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Ninja Gaiden Review
Game: Ninja Gaiden System: Xbox
Game page  News  Review  Preview  Screenshots  Cheats    
GamersMark Ratings Screenshots
Overall   9.7/10
Gameplay   10.0
Presentation   9.5
Value   10.0
Graphics   9.5
Sound   9.5


All Media (34)

By Joshua Bender on April 10th, 2004

Genre: Action
Developer: Team Ninja
Publisher: Tecmo
# of Players: 1
Memory: 8 Blocks
ERSB: Mature
Released On: March 2nd, 2004
Supports: Dolby Digital, HDTV 480p support
MSRP: $49.99
Also On: Nada, this one’s XBOX only baby!!!
Website: www.ninjagaidengame.com


XBOX owners have yet another reason to rejoice, for the return of the Ninja Gaiden franchise is truly a glorious one, as many (myself included) prophesized. It’s not enough to say this game is good, this game is, without a doubt, one of the best action titles EVER made. Bold claim, yes, but read on to find out why almost every single person who’s played this game is blown away with it, despite it’s few flaws.


Presentation/Story
You play as Ryu Hayabusa, descendant of the Dragon Lineage, and quite possibly the most ferocious ninja to even wield a katana (heck, this guy could kill you while in a coma, armed with nothing but a stick with a marshmallow stuck on the end). Ryu’s clan (the Hayabusa Ninja clan) are the guardians of an ancient evil, The Dark Dragon Blade, said to have been carved from the bones of a black dragon. Obviously, the name alone speaks of it’s sole purpose. Evil!! (insert maniacal laughter here) Also in the clan’s possession, is The Dragon Sword, said to have been forged from the tooth of a dragon, and used in ancient times to slay black dragons (Good thing too, cuz if you think pigeons could mess up your car as they fly over….)

Without giving too much away, while Ryu is off honing his ninja skills, his village is attacked (his father is off training as well…doh), set ablaze, it’s obviously less than skilled ninja utterly obliterated, and The Dark Dragon Blade, stolen (but not until you have a chance to get you’re ass handed to you buy the guy who swipes it).

So, what is Ryu out for? Come on class, everyone say it with me…..REVENGE (dum, dum, dum), and to get The Dark Dragon Blade back. So there you have it, but does anyone really care? Not really. Fact is, Ninja Gaiden’s story is about as well written as your average action movie plot. You can understand it, but I wouldn’t call it entertaining. Also just like you’re average action flick, you’re not in it for the story, you’re there to see some kick-ass action, and by-gum thar be more action than you can shake a wooden sword at (an upgradeable one at that). Usually, I get a little miffed if a games story ends up being utterly not-of-consequence, but in the case of Ninja Gaiden, it could be the worst videogame story ever written, and it wouldn’t bother me in the least. The gameplay is simply that awesome.

Not that the story is terrible, it’s certainly well told, it’s just not memorable in the sense that the originals were, but that might have to do with the fact that I was a kid back then.

Moving on, the games various menus are very easy to navigate, and well thought out. While it would have been nicer to have the option to select a different weapon, without having to go into the sub-menu, , after awhile it becomes second nature, and unnoticeable. Though, it must be said that Team Ninja could have used say, the D-pad, for quick weapon switching, I suppose the reason they opted not to, has to due with the fact that it would look really odd seeing weapons just suddenly appear and disappear on Ryu’s back, so it doesn’t really bother me in that sense.

It would have been smart though, to at least allow the player to use the D-pad for the use of potions, perhaps allowing one to assign which direction to what item. But with the production values of this game being absurdly high as they are in almost every other aspect of this game, it’s easy to overlook, but it at least is mentionable in the hope that Team Ninja might consider it for the sequel (come’on, as if there won’t be one)

I usually save mentioning the camera in a game for the gameplay section, but a lot has been said in both directions concerning Ninja Gaiden’s camera. So I’m gonna address it here. Some have said that it’s perfect, flawless. Others have said that it makes the game unplayable, that it’s one of the worst cameras ever. Both are wrong, but I certainly lean toward the former opinion much more than the latter.

