When Nioh 3 launched early in the year, it consumed my life for weeks. I spent over 90 hours wrestling with its punishing bosses, mastering the Ninja form, and scouring every inch of its open-zone maps. I hailed it as the best entry in Team Ninja’s trilogy, yet after achieving that coveted 100 percent completion, I was thoroughly burned out. For seven months, I did not touch it. The arrival of its first proper expansion, Hell Rising, presented the perfect opportunity to re-engage with a game that had demanded so much of me. I am glad I dove back in. Hell Rising is not the most complex or expansive DLC on the market, but everything it introduces—most notably the new Hoko and Shield weapon and the Keian Era map—is more than worthwhile. It is essentially more Nioh 3, slightly expanded, and it served as a powerful reminder of why I sank so many hours into the base game in the first place.
Hell Rising Delivers a Visually Stunning New Setting in the Keian Era
Hell Rising takes place after the events of the main narrative, though notably it does not commit to either of the base game’s endings. The story follows Takechiyo as he searches for a Yokai appearing in his dreams. This quest sends him hurtling forward in time to the Keian Era of 1651—a few decades beyond the main game’s timeline. This chronological jump is an interesting twist on the established formula, giving the expansion a distinct identity. Nioh’s narrative has never been its primary draw, but the expansion’s charming and bizarre characters, along with the returning Guardian Spirits, remain the story’s highlights. Seeing some characters interact with an older Takechiyo adds a layer of novelty that the base game’s period-hopping did not always achieve.
The true star here is the setting itself. The 1651 Keian Era is the most visually unique location in the entire Nioh 3 experience. Its stunning palette of deep blues and vibrant reds creates an atmosphere that is both haunting and beautiful. The map offers a variety of new environments, including a ship graveyard, sprawling training grounds, and Yokai-ridden caves. It builds on the artistic strengths of the base game without breaking new ground, but it is a thoroughly engaging space to explore.
The Hoko and Shield Weapon Transforms Nioh 3 Combat
The structure of Hell Rising will be instantly familiar to anyone who has played Nioh 3. You start in a low-level area, explore a map filled with side activities to strengthen your character, complete story missions that serve as skill-check bosses, and finally tackle the dreaded Crucible. The expansion largely asks you to perform the same tasks—tracking down Kodama, clearing enemy bases, and destroying Crucible Spikes. While this content is well-designed and provides a strong incentive to explore the new map, it is a slight disappointment that no new activities are introduced. The formula remains unchanged.
What saves Hell Rising from feeling like a simple retread is the introduction of the Hoko and Shield. This is, without question, the most unique weapon in the entire Nioh series. For the first time, the game offers an active defense option: using the heavy attack button activates the shield. The Hoko and Shield can be used by both the Ninja and Samurai forms, and its moveset changes depending on which form you are using. It took time to adjust after a six-month hiatus, but once you master pushing enemies around with the shield before finishing them with the sword, it becomes a devastatingly effective and profoundly satisfying combat style. For players with a deep affinity for the series, this single addition might justify the entire cost of the expansion.
What Is the Hoko and Shield in Nioh 3 Hell Rising?
The Hoko and Shield is the first weapon type in Nioh 3 to feature an active defense mechanic. The heavy attack button does not perform a traditional strike but instead raises the shield to block or push enemies. This allows for a more defensive, counter-attacking playstyle that is a significant departure from the series’ typically offensive focus. The weapon’s moveset and effectiveness vary depending on whether you are playing in the Ninja or Samurai form, offering distinct tactical options for each playstyle.
The rest of the new additions complement this defensive shift nicely. The new cat-like Guardian Spirit, Tora Gozen, is one of the expansion’s most charming characters. Its special ability allows for a tricky counter that pairs exceptionally well with the Hoko and Shield’s emphasis on defense. Parries already felt satisfying in the base game, and Hell Rising actively encourages that playstyle. For those who found the base game insufficiently challenging, a new difficulty level has also been added.
The Hundred Demon Realm Picture Scroll Adds Replayability
The final notable addition is the Hundred Demon Realm Picture Scroll, an improved version of the Demon Parade Picture Scroll from Nioh 2. It functions in a similar manner but is more engaging thanks to its procedurally generated battles. This feature adds considerable replay value for dedicated players, though its appeal is largely aimed at those who already enjoy the endgame grind. For players who did not engage with that system in Nioh 2, it is unlikely to change their minds.
This encapsulates the essence of Hell Rising perfectly. Every addition is solid, well-executed, and enjoyable, but the expansion does not push the Nioh 3 formula forward in any revolutionary way. It will not change anyone’s opinion of the base game. For those who adored Nioh 3 at launch—who loved its rhythm of exploration, mastery, and relentless challenge—Hell Rising is a welcome and satisfying return to a familiar world. It is more of the same, but slightly improved, and for this specific audience, that is exactly the right call.