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Review by tomippen
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Ninja knows how to make a Ninja game. Trust me on this. Ninja Gaiden is
a series hailed for its deep, precise and rewarding style of combat,
and rest assured that the newest title, Ninja Gaiden II, doesn’t stray
from the path of excellence that team head Tomonobu Itagaki has laid
down in past years. If you don’t think “combat” when you hear Ninja
Gaiden, you think “insane difficulty,” and on the whole that hasn’t
changed much either. Nonetheless, Ryu Hayabusa is back, shinier than
ever, and while this game takes steps forward from the last Gaiden
title and definitely feels like a sequel, there are some serious
shortcomings that need addressing.
To set the mood, let me take you away to the magical land of what is
apparently a futuristic Japan, though you wouldn’t know it based on the
traditional feudal housing in the quaint riverside village where our
protagonist dwells. It’s a secret place. Yes, those of the noble Dragon
Lineage live in the Hayabusa village at the base of Mt. Fuji, and watch
over the resting place of the Arch-Fiend. Their enemies, the Black
Spider Clan, have shaken hands with the evil creatures of the
underworld, and become embroiled in a plot to awaken the source of all
evil, the Arch-Fiend himself, from his eternal slumber. To do this, the
Four Greater Fiends have been released upon the world, each wielding
his own elemental specialty and taking up refuge in a different corner
of the globe. It’s up to Ryu, the heir of the Dragon Sword, to hunt
them down and stop the horrible plot.
I
hope that wasn’t too whimsical for you, though, if you did find
yourself carried away I assure you it was due to my stirring narrative,
not the yawn-worthy content. The truth is that if you’re one to pursue
what I’ll reluctantly call high narrative in games, Ninja
Gaiden II may not be for you. If you pay attention, it’s enough to get
Ryu from point A to B, but character development remains unchecked on
the Team Ninja “to-do” list. How Sonia, the female protagonist
(complete with a watermelon satchel on her chest) exchanges maybe
five words with Ryu through the course of the game, and falls madly in
love with him by its conclusion is a question that will remain forever
unanswered, and not in a cool artistic way; they just don’t tell you
why. Characters in this game don’t have emotions, only goals. Whenever
one of them gets a chance, they’ll fill you in on just why they’re
doing whatever it is they’re doing. I’m sure Ryu appreciates it, but as
the omniscient player I’m already aware of why the bad people are doing
bad things, and I’d just like to get on with the head-cutty-offy.
I may as well get it out of the way and talk about the reportedly abhorrent camera the game features. You can’t click anywhere these days without finding an interview, review, or rant about how terrible it is. It’s not that bad. The majority of the battles have you up close and personal with melee-based enemies, and with the exception of an odd crippling angle, there’s no harm done. The problems come later in the game, when every enemy is gifted with an automatic rocket-launcher, and you have to deal with constantly being flipped over and knocked down by off-screen foes. For god’s sake, please let me zoom out! I cry, but to no avail.
The
combat, as mentioned earlier, is first class when you can see what
you’re doing. The enemies are well animated and all together pretty-looking,
and the system in place for guarding, counterattacking, and combo input
works flawlessly. The pace of the fighting can be intimidating at
first, but with practice a mastery of this system really makes the art
of fighting properly a beautiful thing to behold. The fluidity of both
Ryu and the enemies’ attacks make a random encounter seem like a
perfectly choreographed fight scene from an anime. For fans of this
genre, it’s also worth mentioning that the enemy AI and fighting style
feel very unique. In games like Devil May Cry or God of War, feats of
the same variety can be easily accomplished against flailing, helpless
foes. In Ninja Gaiden II, the enemies (particularly the human ninjas)
really feel like they know what they’re doing; their strikes are
focussed and planned, their rage is intense, and they always capitalize
on your mistakes. Upon severing a limb, they abandon caution and charge
you (or crawl at you) balls-out, willing to end their own lives for a
chance at taking yours. That feeling really came through for me, and
combat was a truly dramatic experience.
The selection of weapons provides yet another level of depth to the already unfathomable abyss that is NGII combat. With eight to choose from, each one appearing as an unlockable as the game progresses, your particular style can be catered to. With changes as obvious as close-range vs. long-range, power vs. speed, and high hit frequency vs. single attacks, every player should find their perfect fit. On top of having completely different fighting styles each weapon also has its own selection of Obliteration Techniques (finishing moves). After a limb has been removed from an enemy, pressing the Y button while facing the enemy initiates a small cinematic attack for the length of which Ryu is invincible. All the nasty, excessive gore you ever dreamed of in a game can be found within these brutal finishers. My personal favourite involved the Eclipse Scythe (a massive grim-reaper style weapon wielded with two hands) being used to pierce an enemy, throw him into the air, and slice him in half–diagonally–with an upswing just before he hit the ground.
I
don’t need to tell you that this game is difficult, even on the lowest
setting. The “Easy” mode is nowhere to be seen; for your first
playthrough, you can choose between the Path of the Acolyte (Normal
Mode) and the Path of the Warrior (Hard). Upon completion of the
Warrior’s Path, you unlock a higher difficulty, and a fourth, nigh
impossible mode awaits your completion of after that. The game is still
difficult, though it’s a great deal more playable and accessible in
this area than the last iterations of the Ninja Gaiden series. Your
life bar now recharges to a certain point after clearing a room of
enemies, at least allowing you a chance to catch your breath. Some
encounters are easier than other, but there is a stark contrast between
boss battles. The nameless, giant monster bosses at the end of 75% of
the levels were very cruel to me. Featuring a slew of unblockable
attacks, constantly flipping camera angles and throws that do inhuman
amounts of damage, they were a real treat. The fights with the Greater
Fiends, however, were incredibly simple! A few easy blocks and there
would be a clear break for you to input your most deadly combo.
Literally two or three of these would be enough to dispatch the
demigods, and it was the same for all of the human-sized major enemies
featured throughout the whole story. I’m not saying I’m upset that I didn’t
feel like taking my own life after fighting these guys, I just wish
that they’d make the giant armadillos and dragons a little friendlier.
People seem to have adopted an “it could have been better” attitude toward this game. Sure it could’ve, but there are a lot of good things that Team Ninja’s done here to refine their already fantastic combat system and action gameplay. A pop-up menu for items and weapons goes a long way, as you no longer need to pull yourself out of the action with loading times and flashy menus. The platforming features are fluid and add a nice touch of stealth/ninja class to the experience, and reinforce the maneuverability of Ryu, reminding you that he’s not just a killing machine–he’s so much more. Fans of the series owe it to themselves to indulge in a little obliteration, and all action fans can find something very worthwhile here. I wouldn’t even be surprised to see fans of Dante and Kratos converted to the banner of Ryu Hayabusa after slicing a demon’s face off.
Want to write a review of Ninja Gaiden 2?
I think I'll pick it up down the line when it drops in price. With MGS4, and plenty of other games in my back log, this just doesn't seem to have the magic I need to pick it up.