Ninja Gaiden’s camera does have issues, but at the same time, these issues don’t even come close to making the game unplayable in the slightest. Unless that is, you just plain suck at the game, but then you’d have only yourself to blame, not the camera. What are its problems though? Well, basically, it’s difficult to position on the fly at times. There are two ways to position the camera. By either A: simply hitting the right trigger, to immediately move the camera behind your position, and B: by looking in the direction you want to face in First-Person mode, using the right thumbstick.

Simply hitting the right trigger suffices for about 90% of your battles, even when surrounded, and the only time it really becomes a problem is if you decided to button mash (i.e. play without skill). But, there are the rare occasions where even after becoming proficient in the game, that you’ll wish the right trigger simply let you shift the camera quickly at will, without having to go into first-person, and therefore open yourself up to attack. A good example of this is during the second boss battle (more like a sub-boss), where in you’re fighting two large enemies at once, one of which is shooting an annoyingly constant stream of arrows at you. Since you can’t position the camera on the move, other than to exactly where you happen to be facing, it’s really though to follow both enemies at the same time, and even after beating the game three times, once even on Hard Mode, I still found this fight to be annoying.

Being ganged up on by regular enemies will at first seem overwhelming, but as I said, 90% of the time it’s not a problem once you gain some finesse with the controls. But there are still those times where you’ll wish that the right thumbstick had been designed to allow you to shift the camera wherever you wanted, only going into first-person upon clicking the stick in, since to be able to face an enemy using the right thumbstick, you have to be facing him/her/it already upon hitting the button. When I played the demo for the game, I had absolutely no problem with the camera. I figured that Igataki was trying to design the game so that enemies could pop out of certain places and surprise you, so at the time I felt it was justified.

If that was his goal though (and of course I’m just guessing here), I now feel that it was a bad move, since certain encounters would be less annoying with the right thumbstick being a free flowing camera, al-la Splinter Cell, coupled with the fact that by the time you get, at most, a quarter into the game, you’re going to easily be able to guess when someone or something will pop out and say boo with more than intent at frightening you.

The lack of a free-roam camera also proves annoying during platforming at times, especially later on in the game. While it certainly doesn’t pose a problem in making the jumps per-say, it does make the task a bit more of a chore at times, since to line up certain jumps, you just have to bite the bullet and go into the first-person camera to line yourself up properly. It only takes a second or two at most, but it’s still annoying.

I do have one MAJOR praise for the camera though. And that is with the right trigger. While it can be difficult at times to line it up exactly where you want it go while on the move and in battle, it never once, gets caught up or stuck on anything, like the camera’s in so many other games have. When you click the right trigger, it instantaneously goes right behind you, no matter how close you are to a wall, or any other object for that matter, without a fight, and that IS certainly commendable. Try playing a game with a camera like Mario Sunshine’s, and you’ll see why this is such a big deal.

It also needs to be noted that nary a 3-D action game is without some problems in the camera area. I’ve yet to play one that didn’t annoy me in some way or situation, so saying that a games camera has some problems is almost a moot point unless the camera happens to be utterly atrocious. I’m just being so specific about NG’s camera because some people are making it such a big issue. The camera in NG never makes the game unplayable, at all. At most, it makes a few situations a bit annoying, but overall, it’s not really an issue, and certainly not one worth bitching about as much as I’ve seen some reviewers do.


Gameplay
Once you see Ninja ?Gaiden in bloodthirsty action, any complaints you might have should go right out the window. Simply just watching someone who has gained some skill at the gameplay deftly take out enemies left and right is a mesmerizing sight. The grace and fluidity of movement that this game allows for is truly unparalleled. Seeing and controlling Ryu in battle makes Dante (Devil May Cry) practically look like a drunken amateur. While there are a few times where an enemy will get in a cheap shot (due mostly to the camera), if you find the game unbeatable, you have only yourself to blame. But with a little practice, you’ll have Ryu running up and along walls, going from wall to wall, chopping off heads, and laying waste to every living thing around him, with ease.

Make no bones about it though, NG is right up there in the Hall of Games that Require Extreme Skill. Basically, the game is (especially at first) bitchingly hard. NG is not the type of game that allows you to get by, simply mashing buttons and abusing health potions, but demands that you master it to a large extent. Even normal enemies can and will hand you your ass in a little box with a bow attached, if you let up for even a second.

