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I-Ninja

Developer: Namco
Publisher: Namco
Genre: Action / Platformer
Players: 1
Similar To: Prince of Persia: Sands of Time
Rating: Teen
Published: 01 : 07 : 04
Reviewed By: Ryan Newman

Overall: 8.5 = Excellent

Screenshots

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Intro

When Master O-Dor and his army of Ranx threaten peace, there is really only one ninja up to the job of taking them down. Sure, the JCVD (Jean-Claude for the unhip) would do, and you wouldn't be completely off the mark by thinking that, but this situation calls for a stealthier and more deadly warrior: I-Ninja. Super-deformed and backed by the wisdom of the ages (re: the goofy Sensei), the little blue ninja will be running up walls and lopping off heads with equal enthusiasm - and attitude. In Argonaut and Namco's latest offering, I-Ninja offers up solid gameplay with so much variety that the player won't know what they got into.



Gameplay: 8.5/10
It isn't easy being small with a big head and having a voice that sounds suspiciously like one of the world's worst and most annoying comedians, David Gould; but somehow, I-Ninja pulls it all off. Not only is he fit for the trials of combat, but he also carries himself like another popular blue mascot.

Traversing small portions of a world, each lying within a section that is fashion on particular themes (beach, jungle, etc.), I-Ninja must seek advice from his blundering mentor about what objectives must be accomplished in each level. Completion of a level adds a coin towards a specified amount needed for I-Ninja to get a new belt, newer belts lead to better abilities and access to new levels. If the player happened to enjoy a particular level, they can go through and play it again, but under time trial constraints - replaying isn't necessary, but it is pretty challenging and it can also work towards getting better belts faster.

Along the way, our little ninja will get better swords, throwing stars, and darts. Complementing his weapons is a grappling hook that he uses to not only swing across chasms, but to also use as a means of whip-lashing himself around corners in portions of levels that resemble Hot Wheels tracks. Not only is the big-headed guy packing plenty of weapons and gadgets, but he also gets plenty of foes to use them on. Surprisingly gross, much of the combat will result in bad guys being sliced in half and their heads severed off - but don't be worried for younger gamers, the gore is hard to notice and enemy blood is green. For those who want to see body parts flying, they'll have to take careful notice because the enemies love to attack in mobs. However, unlike other platformers, the mobs aren't constant waves, but planned out just right so that the player isn't overwhelmed and left feeling cheated by cheap A.I. and design.

The pace of the enemies also speaks of the game's design as a whole. The developers took the time to not only put combat in the right proportions, but the level design as well. In fact, I enjoyed the levels so much, and their presentation that I kept getting a feeling of titles from yore, where the challenge the game inspired was good-natured and seamless. It's easy not to notice how clever the design is, and I wouldn't be surprised if many people simply dismissed the game after a level or two, but sticking with it reveals a fantastic design that's a blast to experience.

What keeps the game enjoyable, and what will most likely upset some people, is that there is so much variety. Aside from the straightforward combat and exploration sections - which show off the ninja's ninja prowess by showing off his ability to run up walls and utilizing his ninja claws to scale walls - there are also sections that range from shooting incoming boats from a fixed turret to latching onto a ball and rolling around in sections that play out like an updated Marble Madness. Also, the ninja just doesn't seem to have Sonic's attitude, but, surprisingly, much of the game shares the general feel of a Sonic title; not only do the Hot Wheel track portions play out like a level from an older Genesis release, but there is also a general emphasis on speed throughout quite a bit of the levels. If similarities to Sonic and Marble Madness weren't enough, there is even a first-person boxing level - and it's pretty decent to boot!

These various levels often play out with one aspect being emphasized, so right when one begins to wonder if they'll ever be able to jump around and slice up baddies again, all of what was gradually learned through individual levels will come together seamlessly in several fantastic levels. While each segmented level is fun on its own, it's when they're weaved together that the player really gets to enjoy some of the best in level design. The pacing system really works like a charm.

Of course, being a ninja, I-Ninja is always doing a number of cool things, and it's these small touches that really give him his character. While jumping in-between walls, he shows cat-like agility, and whenever he slips, he slashes his claws wildly against surfaces until he regains his footing. Also, when going up a ledge, he will actually hold his pose - sometimes standing upside down on the strength of his two forefingers alone - and won't move until the player moves him themselves; this ability also holds actual real benefits as it makes traversing obstacles easier. In combat, he has a set of flashy combos with quick back stabs, fast and spin attacks, and the ability to glide using his sword. To show off just how super of a ninja he is, he'll go into frenzies that can make him rage, heal himself, ride a giant shuriken, or become invincible, all after an exaggerated howl and light show - speaking of which, there is also a nifty level where the ninja combats a foe while they're in the middle of a typical anime high-jump sequence. With all of this class and style, it's a shame his voice gets irritating after a few grunts.

Despite the game being as good as it is, there are a few problems. One of the bigger complaints is that, while it's cool to see him perform exaggerated combos, the movements take so long that they allow enemies great opportunities to attack; since the ninja can't take much of a beating and there is no block (argh!), health regeneration goes form being a luxury to a necessity. The variety can also seem a bit daunting at times, and even though I enjoyed much of it, there were even moments when I was wondering when I was going to get with the jumping and the killing. So, fans of pure action and adventure be warned, while platforming is prevalent in the game, there is still plenty of it that goes way off into left field.

Graphics: 8/10
Aside from some levels looking somewhat bland, an extremely clean look resides throughout the game with characters, items, objects, everything looks sharp. Weapon effects are pleasant, as are the results of damage inflicted on foes. The extra animations, like the finger-stands on ledges, are great little touches, as are I-Ninja and Sensai's exaggerated expressions. While it isn't the best looking game on the PS2, it certainly has its charm.

Sound: 7.5/10
The music is decent - not as inspiring as the design, but it's good enough to not reach for the mute button. The sound effects are satisfactory, with the appropriate clangs for sword combat and scrapping as metal claws slice against walls. The only real problem is I-Ninja's voice that, as stated earlier, is dangerously close to that of Dana Gould's. You will remember Dana from his horrible one-liners in Gex and several other show-ruining performances. I don't think I need to elaborate anymore on him or my dislike of him, so I'll just say that it's a good thing that I-Ninja limits himself more to grunts and quips that go by so fast that they are hardly noticed.

Control: 9/10
Aside from the moments where elaborate moves lead to moments of opportunity for the enemy, there is little else to complain about. Well, I wouldn't mind the ability to block. But, unlike Grabbed by the Ghoulies, which also didn't have the ability to block, I-Ninja never hits the player with too much for them to handle. The ability to hold steady on ledges is a plus, as are numerous other more obscure features, like auto landing on rails to grind them. Most impressive is how the controls never get too difficult; despite the game consisting of so many different styles, not only does the design ease players into the newer style, but the controls themselves are implemented so that each section feels natural. At first I found the controls stiff, but it was later that I became impressed when I realized how appropriate that was, since it helps to keep everything cohesive and easy to adapt to.

Overall: 8.5/10
A minor control issue and the somewhat over-abundant variety are the only negatives that spring to mind. What's left after that is a game with level design that feels like a throwback to titles of yesteryear and a magnificent blend of styles that cross genres at a fast pace. Fantastic controls and difficulty really make I-Ninja a challenge, but not a burden - it's a game you keep playing because you want to, not to unlock whatever goodies there may be. In the end, I-Ninja is a superbly crafted title that really surprised me and just got better as I went along. Unfortunately, it's also relatively short, which is oddly common these days.

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