Compare Shadow Tactics: Blades of the Shogun - Aiko's Choice PC Epic Games Account prices across trusted key stores and find the best deal. Developed by Mimimi Games. Published by Daedalic Entertainment. Released on 12/6/2016. Available on PC. Genres: Indie, Strategy. Metacritic score: 85/100.

Real-time tactics with the pacing of a lockpicking exam: five specialists, six overlapping vision cones, one correct half-second. Bring quicksave discipline or bounce off it hard.

This is for players who will happily replay the same fifteen seconds of a guard patrol forty times until the timing finally clicks, and it is not for anyone who wants a forgiving stealth sandbox where being spotted is a recoverable mistake. Shadow Tactics sits in the old Commandos and Desperados lineage of real-time tactics, which means the appeal here is planning rather than power. You hover a camera over a snow-covered fortress in Edo period Japan, read six overlapping cones of vision, work out which three guards have to go down inside the same breath, and then execute. If that sounds like homework instead of entertainment, walk away and save yourself the frustration. If it sounds like a good Saturday, this is one of the sharpest examples of the genre anyone has shipped. The kit is where the decision depth lives. You rotate through five specialists with barely overlapping tools: Hayato the ninja with shuriken and a thrown stone for pulling a single patroller off his loop, Mugen the samurai who is the only one who can drop an armoured guard in a straight fight and can cut down several at once, Aiko with disguises and sneezing powder that blinds a target long enough to move a body, Yuki with bait whistles and a bear trap that turns a corridor into a one-way door, and Takuma, an elderly sniper with limited ammunition and a tanuki companion who can lure enemies while you reposition. Shadow Mode is the load-bearing system: you queue one action per character, then trigger all of them simultaneously. Almost every hard problem in the campaign is a Shadow Mode problem wearing a costume. Here is why a game with this reputation is actually beginner-friendly if you approach it correctly. The enemy AI is deterministic. Patrols run fixed loops, detection is telegraphed by shaded cone overlays that distinguish full sight from peripheral suspicion, and samurai captains reliably see through Aiko's disguises. Nothing surprises you twice. That determinism converts every failure into readable information, which is the opposite of how randomised stealth games punish you. The game also quicksaves aggressively and openly nags you when you have not saved in a while, so treat a save as a checkpoint in a build order rather than a confession of weakness. Newcomers should play the first two missions on the standard difficulty, ignore the optional badge challenges entirely, and only then decide whether they want the no-kill or speedrun objectives. Approached that way the learning curve is generous. Approached as a purity test, it is brutal. What disappoints: the story is functional at best. The characters are clean archetypes, the voice acting swings between decent and stiff depending on which language track you pick, and the plot never rises above a competent excuse to visit interesting maps. Missions run long, often 45 to 90 minutes for a first clear, and the vertical maps occasionally fight the camera when you are trying to read a rooftop and the courtyard below it at once. Controller support is genuinely good for a game built around precise cursor work, but a mouse is still meaningfully faster. The bigger structural gap is the total absence of a mod ecosystem or level editor, which caps long-term value at the built-in badge challenges. That matters more than usual here, because once you know a map's solution you cannot unknow it. As for the Aiko's Choice campaign, it is a shorter set of full missions and interludes that assumes you already fluently speak the systems. It is excellent, and it is a poor place to start. My honest read after grinding the badge objectives: this is a puzzle game that has convinced everyone it is a stealth game, and the puzzle is very good. If you enjoy the moment where a plan you built over ten minutes resolves in two seconds, the ceiling here is high and the AI never cheats you out of a clean solution. If you want improvisation, dynamic systems, or anything resembling replayable emergence, the deterministic design that makes it teachable also makes it finite. Know which of those two players you are before committing. Diego, Scout Team

Shadow Tactics: Blades of the Shogun - Aiko's Choice PC Epic Games Account

Shadow Tactics: Blades of the Shogun - Aiko's Choice PC Epic Games Account

Dec 6, 2016Mimimi GamesDaedalic Entertainment
GamerScout Says

Real-time tactics with the pacing of a lockpicking exam: five specialists, six overlapping vision cones, one correct half-second. Bring quicksave discipline or bounce off it hard.

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GamerScout Verdict

Best for planners who read a failed attempt as data, not punishment; skip it if you want stealth that forgives improvisation.

