My Brain Said 'Sneak,' But My Goblin Said 'Chaos': Styx: Blades of Greed Proves Stealth Can Be Gloriously Messy

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My Brain Said 'Sneak,' But My Goblin Said 'Chaos': Styx: Blades of Greed Proves Stealth Can Be Gloriously Messy

Eurogamer's preview of *Styx: Blades of Greed* reveals a stealth game where even spectacular failure leads to exhilarating fun, thanks to the caustic goblin Styx's mischievous abilities and a world that embraces chaotic experimentation.

Right, so imagine this: you're revving up for a stealth game preview, ready to be a digital ghost, a silent assassin. But then, your brain decides it's actually an amateur demolition expert with a penchant for setting itself on fire. Sound familiar? Because that, my mates, is precisely the glorious, chaotic vibe I'm getting from the latest glimpse at *Styx: Blades of Greed*. Our pals over at Eurogamer had a crack at it, with Victoria Phillips Kennedy navigating the shadows (and occasionally, the flames) in a way that resonates with every gamer who’s ever tried to be stealthy and ended up throwing a digital tantrum.

See, the Styx series isn't new to the scene; it's been charming us with its infiltration gameplay for a while now. You play as Styx, a goblin so caustic he could probably dissolve concrete with a sneer. He's not exactly the poster boy for 'heroic,' but then again, who needs heroes when you've got a grumpy green chap who can disappear into thin air and mind-control his enemies into doing his bidding? *Blades of Greed* is the third instalment, kicking off after the events of *Styx: Shards of Darkness*, though Victoria assures us you don't need to have played the previous ones to jump into this particular brand of goblin mischief. And the goal, as always, is to be super stealthy while gathering Quartz – a substance so powerful and precious it's practically glowing 'loot me!' – all while navigating an impending war between elves, humans, and orcs. Standard Tuesday, really.

Now, here's where it gets interesting, and frankly, utterly relatable. Victoria went into this preview admitting she wasn't exactly a stealth ninja. She's "not known for putting the b in subtle," she said, which, fair dinkum, is a mood we've all felt. The developers, bless 'em, were all "you'll be fine," probably underestimating the raw, untamed power of a reviewer determined to break a game (accidentally, of course). And break it she did! After a mere two minutes of glorious blundering, they collectively decided, "Hmmm, yes, you do need some help. Why don't we show you the tutorial." This, my friends, is the mark of a truly authentic preview – when the dev team has to pull you aside like a well-meaning but exasperated parent. It’s like trying to cast a 'silent step' spell and accidentally summoning a flock of angry pigeons instead. Pure Jeff energy, that.

Victoria's initial adventure took her to 'The Wall,' a place that sounds less like a friendly neighbourhood pub and more like a concrete, steel, and surveillance-laden vertical fortress designed specifically to make goblins like Styx (and apparently, unprepared previewers) regret their life choices. Patrolling guards, aggressive gangs, more obstacles than a wizard's spell gone wrong – it was a hostile welcome indeed. Her job? Scale this bad boy to convince a 'morally dubious sky pirate' to lend his zeppelin. Simple, right? Turns out, harder than trying to explain Web3 to your grandma.

After a few (read: many) delightful mishaps – falling off ledges, attempting to hide behind a brazier only to spontaneously combust, and a classic 'walk out into the open with misplaced confidence' leading to a gut-stabbing – Victoria, with the patient devs in tow, wisely retreated to the mines. This is where the actual learning happened. She discovered the sacred art of staying in the dark, peeking through doors like a digital voyeur, cushioning footsteps with carpets, dousing torches with sand, and sliding into position for those satisfying, silent assassinations. For a fleeting moment, she *became* the shadow, one with the night... only to then crash into a table and alert a small army of guards. At which point, the game transitioned seamlessly into 'panic and swipe erratically with blade' mode. Sounds like my average Tuesday in any RPG, frankly. Quick save to the rescue, thank the gaming gods!

But here's the clever bit: Styx isn't just a master of stealth; he's a master of mischief. Victoria got to play with some of his signature abilities, thanks to a bit of developer-fueled 'behind-the-scenes magic.' Mind control, for instance, turned an unsuspecting guard into a temporary, comrade-bashing puppet. Then there's invisibility, which Victoria expertly deployed in a tavern within The Wall. No mere stealth kill here; she pulled a lever, causing a chandelier (adorned with candles, naturally) to come crashing down on the patrons. "Trust me, they had it coming, and it was all very satisfying," she recounts. I reckon that's the kind of chaotic good we need more of in stealth games. Finally, she briefly tried out Clone, an illusionary double that she used to 'bop off' another guard while safely hidden behind a crate. You can almost feel the goblin glee from here.

Just when she thought she might be getting the hang of it (narrator: she wasn't), she was once again fleeing from a horde of angry pursuers. But here’s the kicker: she described it as *exhilarating*. This is where *Styx: Blades of Greed* truly shines, mate. It's a stealth game that seems to embrace the chaos. It's not just about perfect execution; it’s about the journey of glorious failure, the desperate escapes, and the unexpected moments of genius (or accidental mayhem) that make you laugh and want to try again.

After The Wall, Victoria explored 'Turquoise Dawn,' a lush, green, but equally hostile environment. Here, she tried out Styx's grapple hook (perfect for speedy exits after ill-advised tunnel excursions) and his new glider. The glider, apparently, is ideal for heroically fleeing from a rampant onslaught of bug-like creatures. Her account of leaping off a verdant cliff and drifting to safety, only to turn right back around for another go, perfectly encapsulates the game's allure. You fail, you flee, you re-strategize, and you dive back in. It's a loop that makes you feel like a curious wizard experimenting with volatile spells – sometimes you get it right, sometimes you blow up the entire lab, but you always learn something and have a blast doing it.

We don't have a concrete release date for *Styx: Blades of Greed* yet, but the developers are aiming for 'this year.' And if Victoria's experience is anything to go by – a delightful hoot of a time, despite her best efforts to be terrible – then I reckon we've got something genuinely exciting on our hands. A game where the journey of figuring things out, even through countless blunders, is just as rewarding as nailing that perfect stealth run. I, for one, will be quietly (or not so quietly) jumping back into that chaos when it drops. Things can only go well… right?! (Probably not, but it'll be fun finding out.)

*This article is based on a preview of Styx: Blades of Greed at gamescom 2025, originally reported by Victoria Phillips Kennedy for Eurogamer. Nacon provided travel and accommodation for the original coverage.*

Tags: Styx: Blades of Greed, Stealth Game, Game Preview, Cyanide Studio, Nacon

Original article: Eurogamer