Ninja Gaiden Dragon Sword Review
Scribbleslash.
Version tested: DS
Button-mashing is a familiar part of the gaming landscape. Who hasn't, at some time or other, fluked their way through a bastard-hard hackandslash battle by jumping around like a Tartrazine freakoid and hammering random attack buttons until something comes off? This kind of combo trickery can be pulled off in a way that - to the untrained eye - looks calculated, skillful and deliberate. But don't be fooled. Even the most hardcore games tend to kneel to the all-conquering might of the persistent, determined button-masher.
In the process of bringing the Ninja Gaiden to the DS, Team Ninja has come up with another brilliantly random gameplay mechanic: screen-scribbling. If the screen is loaded with gurning enemies, your health's going down and your best-laid plans are all going to pot, a quick, concerted scribble winds dear old Ryu Hayabusa up like a clockwork toy. In a flash, he's zipping around the screen slicing people up. It's only one of many of the moves available to you in the course of the 5-6 hour adventure that constitutes Dragon Sword, but it's critical. Indeed, much of the gameplay bears a closer resemblance to getting a spiteful ball point pen to function than skilled, hardcore action-adventuring.
Very typically, the overall idea is to save the world from a deep, dark menace, chasing after bad guys, rescuing hapless maidens; you know, the usual. As ever, you play Hayabusa, chief arse-kicker of the Dragon clan, on a quest to protect the Dragon Sword and ensure the dreaded Spider clan's evil plans to bring darkness to the land don't succeed. Set across 15 relatively brief chapters, you must hunt down the eight dragon stones that give the sword its power, and gradually build up the power required to take the endless supply of increasingly powerful goons down.

Filling in outlines to cast spells isn't very taxing, but it's a nice touch regardless.
To kick off, the game seamlessly and very stylishly introduces you to an array of basic moves performed with the stylus. Holding the DS like a book, Brain Training-style, you discover that Team Ninja has dispensed with the d-pad and face buttons almost entirely, with the stylus used for everything from basic movement and jumping to throwing, dodging and combat manoeuvres. With the touch-screen given over to the main action, the top acts as a map - something which helps a great deal in orientating yourself as you move between various lavishly detailed fixed-perspective locations.
Movement is a simple process of pointing to where you want to go. Jumping is an upward stroke, basic slash attacks are little more than drawing lines across enemies, and firing shurikens, throwing stars, and arrows is as simple as tapping on a specific enemy. More complex combos may involve a double slash up, followed by down, or combinations of other directions. Perhaps the neatest touch of all is the magic attack system, which requires players to touch the icon in the top left and then swiftly fill in a pre-determined symbol on the screen within a time limit to, say, loose off a fireball or fry enemies with lightning. The further you get, the more complex the symbols.
Despite throwing all manner of novel control concepts at you in one go, the game is surprisingly accessible. Compared to the fearsome learning curve of recent full-blown Ninja Gaidens, Dragon Sword takes a completely contrary approach, making it instantly playable - something that hardcore fans may initially take issue with as they carve up everything in double quick time without breaking sweat.
Romping through early chapters and boss monsters is almost alarmingly easy, not least thanks to the intuitive control system and rather simple but nevertheless ingenious puzzles, but also due to extremely regular save points which also fill up magic attacks and health into the bargain. Essentially, if you can survive a single battle, that's generally enough to get you through to safety - something that no doubt reduces frustration (and works well for commuters) but also ensures that the game is a fairly short-lived experience compared to the full-fat versions we're all well-versed in.
When the game starts to up the ante in terms of the challenge, its core weaknesses really start to peep through. While at first the control system feels fresh and interesting, that scribbleslashing is too effective. What's more, with Ryu often scaled down to tiny proportions on-screen, it can be a real struggle to even see what's going on. Most irritatingly, you have to press buttons to block, and hold any button and tap the screen to perform an evasive roll, and the defensive part of the game feels horribly unnatural as a result. We just can't get used to pressing buttons while holding the DS like a book, and it makes you wonder why Team Ninja felt the need to re-orientate the game in the first place.

It's certainly a fantastic-looking game throughout - one of the best yet on the DS.
That said, these niggles are just that, and therefore not a big deal. Otherwise it's a polished game. Despite the low resolution, the static backdrops are beautiful, and the numerous narrative interludes and cut-scenes are stylish. Boss battles, meanwhile, are almost always a treat, demonstrating the DS' underused 3D prowess with a selection of beefy creatures. Even the audio gets the full treatment with an excellent soundtrack, and for all-round polish there's very little the game doesn't do well.
Inevitably, the lack of meat on the bones is Dragon Sword's major failing, coupled with the fact that the combat descends into repetitive scribbling after a short while, lacking the kind of long-term depth that makes the game's parent offerings so revered. The novelty of new magic attacks and combos will keep you going for the initial run-through, but there's little motivation to run through it all again on a harder difficulty level. Ninja Gaiden: Dragon Sword is undoubtedly a solid, polished and innovative offering, but simply lacks enough substance and variety to make it an essential purchase.
7 / 10
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Comments (29) Latest comment 4 years ago
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I'd say EG's 7 is about right.
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So 7/10 is not an essential purchase? Pardon?
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*may be an exaggeration
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It's not the game for me, though - I like my handheld action to be simple to control and to watch. Shifting camera angles, large movesets, lots of polygon characters (as opposed to stylized, blocky, simplified stuff) IMO really belong on the TV, not on a handheld screen.
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When was 7/10 ever an essential purchase?
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As for the score, yup seems very reasonable to me, I know I'll be picking this up, but that fact that Ryu owns everything way to easy will detract from that hardcore NG feel, but still it is very well done in terms of presentation and innovation. Might even help introduce some more people to the series =)
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To be honest it seems longer than that when you are actually playing it.
As it does not hold up well to long play sessions you end up playing it for half an hour or so and then doing something else (It is a bit repetitive at the end of the day).
That said I am still enjoying it. Also it bridges the gap in the story between NG1 and NG2 so it is essential for completists.
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Yes, they looked after us
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It's very sad that normal is the only difficulty available at the start because scribble on hard and you will die.
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Good! Thanks!
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ANy thoughts on that from anyone who's played it?
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It's a wholly different game on hard I felt and much more rewarding.
It feels to me like the game was balanced for hard and then someone backpedaled to not scare away the DS audience.
Still, normal is a whole lot of fun, just wish I could persuade the reviewer to play through on hard.
It is not that long a game after all.
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0.0 Err Well, I wasn't going to name any individuals, just because I don't like picking on people, but I swear there was a post here this morning complaining about the score >.< Either they deleted it or I just woke up for a good morning moan LOL.
Whatever the case, it stays as a deterrent!
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I'm not sure why the supposedly 'easy' difficulty (I thought it was pretty well-balanced on Normal) is an issue, considering the fact that 'insane difficulty' has been one of the biggest gripes amongst gamers as far the Ninja Gaiden series goes.
As for the length, like God of War: Chains of Olympus, it's a handheld action-adventure game. Do you honestly expect a 30 hour romp? Just because a few RPGs cheat to provide a 30-60+ hour experience by having constant level grinding or other mindlessly repetitive tasks, it doesn't mean that they're the final arbiter on matters of game length.
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