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Ys 10 Proud Nordics review

Introduction

Basic information

Developer Name: Nihon Falcom
Full Name: Ys X: Proud Nordics
Release Date: February 20, 2026
Released on: PlayStation 5, Nintendo Switch 2, PC
Cross Play: No

Initial thoughts

I had wanted to play this for a very long time, so getting the game from the developer was already a strong start. What hit me almost immediately was just how large and open it feels. Compared to Ys IX, which often feels more centered around a city and its surrounding areas, this game breathes much more. It reminded me far more of Ys VIII, where the world itself becomes part of the adventure rather than just the backdrop.

That broader structure is one of the game’s biggest strengths. Sailing, hopping between islands, dealing with the sea routes, and constantly finding new things to investigate give the adventure a satisfying sense of momentum. It feels like a proper journey, which is exactly what I want from an Ys game starring Adol. He once again arrives somewhere, immediately gets dragged into escalating nonsense, and just rolls with it like this is a perfectly normal week in his life.

It is a little annoying that I still have Ys I and II sitting somewhere in my gigantic backlog, because this game takes place after Ys II, and you can absolutely feel that there is a legacy here. Even so, the game still does a strong enough job drawing you in through its characters, setting, and moment to moment adventure. It made me want to go backward in the series, which is a good sign in itself.

Story and setting

Plot overview

Of course the story starts with Adol on a boat, and for once the boat does not immediately sink. That alone almost feels like a plot twist for him. From there, the game opens into a much bigger and more layered story than I expected. It is full of regional tension, ancient mysteries, sea bound politics, and the sort of mythology heavy escalation that the series is perfect at when it commits properly.

The story is one of the game’s biggest strengths. It is not just a thin excuse to move from dungeon to dungeon. There is real lore here, real character motivation, and a sense that the writers actually thought through the world and how its factions fit together. The story steadily expands rather than simply lurching from event to event, and that makes the whole adventure feel more substantial.

One of the best things about it is that it still understands what makes Ys fun. The plot has depth, but it never forgets that this is also an action RPG about exploration, danger, and movement. It gives enough story to care, but it does not drown the player in endless overexplaining.

World building and immersion

The world building is excellent. The maritime setting gives the game its own flavor immediately, and sailing between locations makes the world feel physically connected in a way that helps immersion a lot. You are not just jumping between disconnected hubs. You are navigating a region with its own identity, history, and local tensions.

That larger sense of place is strengthened by how the game handles exploration. Islands do not just feel like boxes to check. They feel like stops in a wider adventure. The boat helps tie all of it together, and because upgrading and managing it matters, the ship becomes part of the world rather than just a transport menu with extra steps.

This is one of those games where the setting does a lot of heavy lifting in making the player want to keep going. There is always that little sense that something new, strange, or important is just beyond the next route.

Character development

Adol is still Adol, which is part of the charm. He continues to be the world’s most committed magnet for chaos, and somehow that still works. But the supporting cast is where the game really gains a lot of weight. The writing does a good job making the main relationships feel important, and because the story is given room to grow, the characters actually benefit from that runtime instead of feeling rushed through.

The duo focus helps here as well. Because the game narrows its playable party structure, the central character dynamic feels stronger and more intentional. The result is a cast that feels involved rather than just present.

Emotional impact

The game lands emotionally much better than I expected. Some of that comes from the cast, some of it from the larger lore, and some of it simply from how well the story builds momentum. When an Ys game really works, it creates that sense of being caught in something larger than yourself while still keeping the personal stakes clear enough to matter. This one manages that very well.

There are plenty of scenes that feel exciting, but what impressed me more was that the game also finds quieter moments where the characters and setting can breathe. That balance matters. It is not just nonstop motion. It gives the player space to care.

Rating for story and setting

I have visited multiple aspects of the story, and after some thought and objective thinking, I rated the story and setting with an 9.4

Gameplay and mechanics

Core gameplay mechanics

A new Ys game means a familiar basis with some major new twists, and this time that twist is the duo system. Instead of the broader party setup from some of the earlier modern entries, this one leans into a two character structure, and that changes the rhythm of combat quite a bit. It takes some time to really understand, but once it clicks, it gives the game a distinct identity.

There is a lot here beyond just basic fighting. Skill trees, weapon growth, ship upgrades, fishing, exploration systems, side activities, and plenty of recurring Ys staples all feed into the larger structure. The game is not shallow, and that is one of the reasons it stays engaging for so long. It keeps layering more things in without collapsing under them.

