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Tenchu: Wrath of Heaven

Developer: K2
Publisher: Activision
Genre: Action / Adventure
Players: 1-2
Similar To: Metal Gear Solid 2, Tenchu 2
Rating: Mature
Published: 03 :28 : 03
Reviewed By: Ryan Newman

Overall: 7.5 = Good

Screenshots

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Intro

"Ninja! Vanish!" - ah, that timeless quote from Teenage Mutant Ninja Turtles 2 will forever remain a favorite of mine, and as long as there will be ways for me to act out my ninja fantasies, then it shall forever be ready to use at a moment's notice. Needless to say, anyone around me became quite annoyed by the arrival of Tenchu: Wrath of Heaven. A stylish, addictive, but flawed release marks the culmination of a series that continues to ignore significant gameplay deficiencies, but polishes everything else. Most importantly, though, it served as an excellent excuse to scream out poor dialogue from a movie.


Gameplay: 8/10
Rikimaru and Ayame make their return, along with Tesshu (unlockable). Each has overlapping campaigns that feature missions that can be replayed with up to 3 different layouts, which means that longtime fans of the series will have plenty to keep themselves busy for a long time. Gone is the shaky level editor from 2: Birth of the Stealth Assassins, instead, in its place is a welcomed two-player mode that features both co-op and deathmatch modes; while a nifty inclusion, the cramped camera view and imbalance in characters - which are unlocked when fought during the single player missions - makes the deathmatch experience a bit awkward, but there's plenty of fun to be had with co-op. However, no thanks to an extremely quirky camera and some twitchy controls, the game can feel a bit tedious, especially since the characters' missions take place in the same areas, but with slight variations, and playing through one of the more disappointing levels is just made worse when having to go through it again.

Through a convoluted story, players will see Rikimaru experience a resurrection, along with the resurgence of an old enemy, and a trail of missions that range from killing slave traders, protecting nobles, going through levels without being able to attack anyone, and the enjoyable outdoor missions that allows from some nice grappling hook action that allows for some swift roof-to-roof action. Along the way, cutscenes and briefings will explain what's going on and what occurred in-between missions, but they tend to skip around a bit and the story has a tendency to get overly complicated. To see the missions through, gamers will get a plethora of goodies to help them dispatch their foes: exploding throwing stars, grappling hooks that pull enemies closer, poison rice, grenades, smoke bombs, resurrection logs, nails to step on, as well as the traditional throwing stars. What really makes the game fun, and is the player's greatest weapon, are the coveted stealth kills.

Stealth kills are performed when the player is able to sneak close enough to an enemy, and right before they notice - or even if they do for a brief moment - the standard attack turns into one of a number of swanky - and optional - cutscenes. The ninjas slice, behead, impale, and break the bones of their enemies, each single move draining all of the enemy's health. Each kill adds a symbol to a meter that, when filled, will allow for the hero to learn a new combo; only one new combo can be learned per mission, and some stealth kills won't count towards learning new maneuvers. These new combos will allow for the player to end combos with body checks, using the grappling hook to pull enemies back to the players or to even get their minds and make the enemies fight each other. There were also some cool sword-lock sequences, with myself and an enemy squaring off with our swords grating against each other, but it didn't happen very often.

Going the way of the ninja (i.e.: stealth kills) is preferred, and not only because of the game ranking the player on their performance - which displays combat kills, stealth kills, times spotted, etc. - but also because combat weans between solid and extremely weak. The aforementioned camera and control problems not only affect navigating the levels, but also combat; there's nothing more annoying than having a close-up view of the player's face, while an enemy is hacking away right in front of the. Simple stealth maneuvers, like walking against a wall, wouldn't work properly; completely flat walls wouldn't register to the player's character that it could go against them, but a small beam sticking out into the open would. Going in for stealth kills won't always work either, as they won't always register.

The weapon-based combat is nowhere near as enjoyable, or complex, as the one found in Way of the Samurai, but the streamlined approach does work - to an extent. Since the enemy has such uneven levels of difficulty and intelligence, two or three might be successfully defeated, but just one of the same foe can manage to take away an entire bar of health. The way the enemies are alerted to the player's presence is also so awkward that it makes situations difficult to judge. The player can slash someone and evade pursuit by jumping onto a board 2 feet above them, or, have the enemy spot him behind a rock that's half a screen away and with no indication of anyone hiding there. Enemies also have a tendency to run around in circles, and they particularly enjoy running off cliffs and ledges.

It's hard to go wrong with a covert ninja title, and in most aspects, Wrath of Heaven pulls off everything well; but, repeating levels that are overly complex and boring, encountering AI that ranges from idiot to expert killer, working around camera and control problems - most of which were in Tenchu 2: Birth of the Stealth Assassins - makes Wrath of Heaven a bit hard to take. On one hand, the time to address the technical issues was there, and it's annoying that they are still so prevalent, but on the other, Wrath of Heaven still managed to be an extremely fun title - cool concepts really do go a long way.

Graphics: 7/10
Impressive outdoor levels, with some sporting nice weather effects, will be welcomed sites from the blander indoor levels. Character design, however, is strong throughout, with both heroes and enemies looking great. Enemies look particularly good as they are an imaginative bunch, with some a range from one that looks likes a character from Mad Max: Beyond the Thunderdome (imagine Tina Turner's henchman, the guy with a dummy strapped to his back via a pole), to zombie archers and wooden creations with freaky masks. The effects are also solid, with sparks, explosions, and small touches making the game a bit livelier. However, there is a good bit of minor polygon clipping, but nothing too drastic. On the whole, it manages to withstand its blemishes and remain as stylish as it is imaginative.


Sound: 8.5/10
The standard Asian flare is present in the music, but there also seems to be a dash of Middle Eastern influence that really makes the music unique, and very enjoyable. The sound effects are limited, but they are good and used in moderation. Likewise, the voice-overs are also good, a bit overly-dramatic, but they get the job done. Guards will also carry on some pretty interesting conversations, but they get out of character when in patrol mode by spouting random lines that seem out of place. The music is the real showpiece here and it more than makes up for whatever faults there might be with the vocals or effects.

Control: 5.5/10
Due to the camera not liking to get the optimal view, navigation and combat can get become a chore after a while. While there is the ability to look around, some weapons even giving a first-person view, as well as an enhanced zoom feature (ninja site), but the natural unintuitive nature of the camera remained a constant pain. Some great stealth kills and surprise attacks, along with their meticulous preparations, were thrown away as rounding a corner would only show a close-up of wall and not the approaching enemy that is in hallway that the player is facing. The camera can be swiveled, or centered, but the time it takes to move it back behind the player's head is normally the amount of time it takes for an enemy to take notice and attack. The ability to slide against walls has been in the past titles, as well as in the Metal Gear Solid series, but it isn't perfect and it alone can lead to several frustrating moments. Combat can be also turn into a hair-pulling ordeal as hordes of converging enemies will mean that the player can look forward to being bounced around from sword to sword, all due to an opportune situation going awry because of the camera and somewhat imprecise controls (re: blocking not always working). It's a shame these problems weren't addressed, they are the biggest obstacle in enjoying the game.

Overall: 7.5/10
Tenchu: Wrath of Heaven is far from perfect, but it's still full of those tense moments and excessive ninja-styled action that we all know and love. I really hope that the camera, AI, and controls are addressed in a follow-up as this is too great of a series to let meander away; however, on the other hand, a Tenchu 4 with these same problems might not be as welcomed. In the end, despite not being very polished, Wrath of Heaven is still an enjoyable title and worthy of at least a rental.

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