Skip to content
PC Games BuzzVerdict

Trek to Yomi

3.2 / 5
How we rate

2022 · Action-Adventure / Side-Scrolling · PC / Steam


There has never been a game that looks more like a Kurosawa film than Trek to Yomi. The black-and-white cinematography, the deliberate camera framing, the film grain and wind-swept compositions all create something that looks pulled straight from mid-century Japanese cinema. On a screenshot-by-screenshot basis, this might be one of the most visually striking games ever made.

The community agrees on this point almost unanimously. Where opinions fracture, and they fracture hard, is on what happens when you actually pick up the controller. Trek to Yomi is a game that looks like art but plays like something that needed more time in development. The gap between its visual ambition and its mechanical depth is the defining tension of the entire experience.

Cinematic Mastery in Every Frame

The visual direction is extraordinary. Every scene is composed with the care of a cinematographer rather than a level designer. Camera angles shift dynamically as you move through environments, finding dramatic compositions that make even simple corridors feel like movie sets. The black-and-white palette isn’t just a filter thrown on top of a color game. The lighting, contrast, and environmental design were clearly built from the ground up to work in monochrome.

Sound design matches the visual ambition. The score draws from traditional Japanese instrumentation, and it rises and falls with the pacing of each scene in ways that feel cinematic rather than looped. Environmental audio, from distant temple bells to the crack of wooden structures in wind, fills out the atmosphere with convincing detail. Voice acting is performed entirely in Japanese, which was the right choice for maintaining the tonal authenticity the game is chasing.

The story follows a samurai’s journey through duty, loss, and the afterlife, hitting notes that will feel familiar to fans of the genre while maintaining enough sincerity to avoid feeling derivative. The Yomi sections, where the protagonist literally travels through the underworld, allow the visual design to push into surreal territory that provides welcome contrast to the earthly chapters. These sequences contain some of the game’s most striking imagery.

Combat That Cuts Shallow

Combat starts with promise and runs out of ideas quickly. The basic sword fighting feels satisfying in the opening hours, with parries, combos, and directional attacks that reward timing and positioning. But the system never evolves in meaningful ways. By the midpoint of the roughly five-hour campaign, you’ve likely found two or three effective approaches and have little reason to deviate from them.

Enemy variety is thin. You’ll face the same handful of enemy types throughout the game, and the strategies that work against early opponents remain effective against later ones. Boss fights provide occasional spikes of challenge, but even these tend to rely more on pattern memorization than genuine combat mastery. The lock-on system can feel unreliable when multiple enemies attack from both sides, leading to deaths that feel cheap rather than earned.

The game’s short length is a frequent point of discussion. Most players report finishing in four to six hours, and there’s limited replay incentive beyond branching story paths that don’t meaningfully alter the gameplay experience. For a full-price purchase, this feels thin. Players who picked it up through subscription services or on sale tend to be more forgiving on this point.

Platforming and exploration segments between combat encounters don’t add enough variety to break up the pacing. Collectibles exist but are often tucked into corners that feel at odds with the cinematic camera angles, requiring you to walk away from the dramatic composition the game just set up. The tension between “look at this beautiful frame” and “explore every corner for items” never resolves comfortably.

Style as Substance and Its Limits

Trek to Yomi raises an interesting question about how much visual artistry can carry a game. For some players, the answer is “quite far.” The experience of moving through these stunningly composed scenes, accompanied by that score, following a sincere story about honor and sacrifice, is enough to justify the time even if the combat is simple. These players tend to frame Trek to Yomi as an interactive movie rather than an action game, and on those terms, it succeeds.

For others, the visual beauty actively highlights how underdeveloped the gameplay is. A gorgeous game that plays poorly can feel more frustrating than an ugly game that plays well, because the gap between presentation and substance becomes impossible to ignore. The short runtime amplifies this, since the game ends right around the time you’d expect a deeper combat system to start revealing its layers.

Should You Play Trek to Yomi?

If you love samurai cinema and want to experience something that captures that visual language with remarkable precision, Trek to Yomi is worth your time. Players who prioritize atmosphere and presentation over mechanical depth will find a lot to appreciate. Approach it as a short, cinematic experience rather than a deep action game, and you’ll meet it on its own terms.

If combat depth is what drives your enjoyment of action games, this one will disappoint. The fighting never develops the complexity needed to sustain interest, even across a short campaign. Players who need strong gameplay to justify their time will feel the thinness quickly.

The Verdict on Trek to Yomi

Trek to Yomi is a game at war with itself. Its visual direction is extraordinary, channeling classic samurai cinema with a level of care and artistry that demands respect. Its combat, unfortunately, never rises to match that ambition, settling for competence where it needed excellence. The result is an experience that’s unforgettable to look at and forgettable to play. That tradeoff will be worth it for some and frustrating for others, and both responses are entirely fair.