Trek to Yomi Review (PC)

very good
key review info
  • Game: Trek to Yomi
  • Platform: PC
  • Show system requirements
  • Gamepad support: Yes  
  • Reviewed on:
Trek to Yomi key art

An archer pops up right in front of my Hiroki, forcing me to launch him into a roll to dodge an arrow. I could close the distance and slash him but it’s easier to throw a shuriken. He drops, I roll back and get ready to deal with the two bandits that run in. One lunge takes the first down, I parry the second and kill him as well. An armored foe is my next target, better able to withstand blows. The best way to engage him is by launching into my stun combo. Once he is no longer moving, I deliver a finisher to get some of my health back.

Trek to Yomi is developed by Leonard Menchiari and Flying Wild Hog, with Devolver Digital in charge of publishing. I played the game on Steam on the PC, but it is also offered on the Xbox Series X and S, the PlayStation 5, and older consoles from Sony and Microsoft. The title is a striking action game that wants to immerse players in a classic samurai tale.

Our protagonist is Hiroki, handy with a katana and with childhood trauma to solve. His village was attacked, and his beloved teacher was killed defending it, and the hero, now all grown up, wants to cut down all those responsible. His hubris has consequences, and his quest becomes even harder.

Almost all of the game is based on classic tropes but there’s one twist that goes in an entirely unexpected direction with some satisfying results. The game could have used a little more dialogue to sketch out the world and give us more of an insight into Hiroki's mindset and the conflict that drives him.

Trek to Yomi
Trek to Yomi
Trek to Yomi
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The core of Trek to Yomi is the katana combat. Players have a light and heavy attack, a parry, and a dodge to work with. They also learn plenty of combos as they move through the game. A stamina meter means that constant flailing is not a good strategy. It pays to keep an eye on enemies, parry at the right time, and counter to cut them down.

Most opponents die in one or two slashes, a good reflection of how deadly katana combat was. Armored people offer more of a challenge but there’s no need to tweak tactics. Spears and archers are rare. They represent the best use case for the ranged options Hiroki gets, like shuriken and bow.

When not killing with the blade, the hero can do some light exploration. It sometimes unlocks ways to deal with enemies without combat and delivers access to collectibles and extra upgrades for health and stamina. I like the idea of the combat more than its implementation.

The enemy variety is limited and that means battles quickly become rote. I relied on the stun combo a lot because it allows players to replenish health. I mostly died when ambushed by significantly higher numbers attacking from two directions, unless I was fighting bosses. Because stun does not seem to affect them, these engagements pose a challenge and forced me to look up my list of moves to find out which are best suited to the situation.

The game needs a lot more variety when it comes to combat, which is hard to deliver given the small number of enemy types and the fact that engagements always take place in a 2D space. There are also some issues with slashes not connecting and with Hiroki getting stuck in the environment.

Trek to Yomi’s presentation is probably the best element of the package. The entire game is shown in black and white, with camera work and designs that aim to evoke classic samurai movies, especially the work of Kurosawa. There are moments of great beauty, although many players will blow past them in search of the next battle.

But this is a game, not a movie, and the fixed camera and little stutters in the animation can be annoying during long sessions. And the style of Kurosawa is so celebrated because it served a purpose in his movies. Trek to Yomi does not have the underlying themes and depth, it’s too much style and too little substance. The sound design is solid and works well with the visuals.

Trek to Yomi
Trek to Yomi
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The Good

  • Visual identity
  • Combat system
  • Boss battles

The Bad

  • Combat variety
  • Limited narrative
  • Style over substance

Conclusion

Trek to Yomi makes a great first impression. The black and white, combined with the first uses of the combat system, suggests an experience that will allow players to step into the sandals of a samurai. The story might not be extraordinary but there’s enough sentiment in it to keep players engaged.

But combat quickly reveals itself to be repetitive, with little need to experiment or to use all the combos. And the presentation does not enhance the gameplay, even if it delivers good screenshots. Trek to Yomi has some good ideas but never uses them to their full potential, which is a shame given its initial promise.

Review code provided by the publisher.

story 7
gameplay 7
concept 9
graphics 9
audio 8
multiplayer 0
final rating 8
Editor's review
very good
 

Trek to Yomi screenshots (21 Images)

Trek to Yomi key art
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