Ninja Gaiden Sigma 2
The kinder cut.
Perhaps it's the signature moments that separate great games from good. The classics are brave enough to linger over that single, defining action, while merely decent games let their competent mechanics blur together in a friendly muddle. That's why the killer bounce-and-rebound in Mario is a thousand times more satisfying than bottom-stomping baddies in a dozen other platformers, and why slicing enemies into chunks in Ninja Gaiden, screaming down out of the sky, dragon sword glinting in the neon and cherry blossom, is just more effective and exhilarating than chopping up chumps in other fighting games. Signature moments separate the great from the good, and Team Ninja's signature moments separate limbs from torsos and heads from necks at the same time. It's kind of beautiful, really.
This is dismembering to remember, then, and no one understands that better than the people who actually make the games. Brand expression goes deep, too: at a recent press event for Ninja Gaiden Sigma 2 - PS3's inevitable rebalancing of last year's Ninja Gaiden II - every executive's name flashed up on the PowerPoint accompanied by a concise shriek of tempered blade over the sound system, suggesting, perhaps, that the role-call of mild-mannered corner-office types announcing the merger of Tecmo and Koei might possess secret double-dangerous ninja skills alongside MBAs from the world's finest business schools. It certainly added an air of unpredictable danger to the ensuing Q&A session.
Mostly, however, the Q&A was about what people can expect from the latest Sigma - what NGII has picked up or sacrificed in the transition between platforms and the space of a year's extra consideration. Those of a technical disposition will already be aware of the key differences, the trade-off between memory and vertex shaders which the shift to PS3 has brought about, while, on a more hyperbolic bent, Team Ninja itself is suggesting that this will be the culmination not just of the Ninja Gaiden series to this point, but all action games in general. That sounds lovely! But alongside the hype and the specs, there's a handful of more obvious differences too.

Levels are still beautiful but empty: anything that moves, other than a particle effect, is probably going to do you harm, and some of the particle effects are a bit tricky too, actually.
Chief amongst them is the expanded cast, as Ryu Hayabusa is joined by a trio of new playable characters. Typically for Team Ninja, these characters are all ladies, and even more typically, they're the kind of ladies you rarely see when you're pottering about in Superdrug looking for eardrops. Ayane, the butterfly-bowed lilac death-doll from Dead or Alive, makes an appearance - a faster character for a game that was hardly slow in the first place, built for close-up knifings and blasts of knock-down spells. Backing her up is Momiji, first spotted in the DS's Dragon Sword, and a bit trickier to get to grips with initially, for us at least: a technically-skilled fighter with a much longer reach due to her mastery of the naginata.
Finally, just announced is Rachel, from the original Ninja Gaiden. She wasn't available in the demo, but apparently she wields an axe and a machinegun. Alongside offering a different approach to the combat, the new characters also have their own storylines - divergent rambles that fold in and out of Ryu's tale as a kind of sub-plot system, suggesting each narrative will probably have a handful of new areas sprinkled into the main campaign, and a few different cut-scenes.

Blood no longer fills the air, but it still ends up on the streets. And on the tracks, according to Bob Dylan.
Sigma 2 also has new online features. The focus is on co-op, rather than versus modes, in keeping with the strengths of the series, but it's not full-on campaign multiplayer - at least not yet. Instead, two players will be able to join together to take on a series of challenge rooms, with online leaderboard support and four different difficulty levels, the hardest of which, if Team Ninja's staying true to sadistic form, will probably cut the controller out completely, fusing your television, lighting your house on fire, and framing you for a real-world murder.
A fully integrated multiplayer campaign is heavily hinted at as probably coming down the pipe on a later date, but it's going to take time to get it to work. For something like Ninja Gaiden, co-op's a proposition as hazardous as it is tempting: with its constant dance of strength and weaknesses, every attack leaving you open to a counter somewhere else, Ryu's world is often a splattery puzzle which forces you to think about placement and space as much as which button to press next. It's a Rubik's Cube of violence, and throwing in another character could be a bit like chucking a seventh colour into the mix.
Inevitably, Team Ninja's also taking the chance to tweak the difficulty somewhat. At times, NGII appeared to have been built in collaboration with torture squads culled from history's most awful military regimes, so this time we're promised "a focus on challenge as much as difficulty". It's a typically poetic statement, and one that hopefully translates into taking a good hard look at checkpoint spacing, for starters.
Along with the fresh take on difficulty, the promise of new enemies and bosses, and "variable AI", which will see baddies reacting in a wider range of ways to your attacks, the camera's had a much-needed overhaul. Happily, it's easy to see the changes over the course of even a short playthrough. The biggest takeaway is that the game is less tempted to dither over who or what to focus on, and less eager to flip out totally when there's a lot going on at once. Framing's still a little sluggish when corners come into play, but overall it's a lot better than it used to be, and that should make a stubborn but enjoyable game a little more accessible.

Can you spot any of the differences in memory and vertex shading in this scene?