In contrast, the more skill you gain, the more you’ll realize that your former complaints of “cheapness” were most likely due to you not playing up to par. There were many times, where I thought a particular boss was just plain cheap, only to be able to finally beat me using only one or two small health potions. There is a fine line between cheapness and a developers demand that you truly understand and utilize the gameplay mechanics designed therein. NG is of the latter group, with a vengeance. There will be times where you’ll get frustrated, there will possibly even be times where you’ll feel like putting your fist through a wall (or the developers face), but you’ll love every second of it, and upon clearing a particular difficult area you happen to be stuck in, you’ll get an enormous feeling of satisfaction. Especially when taking down modern weaponry (like two tanks and helicopter armed to the teeth) armed with the little more than “feudal” weaponry yourself, which reeks of more coolness than a Korean gamer reeks from 3 day long Counter Strike fest.

The games controls are intuitive and flow like water. The better you get, the more a part of the action you feel. That’s not simply because your getting used to them, but because pulling off what at first seems like impossibly intricate combos, just feels plain natural once you get the hang of it. Note, I said natural, not simply memorized. One of my favorite moves (as well as one of the most useful moves in the game), the Izuna Drop, once mastered, is a perfect example of that. You can start one combo, and mid way in start another on the fly, all it takes is timing.

Speaking of timing, the game allows you to pull off combos at different speeds, so there’s no need to worry about having to put in a specific button sequence , at the same exact speed, every time. You can opt to press the correct button sequences lightening fast, or to at a slower pace, to make sure you’re going in the right order. The fighting in NG feels more akin to a fighting game, rather than an action game, and we obviously have Team Ninja’s experience in making the Dead or Alive series to thank for that (of which Ryu appears in the third)

What’s best about the combo system is that even after beating the game twice, I was figuring out new things, realizing that I still had things to learn (and still do, like dodging more than blocking), with just the Dragon Sword alone. Also amazing, not everyone has to fight the same way, with the same weapon. The way my brother and I fight with the Dragon Sword are different, but both equally skilled.

Speaking of weapons, by the end of the game, you’ll acquire a fairly large arsenal. There are two basic types of weapons, Primary and Secondary. You’re primary weapons all consist of hand-to-hand melee weapons (except for the spear gun, but that thing is only useful underwater), stuff you have to get up close and personal with. Within these you’ll find 8 (5 are upgradeable) different weapons (9 on your second play through) that break down into 3 basic categories.

First there are the Katanas (2), which basically control like the Dragon sword, and allow for almost all the same combos. Next are the Nunchaks (2), of which one, the Flails, my brother can use just as well as I can the Dragon Sword, and allow one to pull off over 150 hit combos, with a little practice of course. Third, we have what I like to call the Heavy’s (4), which are slow, and allow for the least movement in aerial attacks, but are the most powerful.

Each different weapon type demands that you play differently, so even after mastering a particular weapon (most likely the Dragon Sword first), you’ll be able to go back into the game and test your skills again by trying to play the majority of the game with a different type of weapon. Even without this, the games replay value from just its fun factor alone is very high, but with the added weapons, it goes through the roof.

Of the Projectile weapons there are 6, of which there are two types, Shuriken (3) and your Bow (the bow having 3 different types of arrows, regular, Explosive al-la Rambo, and APFSDS Cores which are basically armor piercing as well as being the most powerful). As for the Shuriken there are the normal one’s you start out with, which cause very little damage, but are also unlimited, as well as Incendiary (explosive), and the Windmill Shuriken. I’d have to say my favorite is the Windmill Shuriken, as it can cause a lot of damage if used correctly (it can even be used for beheadings), and is most importantly, unlimited in its use.

Don’t think your offense is limited to just the use of weapons though, because Ryu has the ability to use spells, called Ninpo, of which there are four total. Three of these are upgradeable with the use of certain crystals you’ll find throughout the game, and each has a use for specific situations. Though I found the Art of Inazunma (lightening spell) to be the most useful, the Art of Inferno (fireball spell) helps a lot in certain boss fights if used correctly. The Art of Ice Storm (ice spell, duh) I found to be the least useful, but was still able to put it to very good use during one particular boss fight. The Art of Fire Wheels (a bunch of fireballs circling you) is the type of spell that may at first seem almost useless, but can be quite deadly if used correctly. So, just like the weapons and combos themselves, the spells too allow for personal intricacies in how you decide to take on your enemies.