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About Shadow Tactics: Blades of the Shogun - Aiko's Choice PC Epic Games Account

This is for players who will happily replay the same fifteen seconds of a guard patrol forty times until the timing finally clicks, and it is not for anyone who wants a forgiving stealth sandbox where being spotted is a recoverable mistake. Shadow Tactics sits in the old Commandos and Desperados lineage of real-time tactics, which means the appeal here is planning rather than power. You hover a camera over a snow-covered fortress in Edo period Japan, read six overlapping cones of vision, work out which three guards have to go down inside the same breath, and then execute. If that sounds like homework instead of entertainment, walk away and save yourself the frustration. If it sounds like a good Saturday, this is one of the sharpest examples of the genre anyone has shipped. The kit is where the decision depth lives. You rotate through five specialists with barely overlapping tools: Hayato the ninja with shuriken and a thrown stone for pulling a single patroller off his loop, Mugen the samurai who is the only one who can drop an armoured guard in a straight fight and can cut down several at once, Aiko with disguises and sneezing powder that blinds a target long enough to move a body, Yuki with bait whistles and a bear trap that turns a corridor into a one-way door, and Takuma, an elderly sniper with limited ammunition and a tanuki companion who can lure enemies while you reposition. Shadow Mode is the load-bearing system: you queue one action per character, then trigger all of them simultaneously. Almost every hard problem in the campaign is a Shadow Mode problem wearing a costume. Here is why a game with this reputation is actually beginner-friendly if you approach it correctly. The enemy AI is deterministic. Patrols run fixed loops, detection is telegraphed by shaded cone overlays that distinguish full sight from peripheral suspicion, and samurai captains reliably see through Aiko's disguises. Nothing surprises you twice. That determinism converts every failure into readable information, which is the opposite of how randomised stealth games punish you. The game also quicksaves aggressively and openly nags you when you have not saved in a while, so treat a save as a checkpoint in a build order rather than a confession of weakness. Newcomers should play the first two missions on the standard difficulty, ignore the optional badge challenges entirely, and only then decide whether they want the no-kill or speedrun objectives. Approached that way the learning curve is generous. Approached as a purity test, it is brutal. What disappoints: the story is functional at best. The characters are clean archetypes, the voice acting swings between decent and stiff depending on which language track you pick, and the plot never rises above a competent excuse to visit interesting maps. Missions run long, often 45 to 90 minutes for a first clear, and the vertical maps occasionally fight the camera when you are trying to read a rooftop and the courtyard below it at once. Controller support is genuinely good for a game built around precise cursor work, but a mouse is still meaningfully faster. The bigger structural gap is the total absence of a mod ecosystem or level editor, which caps long-term value at the built-in badge challenges. That matters more than usual here, because once you know a map's solution you cannot unknow it. As for the Aiko's Choice campaign, it is a shorter set of full missions and interludes that assumes you already fluently speak the systems. It is excellent, and it is a poor place to start. My honest read after grinding the badge objectives: this is a puzzle game that has convinced everyone it is a stealth game, and the puzzle is very good. If you enjoy the moment where a plan you built over ten minutes resolves in two seconds, the ceiling here is high and the AI never cheats you out of a clean solution. If you want improvisation, dynamic systems, or anything resembling replayable emergence, the deterministic design that makes it teachable also makes it finite. Know which of those two players you are before committing.

Diego
Diego · Scout Team

Strategy & simulation

Tags

auto-admittedReal-Time TacticsCommandos-likeVision ConesSquad StealthDeterministic AIPuzzle-Box LevelsQuicksave HeavyEdo Period JapanOptional Challenge Objectives

System Requirements

Minimum

Processor
Intel i3 2nd-Generation 2.5GHz, AMD Quad-Core 2.5GHz
Memory
4 GB RAM
Graphics
Nvidia GT640, AMD Radeon HD7750, 1GB Vram
DirectX
Version 10
Storage
13 GB available…

Recommended

Processor
Intel i3 4th-Generation 3.5GHz, AMD Quad-Core 3.9GHz
Memory
6 GB RAM
Graphics
Nvidia GTX 570, AMD Radeon HD 6950, 2GB Vram
DirectX
V…

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Reviews & Ratings

Metacritic
85
Steam
96%(38,415)

Game Info

Developer
Mimimi Games
Publisher
Daedalic Entertainment
Release Date
Dec 6, 2016

Features

Single-playerSteam AchievementsFull controller supportSteam Trading CardsDualShock Controller SupportSteam CloudRemote Play on TVFamily Sharing

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What platforms is Shadow Tactics: Blades of the Shogun - Aiko's Choice PC Epic Games Account available on?

Shadow Tactics: Blades of the Shogun - Aiko's Choice PC Epic Games Account is available on PC.

When was Shadow Tactics: Blades of the Shogun - Aiko's Choice PC Epic Games Account released?

Shadow Tactics: Blades of the Shogun - Aiko's Choice PC Epic Games Account was released on 6 December 2016.

Who developed Shadow Tactics: Blades of the Shogun - Aiko's Choice PC Epic Games Account?

Shadow Tactics: Blades of the Shogun - Aiko's Choice PC Epic Games Account was developed by Mimimi Games and published by Daedalic Entertainment.

Is Shadow Tactics: Blades of the Shogun - Aiko's Choice PC Epic Games Account worth buying?

Shadow Tactics: Blades of the Shogun - Aiko's Choice PC Epic Games Account holds a Metacritic score of 85/100, making it one of the standout Indie titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.