Playing also reminds us that, beyond the tweaking, and even with a new character on-screen, Sigma 2 is still very much the same basic game: enemies rush breathlessly at you even from an early stage, the challenge remains steep, and the combat is entirely satisfying when you finally get into a groove. The new cast members share Ryu's speed and elegance, of course, as the game is too heavily geared towards manoeuvrability for Team Ninja to experiment with radically different styles. Whether it's Ayane or Momiji, the pace and thrust of the carnage is likeably consistent, the nuances of the move-sets presumably becoming more apparent over time.
Perhaps even more beautiful in motion on the PS3 than it was on Xbox 360, Sigma 2's also a lot less gory, enemy torsos dissipating in a magical purple mist rather than a red, gristly shower, providing more palatable slaughter for those who still want disembowelled enemies to lunge towards them over the cobbles for one last attack, but don't want them dripping with quite so much gooey matter while they do it. Team Ninja suggests it's a difference in temperament, as this version's presumably been built for a Japanese and European audience more than an American one.

That headband's a bit Studio 54, Rachel. You're working the axe nicely, though.
On that rather tricky subject, the developer is stating that the additions Sigma 2 has brought with it are not going to make their way to Xbox 360 as DLC. The changes to level layout, camera tech and AI suggest this is probably true, but in this era of timed exclusives, announcement exclusives and flat-out exclusives that aren't exclusive at all, you can never be entirely sure. While there will doubtless be understandable bickering between platform owners and holders and endless cyclical arguments about whether we're being sold the same basic game for a second time, not much of that really matters once the steel starts to flash and the limbs start to rupture: beneath the frustrating camera and astonishing difficulty levels, Ninja Gaiden II was a great game for the most part, and Sigma 2 is simply more of it.
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Comments (37) Latest comment 3 years ago
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I think it's wonderful, however, that they've fixed so many of the problems that shouldn't have been fucking there in the first place, and made them exclusive to the PS3 version. Not bringing the improvements to the 360? Fuck you then, Team Ninja. I won't be buying Ninja Gaiden 3.
Sorry for the cussing, but I found NG2 to be deeply, deeply frustrating.
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/Preorders
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That happened to you too? Yeah, fuck me. What bullshit. The stupid jellyfish hadn't even been introduced in the level up to that point. It's like "fantastic, I killed the boss, SURPRISE EXPLODING JELLYFISH DO IT AGAIN".
Again, sorry for the swearing. No game in recent memory has made me swear this much.
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Yeah. Much better
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Blood better be an option. F***ing purple mist? That is just stupid.
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Someone who doesn't own a PS3 declaring what game will be GOTY is "ridicolus", pretty much like that entire post. The first one on the PS3 was decent if not a little dated when it came out. Definately gettin this.
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What good ninja themed movies or games don't have blood spurts, etc? You may as well say swap the dragon sword for a nerf bat, ffs.
It's part of the iconography. FAIL
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Changing the colour is a bit stupid, though. Hell, half the enemies didn't even have red blood anyway.
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Don't strain yourself.
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Considering Itagaki left not long afterwards I have to wonder if he just didn't have his heart in the game and just hung around long enough to get it out the door. If they did an update or re-release for the 360 I'd consider buying it, but I won't buy a PS3 just to play it.
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It was a great little game to play after a stressful day in work. Go up to an army of ninja, slaughter them all in any number of interesting ways (although most usually involved beheading) and then admire your handy work. Limbs, bodys and blood all over the shop - I am then at peace with myself once more (or at least till I go back to work the next day)
After the rage caused by the original censorship of Ninja Gaiden on the xbox ( in fairness it did eventually get re-released uncut) it does seem a little odd.
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NG2 on the 360 was a severe disappointment. It felt like an imitation of the original rather than a sequel - all the elements were in place, but it fell apart with numerous design shortfalls. The combat system - fast and fluid, yes, but unfortunately each weapon had 2-3 moves that were so much safer and more powerful than the rest. Sure, on lower settings you can ignore those attacks, but on the 2 unlockable difficulties, where NGB came to life, NG2 simply forces you to be as cheap as possible to survive. And apparently someone at TN still thought that the Bow was a brilliant idea, not an annoying piece of shit.
NG2s biggest failing: it doesn't really let you fight the enemies. It was great fighting against ninjas in NG/B, they felt like they were fighting back. In NG2, they just swarm around and spam attacks from off screen, and you're basically forced to use the same moves over and over to keep a combo going. Each enemy has a few attacks that completely destroy it, so it's pointless using any other attack. Hell, if you use the Falcon's talons from the start, even on Master Ninja difficulty you can beat the game using only 2 different attacks, with the exception of 3-4 bosses which you can just use the Scythe's air attack (jump XXYYY iirc) instead and exploit the masses of invincibility frames.
