Ys 10: Proud Nordics Review – Before the Fall

Despite some strong new content, Falcom's enhanced version of the 2024 action RPG still falls short of the series' best.

Posted By | On 25th, Feb. 2026

Ys 10: Proud Nordics Review – Before the Fall

Over a year ago, Falcom ended one of its better gaming streaks with Ys 10: Nordics, at least for me. Sure, it was a decent game – one that sought to fundamentally revamp the gameplay loop that I loved so much in Ys 8 and 9, that too for good reasons, but never quite approaching their brilliance on its own. Whichever side you fell on, no one really expected an enhanced version, or one that would add as substantial content as Proud Nordics does.

And it baffles me because this content isn’t DLC – if you already finished the base game, it’s a new journey to embark on. Blame it on the Switch 2, as whatever Falcom wanted to achieve with Proud Nordics simply wasn’t possible on the original. So here we are, starting from the beginning, trying to rationalize what’s a pretty good addition to an otherwise fine base game. Is it worth diving back in for those who already experienced the original? Would the overall package appeal to long-time fans? Let’s find out.

Ys X Proud Nordics

"From a story perspective, they’re actually pretty solid additions with Canute offering an interesting wrinkle to Karja’s character. The Shield Sibling bond between Canute and Astrid is also intriguing as a foil to our leading pair, proving that these partnerships are never quite as cut-and-dry as they seem."

If you played Nordics, the plot and gameplay are virtually the same. Rather than a direct sequel to the more recent titles, it unfolds between Ys 2: Ancient Ys Vanished – The Final Chapter and Ys: Memories of Celceta with a younger Adol and Dogi sailing in the Obelia Gulf. They’re accosted by pirates, later identified as Normans – part of the Balta Seaforce that keeps the peace. Things quickly take a turn in Carnac, the largest settlement in the region, when Adol discovers a mysterious bracelet binding him to Karja, the daughter of the Seaforce’s leader, Grimson.

If that wasn’t enough, mysterious enemies known as Griegr attack Carnac. Using the power of Mana, Adol and Karja work together to repel them while rescuing any survivors whisked away. And in traditional series’ fashion of putting way too much on Adol’s plate, he’s also occasionally transported to an unknown island inhabited by a single old man upon discovering new Mana Actions. Unlike previous games, again, you can execute traversal abilities like grappling, surfing on a Gullinboard, unleashing charged elemental attacks, and even slowing time.

So far, so typical, and many of the pros and cons with the combat system – where Adol and Karja can attack simultaneously and guard against Power Attacks to unleash higher-damaging skills thanks to the Revenge System – remain. What’s new then? Well, first, you need to play all the way through to Chapter 5 to unlock access to Öland Island, the new region. I managed this within four hours or so by skipping all the cutscenes and interactions, but that will only get you through the door, as I’ll explain shortly.

Öland Island is interesting because it’s a place that’s ordinarily unapproachable by ship. Only through landing on a small scrap of land nearby and using Mana Ride can the duo ultimately approach it. What they find is an odd coliseum-style location where monsters are seemingly drawn. It’s not long before they encounter Canute and Astrid, two more Normans with whom Karja has a less-than-positive history. From a story perspective, they’re actually pretty solid additions with Canute offering an interesting wrinkle to Karja’s character. The Shield Sibling bond between Canute and Astrid is also intriguing as a foil to our leading pair, proving that these partnerships are never quite as cut-and-dry as they seem.

We learn even more about Norman history – the purpose of Öland Island and even the origins of “The Red” moniker that was bestowed upon Adol (since Grimson simply giving it to him wasn’t good enough). It’s a genuinely compelling side plot with some notable interactions, even if it remains just that – a side plot.

Ys 10 Proud Nordics_03

"Exploration on Öland Island as a whole feels so much better than the base game, even if it still falls short of Ys 9. It once again highlights what could have been, had Falcom not placed so much emphasis on sailing, naval combat, and spreading out its explorable areas."

