When my friends hit up E3
last year, this is one of the games they were raving about right up
there along with Metroid Prime. Strangely enough, they both come out
at just about the same time, and since I have no GameCube, I get
Shinobi instead. Back in the old school days, I never got to play
Shinobi. I simply didn't have the quarters to play it. So, I'm not
aware of the whole story or the original game, but I hear this one's
pretty much entirely different.
This time you're Hotsuma, the leader of the Oboro ninja clan.
Japan's being devastated by earthquakes caused by the "Golden
Palace" reemerging in the heart of Tokyo. Strange creatures are
appearing all of the city, and you're going to take them all out.
Apparently, the guys behind all of this have killed off your entire
clan and are using their bodies, i.e. Zombies to ravage the
city, and impede your progress. You're fairly ticked that someone's
done this to your clan, and hence, you want someone to pay.
Control
Control feels fairly tight, but there are quite a few things I'd
want it to have. The control problems make this game a highly
annoying one, as opposed to a must-have for all gamers. Your left
analog stick moves you around. The D-Pad will cycle through your
different ninjutsu effects. R2 will point you the direction of
whichever enemy it feels like pointing you towards, and R2 plus the
right analog will allow you to move the camera around. L1 will
center your view to be directly in front of you.
O jumps and double-jumps, X will dash, and Square attacks with your
katana, Akujiki. L2 uses your ninjutsu scrolls, and triangle uses
your throwing knives. Double jump + Triangle will fire off 8 knives
in all directions.
If you come in contact with certain walls you'll be able to cling to
them and run along them. However, despite being able to cling to
walls, apparently, being the leader of a ninja clan doesn't mean you
have learned the ability to hang onto ledges, a talent you'll find
yourself wishing you had quite often throughout the course of the
game. Also, you're only able to climb along certain walls, which
you'll have to discover through trial and error.
Your sword also powers up with each kill. It doesn't power-up long
term, though, it powers up short-term. Like, for a second. So, if
you're surrounded by a single tough enemy and several weaker ones,
it's prudent to waste the lesser threats, and then you can generally
kill the greater enemy with a single slash. You'll then be treated
to a scene of you posing, taunting, and them falling to pieces
behind you. This is kind of cool at the beginning, but it gets old
once your progress further into the game.
The game also is sorely needing a feature to lock onto an enemy, or
snap the camera to it. You'll find yourself whirling around like
crazy after you have your Akujiki powered up and are looking for
where the boss is to finish him off, only to find that your sword is
no longer glowing once you locate him.
Gameplay
The gameplay is nice for the first few levels, then you start
running into stuff that you would really, really like the game not
to have. As you'll find upon completion of Level 1-B Akujiki needs
to absorb yin from dispatched enemies. What this means to you the
player, is that if you make a wrong turn, and can't find your way
back immediately, you're toast.
Once you get to boss characters, this takes on greater importance,
because you don't slake Akujiki's thirst by hitting enemies, it only
calms down after you kill enemies. So, you've got to kill off the
little things around the boss characters in order to prevent "the
cider from being sucked out of you".
The other thing you'll quickly discover is that while you can't
block at all, the enemies can...even if they're dogs holding katanas
in their mouths. (Seriously...If I slash down at its head...how does
it block? I'm going to split its head open before I contact the
sword.) I understand enemies having special abilities that I don't
have. Heck, I don't even block most of the time when I have the
option. But I don't like it when basic functionality is not afforded
to the character I'm playing, and then is given to enemies.
There are several points in the game where you'll feel like the
developers are just mad at you. Like you went over to their place
and punted their dog or something.
Take this boss fight from Level 4-B for example:
You're fighting this flying moth thing. The area you fight on is
surrounded by lava, with various little platforms for you to hop off
of.
The center platform is where the little moth things are going to get
summoned. You'll need to kill them to power up your sword in order
to do decent damage to the boss character. This platform is also
where the only items to power up your health will appear.
So, in order to get in a solid hit, you'll have to:
Kill off a 5 or 6 little moth things.
Within 1 second locate boss character.
Within that same second, hit jump, jump, dash, slash ensuring that
you are perfectly in line with the moth thing's head, and that you
dash precisely at the apex of your second jump.
Hope that your dash isn't at the same time as when the moth thing
decides to attack because it'll knock you out of the air.
