Aragami 2 takes the shadow-teleporting stealth of the original and blows it up into open, Monster Hunter-style mission hubs built for up to three players at once, and on paper that's a reasonable way to grow a niche stealth game into something bigger. In practice, the sequel dropped fourteen points below the first game's Steam score, and the reason isn't a mystery once you've played both.
What Works
The stealth traversal is still the best part of this series, and reviewers agree it's where the sequel is at its most thrilling: ghosting across a mission's open layout, chaining shadow jumps between rooftops, and picking off patrols one at a time hasn't lost any of its appeal. The stealth-ranking system rewards staying hidden the way the first game implicitly demanded, and co-op play measurably improves the experience, giving the bigger maps a reason to exist that solo play doesn't always earn on its own.
What Doesn't
Direct combat is where the sequel falls apart, and it's not a minor complaint: reviewers called it muddy and unpolished, without the finesse of a game like Sekiro, and saddled with an unreliable parry-and-stamina system that punishes engaging a fight the traditional way. IGN specifically flagged “frustrating combat and game-ending glitches,” and that combat problem matters more here than it would in the original, since the open mission-hub structure pushes you into direct fights far more often than the first game's linear, avoidance-first design ever did.
The broader scope cost the series something too: missions repeat their spaces more than they should, the story serves mostly as an excuse to keep moving rather than a reason to care, and critics who loved the first game's tight focus have said the sequel lost its stylistic identity chasing a bigger footprint. OpenCritic's top-critic average landed at sixty-four, with only twenty-seven percent of critics recommending it outright, numbers a long way from the original's reception.
Aragami 2 isn't a bad game, it's a good stealth game wearing a combat system it didn't need. Lince Works had the right instincts on scale and co-op. They picked the wrong fight to pick.
Consulted for this review: