it becomes a puzzle of elevation and opportunity. I often found myself circling an area for several minutes, mapping out patrol routes and searching for that perfect high-ground entry point.
Of course, this wouldn’t be Styx without his supernatural toolkit. His classic Amber abilities, cloning and invisibility, return, and they remain essential to surviving heavily guarded areas. Cloning in particular continues to shine as both a distraction mechanic and a clever environmental tool. The new Quartz powers, though, are what freshen up the formula. Mind Control allows you to temporarily hijack enemies to reposition them or create openings, while Time Shift adds another layer of tactical manipulation. These abilities don’t radically change the structure of stealth encounters, but they expand the number of viable solutions. Every infiltration feels like a sandbox. You can ghost through undetected, systematically isolate targets, or lean into lethal efficiency if patience runs thin. The game rarely forces a single solution, and that flexibility is one of its greatest strengths. Crafting also returns, letting you prepare weapons and potions before embarking on your next heist. Preparation genuinely matters, especially in tougher late-game sections where enemy density increases.
That said, not everything is polished Quartz. The campaign, which took me roughly twenty or so hours to complete, starts at a measured pace, almost too measured. Early missions feel restrained, and it takes time before the game fully opens up its systems and map complexity. Once it does, the experience becomes far more engaging, but the slow burn may test some gamers expecting immediate escalation. Navigation can also be frustrating. Despite the scale and vertical complexity of its environments, the absence of detailed maps makes orientation harder than it needs to be. While I appreciate the desire to encourage exploration, there were moments when I wasn’t cleverly infiltrating; I was simply lost.
Combat remains the series’ weakest pillar. Styx has never been built for direct confrontation, and while that’s thematically appropriate, the mechanics still feel stiff and punishing when stealth breaks down. Engaging enemies head-on is rarely satisfying, and escaping a failed attempt can sometimes feel clumsier than intended. Technically, I encountered a few hiccups, minor performance dips, and occasional odd AI behavior, though nothing game-breaking. Still, after such a long gap between entries, I had hoped for a slightly more substantial leap forward in terms of systemic depth and environmental interaction. Because that’s the lingering feeling I walked away with: refinement over reinvention. “Styx: Blades Of Greed” excels at what it sets out to do. It understands stealth design. It delivers intricate vertical playgrounds. It gives players the tools to experiment and rewards careful planning. Its fantasy world remains distinctive, and Styx himself is as entertainingly bitter and self-serving as ever. But while the addition of Quartz powers and expanded environments improves the formula, the core loop eventually begins to feel familiar in ways that are hard to ignore.
For longtime fans, this is absolutely a worthy continuation. It respects the foundation laid by earlier games and polishes it into something smoother and more expansive. For the stealth genre as a whole though, I don’t think it can quite claim the crown. It’s strong, confident, and consistently enjoyable, just not transformative. Still, slipping through shadows with a sarcastic goblin who trusts no one and wants everything? That’s a ride I’m always willing to take. Even when the greed feels familiar, it still feels good.
7.5/10
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Gaming since I was given an original Nintendo as a kid. I love great storytelling and unique ingenuity. When both collide in a single game, I'm a happy gamer. Twitter/IG @NickNavarro87


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