But while you can treat this as an epilogue, the new content is clearly meant to be played alongside the base game. Tools like Mana Sense, Enhanced Mana String and splitting Adol and Karja via Raven Boundstones are pretty much mandatory. And while it flows naturally with the main plot, as someone who only wants to experience the new stuff, it’s so disruptive to the overall pacing. Almost like Falcom wants you to eat your vegetables before you can have dessert.

And I say that because the new content is actually good. The battles in Bergen Arena are pretty much just challenges against different enemies and bosses, but they offer rewards based on how quickly you can defeat the opponent. There’s also a pretty decent mix of foes, from tackling a single stampeding boar to a gaggle of Grieger who keep attacking without letting up, pushing you to alternate between dodging and deflecting to survive. And for someone who criticized the Duo Style for effectively making solo attacks pointless, there are also solo challenges where you don’t have the benefit of blocking Power Attacks. Individual build crafting and skill mastery is far more important here, though nothing is stopping you from over-leveling and decimating the lower-level challenges.

The new dungeons are also notable because the experience is notably closer to Ys 8 and 9 in terms of pacing, puzzles, and even layout. Then you have the boss battles. I dreaded seeing two of them with the same design, but lo and behold, each had unique patterns and required different tactics, both in deflection and dodging. Even the new Mana Hold ability, finicky as it can be at times, adds a nice new dimension to the exploration. Instead of just pushing a button like Mana Ride and simply going with the flow, there’s at least some thought to the various applications of Mana Hold. Does it feel a little too similar to the UltraHand from Tears of the Kingdom? Well, yes, but if you’re going to steal, then steal from the best.

Exploration on Öland Island as a whole feels so much better than the base game, even if it still falls short of Ys 9. It once again highlights what could have been, had Falcom not placed so much emphasis on sailing, naval combat, and spreading out its explorable areas. Speaking of sailing, there are also new Golden Breezes (Golden Wind was probably trademarked) on the ocean, which unlock new Sea Breezes upon defeating a group of enemies. This is a decent fix to the issues with sailing, especially when you first gain access to it, and provides a neat incentive for engaging in sea battles.

Ys X Proud Nordics

"If you’re a long-time fan and haven’t taken the plunge until now, Ys 10: Proud Nordics is the definitive edition for sure – just be warned that the new content, as fun as it can be, does little to dull the base game’s issues or reach the heights of the series’ best."

Of course, we go back to the main question – is this worth revisiting the base game, especially since you need to play through it all again for unfettered access to the new content? It ultimately comes down to how much you enjoyed Ys 10: Nordics, warts and all, and whether you’d be willing to revisit it.

That doesn’t quite describe me, and a second playthrough highlights all the more just how uninteresting the side characters and antagonists can be, or how mundane the sailing is in the early going. And while some of the later levels, including the occupied cities and forts, have more happening than the earlier stages, it’s still a fairly above-average experience.

Even if its tools were tied into it so inextricably, I would have appreciated the pacing of Proud Nordics if the side content wasn’t so start and stop with the main game. If you’re a long-time fan and haven’t taken the plunge until now, Ys 10: Proud Nordics is the definitive edition for sure – just be warned that the new content, as fun as it can be, does little to dull the base game’s issues or reach the heights of the series’ best.

This game was reviewed on the PlayStation 5.


THE GOOD

A massive improvement over the base game in terms of exploration. Mana Hold offers some interesting new tricks and applications. The new dungeons and side activities, including the Coliseum, can be enjoyable. Intriguing side plot with some compelling character development.

THE BAD

Still tied inextricably to the base game, and requires playing through the former for the tools necessary to progress. Still just a side plot. All the other issues remain as relevant as ever.

Final Verdict:
GOOD
Even if it's the definitive way to experience Ys 10 with some genuinely fun new content, Proud Nordics only further showcases what could have been.
A copy of this game was provided by Developer/Publisher/Distributor/PR Agency for review purposes. Click here to know more about our Reviews Policy.

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