Ninja Gaiden III Preview
Hayabusted open.
The logic is sound. For decades gamers have been called upon to rescue the American president, be it indirectly in staving off threat of invasion to US soil in Modern Warfare or directly, in thwarting kidnap attempts in Bad Dudes Vs. DragonNinja.
One way or another, we've saved the President more times than Princess Peach. So no wonder Team Ninja has turned to the British Prime Minister in search of an alternate international figure to assume the role of hostage in need of rescue. Variety is the spice of life. Even for a cold, emotionless ninja like Ryu Hayabusa.
Nevertheless, as compelling premises go, Ninja Gaiden III's opening political gambit is lost a little in translation. David Cameron is about as unappealing a damsel in distress as it's possible to imagine (try it now: that reflection-in-the-back-of-a-spoon visage, framed by a flowing blonde wig, fluttering fake eyelashes at you as you carry him in your arms down the winding staircases of Big Ben).
Besides, Cameron always has his sleeves so precisely rolled-up in public in order to show the nation that he's perpetually primed for action. Let him fight off the bogie men. A few flesh wounds might inspire him to hang on to the NHS a little longer. At the very least get a Brit to carry out the rescue attempt. Perhaps we could get Lara Croft back from raiding those foreign tombs (or better still, a man!). Those Japanese ninjas, coming over here, stealing our jobs.
While satire might be some way down the list of Team Ninja's aims and objectives in this, the first Ninja Gaiden to be developed away from the steering hand of series producer Tomonobu Itagaki, lazy stereotyping appears to be top priority.
The 20-odd minute E3 demo features a parade of English clichés, from the Dick Van Dyke cockney accents of the Prime Minister's kidnappers you slice and dice around Downing Street ("Looks like we've got another Jack The Ripper on our hands" remarks one soldier upon finding his chopped up comrade, with biting 19th Century relevance), to the heavy fog that swirls around.
1/40 Tapping the L1 button will send Hayabusa into a slide, useful for evading attacks and sliding under obstacles.
But beneath the stereotypes, Ninja Gaiden III enjoys many of the characteristics that, before Bayonetta at least, had made this Japan's premier hack and slash export. You've two primary sword attacks: one light, one heavy. Stringing these adjectives together in different combinations will create a variety of brutal offensive sentences.
Combos can be maintained and swelled by throwing pitter-patter shuriken between attacks, and occasionally a QTE-style button press will pop-up on screen in the middle of a sequence, a trigger for a more spectacular set-piece finishing move. Likewise, after a sufficient number of successive hits, Hayabusa's fist will glow red, a signal that you can insert an earth-shaking special move which will see the ninja automatically flit from enemy to enemy in the immediate vicinity, killing each in a flurry of lethal cuts.
As yet there is no combo counter on the HUD, so there seems to be less emphasis on high-score multipliers than in genre cousins Devil May Cry and Bayonetta here. Nevertheless, there's a steady stream of enemies thrown in your direction as you fight in streets with upturned Routemaster buses in the light of a silvery, Peter Pan moon. In the moment-by-moment interactions the game dazzles, with quick, responsive attacks that pack a visceral punch, showing the team's pedigree, even in the absence of its sensei.
Set piece follows set piece in Ninja Gaiden's latest, with a more steady stream of QTE interactions than seen in previous titles. At times, it almost spills into the kind of pantomime absurdity seen in From Software's 2009 Ninja Blade, convoluted button combinations used to send Hayabusa from the top of the Houses of Parliament into a gliding swan dive down onto his enemies in sequences that bend even the liberal physics of the ninja cinematic tradition.
At other times, the QTEs are tiresome and mundane, as you alternately squeeze the left and right triggers to climb a tall wall, stopping to takedown any enemy stupid enough to look over the edge down at you. Nevertheless, Team Ninja integrate micro-set pieces to the flow of battle with some elegance and, in the demo's final face off with a giant mechanical spider robot whose legs you must chop at in order to bring it to its knees, Ninja Gaiden III succeeds in matching its forebears for imparting a sense of unstoppable power in its player.