Then there's the cheap enemy placement on harder settings (super accurate exploding arrow archers who can't be stunned with shurikens on the other side of large gaps or way off in the distance in packs), enemies pelting you with projectiles from off screen, terrible, terrible boss AI (seriously, you can beat 3/4 of them using the exact same tactics), lack of enemy variety... the failures just go on and on. The bosses in NGB took skill, in NG2 they just get a host of one hit kill attacks (The level 3 boss on MN can in fact simply kill you. There's no animation for the attack, it just kills you at random), and the dodge move makes them even harder to dodge than normal because of how hideously unresponsive it is, you might as well use the X+A jump instead.
Considering TN wanted to make the game so incredibly hard, it's interesting that it's not even that difficult in the end. Mentor/Master Ninja may force you into spamming the same attacks over and over, but they're so effective that only the first, second and 12th (the return to the village) are particularly difficult. A lot of people complained about the rocket guys who fire bursts of 10-15 rockets, but I actually didn't mind them, at least you can stun the bastards with shuriken unlike the arrow guys on MN.
How to make this game good: Rebalance the weapons, fix the boss AI, improve dodge responsiveness, improve frame rate, stop enemies who aren't on the screen, miles in the distance spamming huge damage projectiles at me, let me actually FIGHT enemies rather than spam attacks, and seriously, fix the damn camera. I didn't even notice NGB's camera, so NG2's must have been doing a lot wrong for me to actually notice it being bad.
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maybe its me but I do not remember spamming a few moves in order to survive in NG2. I think it might be the difference in game play. In NG games I never stay on the ground for more than half a second. I am always constantly moving, doing my combo and setting up situations to do my ultimates. I had a lot of fun with NG2 and never felt it was lacking in the skill department that made me enjoy the first one.
The fact that they are taking the blood out of the PS3 version definitely make me pause in getting the game. I would have hoped they would have it as an option. No to many games actually make you feel like you are actually using a sword to hack apart demons than NG2
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...not really...more a cat amongst the pigeons simulator...requires tactics, movement, picking which enemies to take out 1st, aaand timing, the best fighting engine of any 3rd person actioner imo
SFIV requires tactics right? and so does NG, especially on mentor + where they mix up the enemy types and make you work like a mo fo to get around and take out the hench
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Regardless, I'll be getting this game. Difficult games are enjoyable...I recently played Demon's Souls...
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On the default settings it's not too much of an issue. It can still be annoying getting swarmed sometimes though.
If you put the difficulty on Master Ninja, from the very first fight in the game you are constantly pelted by explosive projectiles, making every single ground based combo completely useless. You basically have to repeatedly use a string of X+A (homing jump with lots of invincibility frames), air attack with lots of invincibility frames, repeat (or X+A, shuriken, head stomp then UT on landing). It was the only way to avoid exploding shuriken damage/archers nailing you from miles away. Admittedly it's not so bad on Mentor, but frankly, NGB was a much harder game and never relied on cheap rubbish either.
A few examples of ridiculously powerful moves include the Falcon's Talons' Flying Swallow --> Izuna Drop combo which made you completely invincible and was an instant kill on most ninjas, and the DCTF's -->YYYY move, which was just stupidly powerful.
Also amusing was the werewolf AI, where they refuse to attack you if you're charging up an ultimate technique :/ Made those stages very easy. The assault rifle carrying ninjas were also pretty amusing, they had a move where they jump over your head with a somersault, THEN grab you and shoot you. If you try and dodge when you see the ninja jumping over you, it won't work. It's basically an attack that's technically impossible to dodge, as there's no timing window to dodge out of it. Same for the undead ninjas, who stab you in the chest then blow their own arm off in the process.
I'd probably like it more if NGB hadn't been so ridiculously brilliant, NG2 just tried to copy the formula, but forgot the little balance touches that make huge overall differences.
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Nope doesn't works for me.... other is a question of whether TN will aggravates loyal X360 consumers of previous X360 games? I do understand reaching a new audience but as Konami had released MGS2 and Silent Hill 2 with revised version, they at least kept true to loyal PS2 purchasers.
This is how I see it, but delighted for PS3 owners to enjoy a more complete version of a disappointing but fun sequel.
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For them to turn round and say 1 year later, we're making a better fixed version with more content included which we charged extra for on last years version is pretty appalling, a discounted sigma version should be released for 360 owners who go screwed on last years version which was no doubt rushed out due to Tecmos' in house fighting over them trying to stiff Team Ninja employees of their pay.
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It was litterally a lesson in Masochism. To illustrate the point I simply need to mention the exploding volcano boss. If you didn't psychicly remember to block after you killed him you died. No warning, no hint, no chance! Not to mention the stupid achievements like "Finish the game using only the ". Really! Because it was pretty much impossible to do such a thing. Especially when the last boss would spam you with flying skulls if you were using the moon staff weapon when you got to him! (yes I really made it that far with just the staff).
The PS3 version sounds infinitely more sane than the 360 version and I sincerely hope that's the case. Otherwise I would recommend that PS3 owners give it a miss! This is definitely going to be a game where the sane advice would be to wait for all the reviews to come in before even considering buyinjg it.
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