| 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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