Less welcome are the invisible walls that punctuate every street in the demo. At times you're forced to walk around a car as trying to leap over its bonnet will see you pushed back by some unseen force of code. It's an anachronistic design characteristic and Tecmo Koei should be under no illusion that it makes Ninja Gaiden III feel out-dated from first touch. Every video game must have its borders. But wherever possible, they should match the visual extremities of a play space, and far too often Ninja Gaiden's invisible walls draw closer than its environment assets.
Hayabusa wields the Sword of the Archfiend, which he took from Genshin in Ninja Gaiden II.
Visually the game is gorier than its predecessors. Fallen enemies crawl, mortally wounded along the concrete as you carry on the fight around them, while Hayabusa will run an unsuspecting foe through twice if you manage to sneak up behind him undetected.
The camera spins and pans, slowing time to take in particularly brutal executions, while blood fountains from wounds, splattering the pavement around. The developer does manage to splice together the ancient Japanese mythology of its theme with contemporary world seamlessly, as an eagle descends to Hayabusa's shoulder to save the game, just before a helicopter streaks overhead and turns its cannons toward you.
It's a reveal of mixed quality, then. Team Ninja has undoubtedly managed to keep the tone and feel of the series despite Itagaki's departure (no doubt aided by Ninja Gaiden Sigma director Yousuke Hayashi's steering). But the overreliance on QTEs at this stage in the development will split the audience. It may just be a result of the developer attempting to pack as many set pieces into the demo as possible, but following Simon Says button prompts will never be as fun as writing the interactive story oneself, and the balance currently seems off.
Likewise, while Ninja Gaiden has always been a series that carves a linear path for the player to follow, unless some of the more prominent invisible walls felt here are lifted, or arranged in more thoughtful ways, players may bang their heads against them once and not bother a second time.
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Comments (31) Latest comment 9 months ago
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There is no "balance" in this equation, NONE.
Not my favorite thing in any game; a big part of the bad half crap that at times nearly overwhelms the otherwise amazing fun of Bayonetta; but unequivocally unforgivable in any measure sullying the established purity of NG. I was happily giving benefit of the doubt, till this moment. Damn God of War...
R.I.P.
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Shenmue had QTEs.
No more complaining!
edit Minus 4! MINUS FOUR!!!???
YOU DARE CRITICIZE THE MIGHT OF SHENMUE?! You BAAAAAAAAAAAAAAStards!
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But every single enemy! WTF! What are Tecmo thinking?
NG series has been the best hack n slash IMO and doesn't need this kind of stuff. Bring back Itagaki.
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Even that's not really true. NG1was pretty much an open game. Sure you unlocked certain areas as you went along, but you had the entire kingdom to infiltrate.
Something which was lost in NG2. And now NG3 seems even more so.
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Since then their use has become worse and worse.
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This is a gamer's game and from the sounds of it they are turning it into just another 'game'. QTEs in my opinion are a lazy option for developers, are totally unchallenging for gamers, and invariably ruin the moment for me.
I'd rather the outcome of these QTEs were the climax of me smashing the f**k out of something and I just sat back and watched the epic set-piece as a reward for my achievement rather than treating me like a child and asking me to push shapes into the right sized holes. GRRRRRRR
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"Visually the game is gorier than its predecessors. Fallen enemies crawl, mortally wounded along the concrete as you carry on the fight around them, while Hayabusa will run an unsuspecting foe through twice if you manage to sneak up behind him undetected".........
....... Minus the limbs and the enemies wounded in NG2 crawled around did this reviewer even play the 360 version of NG2?
Theres gonna be way less gore. Probably cause of them bringing it to Wii U.
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[link url=http://www.youtube.com/watch?feature=player_embedded&v=nClrVIfYLfI
]http://www.youtube.com/watch?feature=pla...[/link]
/ Ken
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Am i the only person who thought Bayonetta was complete pants? So many boss fights.
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But also the QTEs in Bayonetta are some of the best executed ever, but also by far the worst implemented. And I don't even know if that makes sense but, they aren't treated with any consistency of expectation. Lots and lots of little turn-offs in Bayonetta. And yet it keeps me playing, which is all the more remarkable...
But NG has been like an oasis of impeccable mechanics, a palette cleanser that never disappoints, almost making other games more bearable by the very fact of it's existence... and no longer.
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Ninja Gaiden was frankly the greatest hack and slasher (and still is) because you knew that it was you alone doing all this cool looking shit on screen.
Fail.
Next!
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