Review: Ninja Gaiden II (Xbox 360)
July 1st, 2008 by Daniel PurvisNoble Japanese pseudo-rockstar, or at least the closest a game designer can get, Tomonobu Itagaki and his Team Ninja ninjas created the original Ninja Gaiden for Xbox, following it with the update Ninja Gaiden Black, before bringing the impossibly difficult third-person slasher to the next-generation with Ninja Gaiden Sigma on PlayStation 3. However, it is Ninja Gaiden II for Xbox 360 that is considered the genuine sequel and will likely be the last Ninja Gaiden for while, or ever, as Itagaki has now left his previous employers, Tecmo, suing them in the process. So question is, does Itagaki’s acrobatic, wall-running, side-rolling, sword-fighting ninja, Ryu, have what it takes to truly challenge new and old players on this console generation?
Well yes. It is quite a challenge. In fact, Ninja Gaiden II is a game that celebrates it’s own prowess, almost seeking to deter players from actually playing. Which doesn’t necessarily mean it is enjoyable, though. The random bosses, ranging from ninja spider-men with eight arms and plenty of hair to effeminate ninja boy-girls with wings, will, for instance, perform hold attacks on you - as bosses tend to do - but instead of simply ripping chunks from your health gauge and moving on, they’re more than happy to keep holding you. They’ll beat you, then beat you. Throw you, then beat you. All this takes place in a wonderfully dramatic 30 second extravaganza in which player control is removed, leaving you to do nothing more than watch Ryu flap around bleeding like a gutted fish. Finally, he’s thrown to the ground, at which point player control is returned.
Yes, I understand that I’m not SUPPOSED to get caught in the grips of whatever monster Ryu is facing but shouldn’t the punishment of losing health, or life, be more than enough? Maybe Team Ninja is teaching me to be calm, to be in control, to suppress frustration. No, I doubt it. After enduring the same self-appreciating in-battle cinematic three times in a row, having been snatched again as soon as I reoriented myself after regaining control, my hands tightened around the poor controller, which was yelping at me with audible cracks. The way boss battles play out leaves very little time, if any, to actually discover the tactics with which to isolate the enemies weakness and exploit them. In effect, I’m not learning a damn thing, just dying lots.
Once inevitably kicking the proverbial digital-bucket, a “Game Over” screen is presented alongside the option to continue. “Do you want to continue?” Of course I bloody well do. Offering the age-old “No” option is like offering players a way-out of repetitive death. A way back to the dead-end menu screen. I’d rather just turn off the console and walk away, is that what the game is asking? After composing myself, I select “Yes”, which brings me to a loading screen, followed by a screen presenting overview text recapping the events up until now. A prompt, “press A”. This leads to another loading screen. When finally able to move Ryu of my own free-will, pressing “up” to select another a different weapon from the quick-switch menu results in another little shuriken-emphasised “Loading” pause. There must have been someway to speed up this process. Not only is it humiliating being constantly beaten into the ground, time after time, but it is painfully slow trying to get back into the game for another punishing round. Heck, Devil May Cry 4 solved the death to continue problem by including accumulative experience points, providing every death with meaning and allowed players - on PlayStation 3 at least - to almost immediately jump back into play by hitting “Continue” once.
On more than three separate occasions - before I eventually tossed away my dignity and turned the console off instead of choosing from the Game Over screen option - I got stuck on a variety of bosses that serve no narrative purpose or function, offer a limited move-set and fulfill the sort of self-appreciation I was speaking of before. “Roar! Here’s a boss. It will kill you. You won’t know why you’re fighting it. It will frustrate you. Enjoy!” One such boss was the giant flying snake-like thing, with a big human face, which wormed it’s way through a section of a collapsed subway tunnel. One of the attacks features a swarm of miniature sperm-like versions, ejaculated too fast to be dodged. The only way to prevent being damaged from this to use Ki powers, which allow Ryu to dish out damage while remaining temporarily invulnerable. It might have been more satisfying to learn to counter them by blocking and timing a hit but I think this is _slightly_ more satisfying, effective. Following at least twenty or so deaths, each concluding with an internal “Continue: Yes or No?” debate, I discovered that I wasn’t as stupid as I thought I must have been to keep dying. I had been using the right tactics to defeat the creature - aim a powered arrow and bury it in this thing’s skull, an idea I stumbled upon the seventh death, clued in by an inconveniently located arrow-filled corpse at one end of the tunnel. Despite this useful hint, I still feel as though this boss was far too overpowered, the difficulty curve spiking at exactly the wrong moment and without any justification. Later in the game, maybe I wouldn’t have felt as deterred had they built up another, similar task, before this confrontation.
Imagine the difficulty curve is a treadmill on which you’re pounding away. Say you’re cruising at an easy 10 kilometres an hour, then the random function tilts the slope 5%, which forces trickles of sweat from your brow, heavier breathing and a slight burning sensation in your calves. Fine, that’s what you’d expect, a graceful increase in pain. Then, without warning, the ugliest “it” you’ve ever seen in the world jumps up in your face out of nowhere, the treadmill flips upright - an impossible 90 degrees perpendicular to the floor - and the speed ramps to MAX. At this point, you’re sent flailing, with all the hilarity of early ragdoll physics, into the wall behind you.
For me, Ninja Gaiden II brought nothing but spitting rage - my own self-control the only thing standing between my controller and the wall. In an effort to understand then what the draw card is for already experienced Ninja Gaiden players, I returned to and played predecessors Ninja Gaiden Black and Ninja Gaiden Sigma.
My, admittedly, quick detour back to the past succeeded not in making me appreciate Ninja Gaiden II more, though I did realise how useful the new health regeneration feature is, but highlighted just how amazingly polished the original Xbox title was. Graphically, it could compete with some of today’s releases and it’s gameplay is smoother, more responsive, than half the current Xbox 360 catalogue. And, yes, it is just as difficult as Ninja Gaiden II, if not more so. Ninja Gaiden Sigma brought the same gameplay into semi-hi definition, and upped the polygon count in coordination with more detailed textures, though only upgraded enough to qualify it as a 1.5 update from Black.
NG round 2 does throw in a few extra weapons, including a hefty scythe, improved the graphics - though not as much as you’d expect, sort of a 1.75 update compared to Black - and throws in a lot of blood. Glorious amounts of bright red paint-the-walls-with-spray style blood. Real Japanese anime / samurai flick blood. Also, dismemberment. Though I wasn’t expecting, it turns out that watching Ryu slash limbs from impossibly frustrating enemies, before brutally finish them off with a stab of the Y button and a quick decapitation, is satisfying. The core tactics, forcing players to separate and finish one enemy off from a hoard, are also the same and make me wonder if there is, in fact, anything overly new and innovative in II at all.
The only way to summarise this review is that, in short, I hated Ninja Gaiden II. For the time I played, I wished it would spit less in my face. I just wanted to quit. The only reason I returned to the bogus story and unrelenting violence was to maintain the integrity of this review and I failed at that. From the extensive reading of forum threads and other reviewers’ interpretations, I can only surmise that if you liked the original Ninja Gaiden, you’ll like this because it is just more Ninja Gaiden, only with blood and, apparently, that’s all you really wanted anyway, so enjoy.