At the same time, some systems could explain themselves a little better. The skill tree in particular, would have benefited from slightly clearer communication on what certain long term gains really lead to before committing resources. The game is rewarding, but it sometimes assumes the player will be comfortable experimenting without much guidance.

Difficulty and balance

The balance is mostly strong. Combat can be hectic, but it rarely feels random. Once you understand the duo mechanics and start building around them properly, the game gives you plenty of ways to fight intelligently rather than just smashing through encounters thoughtlessly.

There is a satisfying sense of progression too. Adol and company do not simply become stronger in a boring numbers go up way. The player also becomes more fluent in the systems. That matters a lot in a game like this. Mastery feels earned rather than automatic.

The biggest annoyance on the progression side was Oland Island and the red crest hunt. That part became more frustrating than fun, especially when trying to clean up those last percentages. It is the kind of completion related friction that does not ruin the game, but it definitely drags against the otherwise strong sense of flow.

Pacing of the game

The pacing is excellent for a long game. One of the things I appreciated most was that the adventure feels big without constantly feeling bloated. There is enough story momentum to keep the main journey moving but enough optional material to make the world feel rich rather than narrow.

The ship helps a lot with this. Sailing gives the game a connective tissue that makes even detours feel like part of the larger trip. Instead of feeling like the game is simply throwing content at you, it often feels like your progress is unfolding naturally across a larger map.

There are occasional slower stretches, especially when a collectible requirement or a cleanup objective becomes more opaque than it should be, but overall the pacing is one of the game’s stronger qualities.

Innovation and uniqueness

The duo system and naval focus are the game’s biggest differentiators. According to official descriptions and summaries of the game I read before starting the game. Ys X notably breaks from the larger party style of several earlier entries and introduces sailing and ship combat as a central part of the experience.

That change does a lot for the game’s identity. It is still recognizably Ys, but it does not feel like it is sleepwalking through old ideas. The ship gives the adventure a new framework, and the paired combat system creates a different rhythm than the more familiar party setups from earlier entries.

Controls and user interface

For the most part, the controls feel good. Combat remains fast, readable, and satisfying once you are acclimated to the new systems. Traversal and exploration also work well enough that moving around the world stays enjoyable rather than becoming a chore.

The UI is mostly functional, but the skill tree could absolutely communicate more clearly. The systems are good enough to justify learning, but a little more upfront clarity would have made the learning curve smoother without dumbing anything down.

Microtransactions

None. It is a complete RPG package with actual systems, actual progression, and actual content instead of modern nonsense pretending to be content. There are some customs, which is common with Ys games. Who wants to look like a Pikkard? Not me!

Rating

After combing through many of the mechanics, the pacing, and other factors of this game, I rated the gameplay and mechanics with a 9.3.

Graphics and art style

Quality of graphics and art direction

The game looks great. The broader environments, the sea travel, the characters, and the creature design all come together nicely. The penguins being back is already a win, and yes, they somehow have even bigger Garfield eyes now, which is both ridiculous and extremely important.

There is also a weird charm in seeing Adol and Dogi in this 3D presentation while knowing where this game sits in the timeline. It creates that nice mix of old series legacy and newer visual presentation. The game does not look cutting edge in the sense of trying to be some hyper realistic graphics monster, but that was never the point. Its style is strong, readable, and attractive.

Technical performances

Performance is solid overall. There is enough happening across combat, exploration, and naval systems that a game like this could have easily felt clumsy if it were not running well enough, but it generally keeps itself together. That helps the sense of momentum tremendously.

Environment and design uniqueness

This is one of the stronger visual areas of the game. The open sea structure, the islands, and the broader travel component help the world avoid sameness. It feels adventurous. The locations give the game a proper sense of scale, and that scale matters because it supports the story and mechanics rather than existing just to look large.

Rating

It took me some time to give the graphics and art style an objective rating. There are many things to consider, but ultimately, I rated this section with a 9.1.

Sound and music

Music score and how it contributed to the game

It is Ys, so of course the music is spectacular. The series seldom disappoints here, and this entry keeps that streak going. The soundtrack does exactly what it should: it pushes the action, supports the emotion, and gives locations and big moments the extra lift they need.

