Love the one you’re with! My first few hours with Ninja Gaiden 2 were disappointing, an experience colored by high standards and higher expectations. I got over it and am now content to enjoy kicking the heads off of evil ninjas. As far as my overt criticisms go, well, they’re holding true. Gaiden 2’s camera and level design are abysmal, not to mention the game’s numerous glitches. Are severed ninja arms supposed to float in mid-air? The game’s got problems. Ninja claws, however, are not one of them. Neither is the sickle and chain or the enormous scythe you steal from a bunch of werewolves. As much as the weapons and scenarios from Ninja Gaiden 2 sound like a series of bad internet jokes from 2004, these additions to protagonist Ryu Hayabusa’s arsenal make for good entertainment. They don’t make for necessarily great play though. The first impression Ninja Gaiden 2 gives is that its combat, the literal core of its design, is unchanged from Ninja Gaiden 1, but subtle changes have been made. Specifically, countering enemy attacks is now easier than it was in the original game. It makes combat more fluid, allowing attacks to string together smoothly without risking injury or having to wait for an opening in an opponent’s assault. As a result Ninja Gaiden 2 is more accessible than its predecessor. But if a game’s foundation is based on being inaccessible, requiring the player carefully study its rules and practice play, isn’t its design diluted by decreasing the demands of its rules?
Considering the exodus of Team Ninja’s staff from Tecmo, including fearless leader Tomonobu Itagaki, I’m starting to wonder if Ninja Gaiden 2 wasn’t finished at all, just polished enough to release so the development team could get away from a toxic work environment. Or is it just a case of creators realizing their limits? I’m hoping the end of the game holds the answer.
Related links:
The 61FPS Review: Ninja Gaiden 2 Part 1
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