This wouldn't be a problem if you weren't on a hovering platform. Or
if you didn't need to kill the little things to stop your sword from
killing you. Or if you could have the camera immediately line-up
with the boss character who is the only thing onscreen still alive.
Or if the boss thing didn't have 2 different attacks that fling you
off the platform into the lava.
I don't mind games that are difficult...I do mind games that are
difficult just because the developers are feeling spiteful, or have
designed the game poorly. If I had to figure out a pattern of
attack, or I had to dodge a lot of attacks to defeat them, this
wouldn't bother me.
Instead what I get is that I know the one thing I have to do to
defeat the enemy, but it ends up being a long-winded trial and
effort task to do that one thing. Basically, once you figure out the
pattern to beat a boss, you'll know within the first 15 seconds
whether or not you'll beat it, or should just restart, and the fight
ends up with one of two results, humiliating defeat, or
exceptionally lopsided victory.
Also, the levels are big...about 10-15 minutes to go through
sometimes. Fall to your death, and you have to start the whole damn
thing over again. This gets to be very, very annoying around level
5-A, because the entire level is a death trap. Once you get to level
6-A, you'll have to drop down these tube-like rooms...and at the
bottom of each is a pool of acid. You'll find yourself having to
hack apart these stones that seal the room off, and the only way to
find them is to cautiously drop and run around the room...while
things are shooting at you and your sword hungers. Mistakenly
exhaust your double-jump or dash, and you're right back to the
beginning.
The game stops being entertaining a loooong way from the end, and
eventually the only reason you keep playing the game is pride. You
don't want to give the developers the satisfaction of you not
beating their game.
Graphics
They're not very good at all. While Hotsuma is done very stylishly,
and his flowing cape is pretty cool, the CG movies in the game
feature stuttery animation, and all the women in the game have
freakishly large necks. Also, I was hoping the little knives on his
arms would deplete as you threw them, but no such luck.
Also, anyone who's played through Shenmue 2 will recognize
half the textures in this game...they're all the busted up buildings
in the Kowloon parts of the game. Everything in the game looks about
on the level of Shenmue 2 on the DC or Zettai Zetsumei Toshi.
(The Japanese earthquake survival game.)
You'll run into the same enemies all throughout the game. I think
there are about 6 or 7 different ones, and that doesn't scream value
to me. I think this game probably could run on the DC without too
much trouble at all.
Audio
The background music throughout the game is pretty nice. Japanese-sounding
but with enough synth to make it feel sort of new wave-ish.
Also, the game gives you the option of using the Japanese or English
voices for the game, which is good because I can use the Japanese
voices with subtitles to try and learn more Japanese. I recommend
more developers doing this...it's not like it really takes up all
that much more space. I haven't listened to the English voices yet,
so I'll tell you how those are at another time.
One thing I did notice was that the bosses all have scripted
dialogue. So they'll be saying something, and then you'll hit
them...and they'll say both things at the same time. I mean, I know
they're evil, but they shouldn't be able to say two different things
at the same time.
Level Design
The levels are generally boring. Drab colors, and busted up
buildings abound. I don't think I've seen a level that had any more
than 4 or 5 basic colors.
On top of that, you'll be jumping through buildings, turn a corner,
and all of a sudden, there's an alleyway in between buildings...that
just doesn't make sense. Neither do the floating rock platforms. I
had a friend say, "Hey, is that tank just floating in midair?" The
response we had was, "No...it's sitting on the rock
platform...that's floating in midair."
Also, the annoying camera work, and the insta-death zones make the
levels more of a painful chore than anything else. You don't really
feel like you're making progress...you just feel like there's more
of the level to go back through should you, er, I mean, WHEN you
die.
Overall
This game's a rental. It can be beaten in under a week, and I really
don't see you wanting to go through this once you've done it once
before. If it looked nicer, and was a bit more player friendly, I'd
probably be buying this one. But as it is, it feels like the
developers just wanted to make this hard enough so that you couldn't
beat it on a rental time span.
Well, you can, so don't bother buying it. You can unlock various
extras, but really, nothing that merits trying to go through this
game, picking up all the little insignia things.
Ugh...I really wish this was a bit more conducive to playing. This
would be my winner of the Controller Smasher of the Year Award. I
don't mind a game being tough...so long as it isn't the design
fighting against me in addition to the enemies.