There are also Armlets you’ll find throughout the game, each with a different effect. Though only one can be worn at a time, each has its place, as I recollect. (sorry, making that rhyme was too tempting)

NG has some puzzles as well as some treasure hunting. The puzzles aren’t exactly thought provoking, in fact, I have trouble calling them puzzles at all. They’re more like item fetches. Whatever you call them, I liked them, simple as they are, as they help to keep the game from becoming a mindless beat-em-up. Basically, they help to add depth, and that is almost always a good thing.

Throughout the game there are other items that you’ll find that have various uses. Some will increase your overall health, while others will add another slot to you magic meter. You’ll also find Scarabs hidden throughout the game, which can be used at the shop to trade in for certain items depending on how many you’ve given the shopkeeper so far. Speaking of the shop (which can be used to purchase various potions, a Ninpo and Technique scroll, Armlets, Projectile Weapons, and even a Wooden Sword, as well as allows you to upgrade certain weapons), while there is only one actual shop that the Shopkeeper himself resides within in person, you’ll find statues within each level that function similarly.

As for where the cheddar comes from, it comes in the form of Yellow Essence, which can be used as money at the shop. The Yellow Essence itself comes from fallen enemies. Whenever you kill someone or something, Essence is dropped, which comes in the form of either Yellow (money), Blue (health), or Red (Ninpo recharge). 90% of the time, an enemy will drop Yellow Essence. But wait, there’s more (announcers voice). By holding down the Y button, you can absorb Yellow Essence, which will result in a powerful attack if said attack connects with an enemy when unleashed. Absorb one Yellow Essence, and you’ll instantly behead almost any normal enemy in the game, but absorb two, and you’ll unleash an extremely deadly auto-combo. Absorbing a Blue or Red Essence, is the same as absorbing two Yellow Essences. Using this technique is completely optional, but extremely useful (especially in Hard Mode)

One very surprising aspect of the game is that though the game does progress stage by stage, almost each stage is connected to each other, and allows you to return to earlier areas/levels. This is especially important when trying to find each and every Scarab. And don’t think that areas you visited earlier remain the same, concerning enemies. As you progress further, enemies become more vicious throughout, even in earlier areas.

By the way, each and every area has a set amount of enemies. Meaning, no area has an infinite never-ending steam of bad guys (by this I mean a particular room, not an entire level at whole) I mention this, because some areas, upon being cleared, will reveal upgrades. So clearing some areas, though they may contain up to 60 enemies (like in one particular room), are worth the effort (usually a Lives of the Thousand God’s, which increases your overall health). A good way to be able to find out if an area will probably give you a reward for clearing it, is to look at the timer. To do this, hit the white button, so that your Karma points are revealed on screen, and then when you come upon an enemy, click in the left thumbstick. You’ll see a timer click down for each battle (as in how long it’s expected to take you to clear a specific section of a level of enemies, if your skilled enough). Battle timers can range from 5 seconds (the first two ninjas you run into), to almost 500 seconds for certain battles you’ll find by back tracking at certain times. When you see a battle that is giving you a larger than normal amount of time, it’s probably one that will lead to a prize upon completion. Another way to tell is if enemies just seem to keep coming non-stop. Also, whatever battle your in, if beaten before the time limit runs out (meaning each enemy in that particular room/street/area is dead and their body completely disappeared), you’ll get an automatic 10,000 Karma point bonus, which helps greatly in attaining Ninja Master status upon the completion of a level.

Lastly, the original NES Ninja Gaiden’s are unlockable if the right circumstances are met, so if you’re looking check out the old games, here’s your chance.


Graphics
Ninja Gaiden is easily one of the best looking XBOX games, if not one of the best looking games, to yet be released, on any platform. Yes yes, I know games like Doom 3, Half Life 2, and Halo 2 will almost certainly beat it out in the graphics department, but they’re not out yet, so as of now, NG is king. Everything, and I do mean everything, about this game is gorgeous. The backgrounds are minutely detailed, and the character models are jaw dropping. On human enemies the proportions are perfect, unlike some games where a characters arms or legs might look stumpy, everything looks perfectly balanced, and the more monsterous enemy design is equally perfect. From the more traditional Japanese looking enemies, to commando’s armed with machine guns and rocket launchers, from Giant Dragons and tentacle monsters (don’t worry, no Hentai here), to Tanks and Swarmer Missile equipped Helicopters, each and every model in the game, be it technological or biological, is superbly crafted. Heck, there were actually a few times where I mistook the gameplay graphics for CG.