One of the reasons the series remains so easy to get absorbed in is that the music understands momentum. It is not just technically good. It knows how to carry adventure.

Sound effects quality

Combat sounds sharp, naval combat hits with satisfying force, and the whole game benefits from good audio feedback. You can feel impact, motion, and escalation through the sound design, especially when things get hectic.

Voice Acting

The game is voiced to a degree that adds a lot to the experience. Almost everything important is voiced, with only a few scenes here and there lacking it. That helps the story land much more strongly, especially because the cast is one of the game’s better assets.

The performances do a lot of work in making the world feel alive and in selling the emotional beats when they matter most.

Rating

After a lot of consideration, I rated the sound and music section with a 9.5.

Replayability

Game Length and content volume

This game is huge. That is one of the first things that stood out to me and one of the things I appreciated most. It actually feels like a big adventure, not just a medium sized one pretending to be grand. There is story, exploration, progression, naval material, side activities, upgrades, and enough layered content that the game keeps rewarding investment.

It also avoids feeling empty. That matters. A long RPG with weak density can become exhausting. This one generally avoids that because its systems keep feeding back into each other.

Extra Content

Between fishing, coliseum fights, mana races, ship upgrading, side exploration, and the broader completion side of the game, there is a lot here beyond the main plot. It does not feel like one of those RPGs that only has a main quest and then some filler hanging off the side. The optional material actually helps the world feel more complete.

The only real standout irritation on the extra content side was again Oland Island and the awkwardness around those Red Crests, because that kind of opaque completion friction can sour an otherwise strong cleanup phase. My advice is to do most of the island right before the final battle.

Replay value

Replayability is very high. There is New Game+, a lot to discover, side activities all over the place, and enough system depth that a second run could still feel worthwhile. Especially if you wanted to optimize more, test builds differently, or clean up things you missed.

Even outside a full replay, the game encourages ongoing engagement. There is enough optional content that players who really enjoy the world and combat systems can keep spending time with it long after the critical path would have been enough for a lesser RPG.

The replay value is excellent because the game is both long and system rich. Players who love to revisit RPGs for more efficient runs, better mastery, or extra completion goals will have plenty to do here. Even if someone only plays it once, it still feels like a game with enough substance to justify another go later.

Rating

After thoughtful consideration, I decided to rate the replayability and game length with a 9.3.

Suggestions and comparisons

Suggestions and feedback

The biggest suggestion is simple: smooth out the Red Crest annoyance on Oland Island. Completion should be satisfying, not confusing in a way that makes the final stretch feel more irritating than rewarding.

I would also like a bit more upfront clarity on parts of the skill tree. Not less depth, just slightly better communication before committing points, so you can make more informed build decisions without outside checking or trial and error.

Comparisons

Compared to Ys IX, this feels much broader and more adventurous. Compared to Ys VIII, it brings back more of that stronger travel and exploration feeling that made the island structure so memorable while still carving out its own maritime identity.

Personal experiences and anecdotes

I absolutely loved the boat experience. Naval combat could have easily been a weak gimmick bolted onto the rest of the game, but instead it became one of the most fun parts. No spoilers, but the moment my ship fired an entire ridiculous laser and erased an enemy flotilla was the kind of thing that makes you sit back and grin like an idiot.

That is one of the best compliments I can give the game: it keeps creating moments. Big ones, small ones, silly ones, awesome ones. It understands that an adventure this large needs memorable spikes of excitement, and it delivers those.

Rating

Taking in all the personal experiences with Little Kitty Big City, I give it a personal rating of 7,5
Meow like a kitty!

Last words

Pros

Cons

Ys X: Proud Nordics is an excellent action RPG and one of the more satisfying large scale adventures I have played in a while. It captures what makes Ys special, movement, momentum, music, combat, and adventure. While also giving the series a strong new hook through sailing and the duo system.

Yes, I still need to properly play Ys I and II, and yes, that legacy context would probably make some parts hit even harder. But even without that, this game stands tall on its own. Adol once again shows up, gets dragged into complete madness, and somehow turns it into one hell of a journey.

FINAL RATING

Rated 9.4 out of 10

9.4

Please let me know what you think of Ys X: Proud Nordics in the comments!
I hope you enjoyed reading this review. I hope to see you in the next review!
If you liked reading this review, maybe you would like to share this review with your friends.

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Simone Krijgsman

This was a very fun game to watch while sitting next to you on the couch!

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