« Naming the Revolution | Home | Weekly News We care About Wrap Up - 4.28.06 »
christian

Review - Ninja Gaiden

posted on April 27th, 2006 by christian
ninjagaiden Review - Ninja Gaiden

Fear the deadly ninja who has mastered the constipation style.

I wanted to like Ninja Gaiden. I really did. Despite my disinterest in Namco’s Team Ninja and their “style over substance” approach to game design, I always hoped that this new Ninja Gaiden would live up to the high standards set by the 2d originals. It turns out that the final product is much like I expected. Team Ninja has a history of being able to do one thing incredibly well, be it the graphics of Dead or Alive or the … models in Extreme Beach Volleyball. Meanwhile pretty much everything else in the game ends up being mediocre at best.

The good news is that Ninja Gaiden’s combat happens to be the one thing that is done right. The bad news is that once again everything else is rather crummy. You’ll have to cut through both your enemies and several layers of bullshit in order to become a true ninja, and whether this is actually worth doing is a difficult question to answer.

First off, I have to say that I found Ninja Gaiden’s battles to be every bit as good as promised. This is because it manages to achieve a very rare sense of balance between all the elements of the combat engine. Often I find that the quality of a game’s combat correlates highly with how close it gets to achieving this balance, though it isn’t exactly easy to describe. Suffice to say that when I say a game has balance, it means that everything has a purpose, and no one move or tactic stands out above the rest.

Take for example Kingdom Hearts. It is an incredibly unbalanced game. Success can be achieved simply by mashing the attack button. Magic is mostly useless, special attacks are spontaneous and error prone, the leveling system feels trite and arbitrary. It even goes so far as to use the menu system of a turn based game in a real time combat engine. Very little about Kingdom Hearts’ battles makes sense, and this kind of chaos and poor design can create combat that is monotonous and frustrating, and it often gives the player little incentive to persist. If I begin asking “why?” something is the way it is, then the game has already lost me.

Soul Calibur is perhaps the best model of what a balanced game is like. Being in 3d, the game lets you move in, well, three dimensions. For every “cheap tactic”? or surefire move there is a counter if you really look for it. The movelists are deep, almost intimidating at first, yet the nature of the engine combined with the incredible practice mode makes it perfectly possible to master any character. Or you could just spend all of your time button mashing and still have a good time. The only “why?”s of Soul Calibur are issues of blood and gore (or a lack thereof), and these are so unimportant in the grand scheme of things that they have little if any impact on the quality of the gameplay. Soul Calibur is the only game that I have consistently played for close to five years now, and it never feels trite, it never seems frustrating, and there is never one “best way” of doing things. That is what good balance can do.

NinjaGaiden_screen_1_xbox Review - Ninja Gaiden

So Kent Hovind was right, man and dinosaurs did coexist.

Ninja Gaiden is not quite as balanced as Soul Calibur, but compared to most action titles it takes the cake. Yes it can be very tough at times, but it is also very fair. Enemies are strong, fast, and aggressive opponents who will punish mistakes and aren’t afraid to overwhelm you. To fight them, you are given a multitude of weapons, each with their own combos and uses. The window for button inputs is incredibly forgiving, allowing anyone to master combos, and you can block in situations that would be impossible in other games. Hell, you can kill an opponent in one shot if you get them on the ground!

Ninja Gaiden is a game that will try to kick your ass. Those who rush through the game and rely on the same stale moves will be punished frequently. Meanwhile those who take their time to explore their surroundings, and who take advantage of the many tools given to them will be able to kick back. Indeed, there are few things as satisfying as obliterating a group of fifty fiends with spinning, brutal nunchaku death after they gave you so much trouble a few hours ago. Surprisingly repayable, deep but accessible, Ninja Gaiden made me look forward to any chance for battle, and sits easily along with Devil May Cry at the top of the heap when it comes to 3d combat.

And now I’m afraid it is time to get nasty. I cannot for the life of me understand how a development team that concocted such satisfying fighting could screw up just about everything else. The greatest flaw is without a doubt the camera. The only, and mean only, control you have over it is the ability to reposition it behind Hayabusa’s back. You will be using this very often, as the camera simply does not move when you are not in combat. Be prepared to madly mash the R trigger as you try to get a good perspective of whatever room you are traversing. In fact, be prepared to mash it all the time, because during combat the camera will constantly try to zoom, pan and rotate in order to give you a good view of your enemies. Unfortunately it sometimes has the reverse effect by providing bad angles or simply by moving too much, creating confusion about your orientation or the location of enemies. Having a foe jump out from off screen to nail you with a strong blow is never fun, but be prepared for it to happen more often than you would like. Apparently the camera has received some fixes in both the two downloadable Hurricane Packs as well as in Ninja Gaiden Black. However, that doesn’t fix the fact that it was broken in the first place, and so no slack will be cut.

NinjaGaiden_screen_5_xbox Review - Ninja Gaiden

Every good game/rap video needs the beat down shot.

The camera also screws up the platforming sections of the game. Hyabusa’s jump is not very high, nor is it very long. You also cannot change direction midair, meaning you’ll need a perfectly straight approach to a ledge; otherwise you’ll veer off to either side and fall to your doom. Shouldn’t be a problem when you can center the camera behind you, right? Think again. If Ryu is at even the smallest angle with the target platform, then camera will not line up perfectly straight, thus any attempt at a jump will probably lead to failure. The solution is to face the opposite direction, reset the camera, turn around again, and move the camera again. Somehow this causes Ryu to straighten out, and damn if it isn’t far more complicated and counterintuitive than it should be.

Share/Save/Bookmark GameGrep

1 Comments

  1. jay said on May 2, 2006 :

    I’ve been thinking about getting this for a long time. I should probably stop putting it off. And does any one else think the arcade version is the best in the series?

Leave a Reply