In the effects department, the same amount detail and beauty is applied. The dust that kicks up as you run, the flames, the swish of your sword through the air, it’s all top notch, and none of it looks half-done. When slashing enemies to death, blood splatters profusely in a way not seen since Sword of the Berserk (I mention that game a lot, huh?), especially when using the Flails.

When walking through water (BTW, you can actually walk on water, by running, not jumping, onto a large body or water, and quickly tapping the A button as you move forward. How freakin cool is that!?), try focusing on your feet, the distortion effect mixed with the environment reflections, are top notch. There is one thing graphically rotten in Denmark though. For some reason, there are no there are no character reflections, neither of you nor the enemies. This is apparent even in the first level, as the polished hard wood floors reflect the environments perfectly, but not you. Why this is the case is beyond me, but perhaps Igataki taxed the XBOX hardware as much as he could, or just simply ran out of time, and didn’t want to delay the game any longer. This little kink in the armor doesn’t effect the awesome gameplay of course, but it is noticeable. But considering how gorgeous everything else is, it becomes just as quickly unnoticeable. It bothered me for about 5 minutes, then I ceased to care. It’s also possible the effect was left out due to the possibility of it interfering with the initial gameplay, as it could be confusing during battles. For what it’s worth, it would have been nice to have it, but life goes on.

In light of missing reflection effects for character and enemy models, there are some very well done shadow and lighting effects. The only other complaint I can think of graphically, is more of a design complaint. That chick Rachel, well, her outfit is just plain ridiculous. Considering whom the game was made by, it doesn’t surprise me in the least, but that doesn’t mean I have to like it. And no, I’m not gay, I just think that S&M gear is not fit for battle.

Lastly (this is for the X-bot’s), I just have to say that NG is graphically, the type of game that can only be done on the XBOX. If you tried to put this game on the PS2, the system would literally start to weep, beg for mercy, and possibly choose suicide to relieve the pain. I remember that around the time NG was first announced as an XBOX exclusive, Shinobi was announced as a PS2 exclusive as well. There were some in various forums, who were trying to say that graphically, Shinobi looked better, LOL, fanboys. The GC might be able to come close in some respects (see Resident Evil 4 screen shots), but not entirely.


Sound
There’s not much to say here, other than everything in the sound department is well above crystal. The music is enjoyable, both during battles and while simply exploring. There are even some tunes that I found to be relaxing. What’s most important musically, other than being moved by it (not that I was “moved” by the music in NG), is that it not be overly repetitive or annoying, which NG’s music was not in any way.

The sound effects themselves are where the things really shine in the acoustic department. Every swipe, shot, throw, grunt, splash, footfall, explosion, blood gush, and hi-ya! is done perfectly. The sound of you swinging around the Dragon Sword is totally different from the sound of you hefting, say, the War Hammer through the air, as is the sound of whirling nunchuku.

There was never a time where something sounded wrong, or out of place, except maybe in some of the English voice acting. It was all good, great in fact, other than this one Greenish Demon you fight toward the end of the game. But that had more to do with his dialog, that the voice itself. Personally, I usually tend to enjoy hearing things in Japanese, if a Japanese developer made it, since the dialog seems to sometimes sound cheesy when translated. I will say though, that I was extremely impressed with the English voice acting of Murai, what little of it there was.

Final Thoughts
Ninja Gaiden exemplifies the very reason to be glad you own an XBOX. It can’t be stressed enough that if you own an XBOX, and you don’t own Ninja Gaiden, you’re making a huge mistake. In fact, I’d go so far as to say it’s worth owning the system for, so if you’re currently sans an XBOX, now is the perfect time to get one (especially with the price cuts coming up). The only people I can see not totally loving this game are people who just plain suck at it (in which case, you’re opinion of NG doesn’t matter), and people who were dropped on their heads immediately after birth.

Buy it, play it, love it. I promise Ninja Gaiden is money and time well spent.


  • The GamersMark Network reviewed Ninja Gaiden with a copy of the title purchased from retail

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