placement,
mission objectives, and mission order all change. And, in addition to the missions
already available in the PS2 version, several new missions have been added to
the Xbox version that seamlessly blend right in with the Xbox version's flow.
The basis of the gameplay is stealth
with an emphasis on one-hit stealth kills. The action takes place from the third
person perspective as you work your ninja-of-choice through mazelike levels, dispatching
guards as you come across them. The stealth engine is fairly forgiving, as your
ninja's line-of-sight is much farther than your enemy's. Furthermore, crouching
makes your ninja all but invisible to enemy scouts, giving you the advantage in
all sneaking and killing situations. There's a nice handy little stealth indicator
that lets gamers know if they've been spotted or not. If spotted, players are
unable to perform the one-hit stealth kills and instead have to either run away
and hide or duke it out traditional style. To
further aid your ninja comes help in the form of items. In addition to genre staples
such as shurikens and health potions come more interesting items, like poison
rice balls (used to distract enemies) and mind control devices. At the beginning
of every level, players can choose to outfit themselves with any combination of
these items. While advancing through the levels opens up new items, most items
are found on downed enemies and by scavenging around the levels. One item, the
grappling hook, is a fixture in your ninja's inventory, and it allows the player
full mobility in a level. Going to the roofs is a tried and true strategy for
any ninja and it also allows the levels to be much larger and more sprawling.
The game definitely requires use of the grappling hook, and many levels have shorter,
more direct routes that are accessed via an out-of-the-way rooftop somewhere. The
one-hit stealth kills have long been a major point of attraction for the series.
Provided your ninja can successfully sneak up on an enemy, they can kill said
enemy in an extremely dramatic fashion with only a single press of the X button.
Once an enemy has been alerted to your presence, however, a stealth kill is no
longer an option without hiding and regaining your stealth status. Different stealth
kills are triggered depending on where your ninja is upon initiating the attack.
Should your ninja leap down from a rooftop, they will perform a different attack
than if they simply snuck up from behind. Finding all the stealth kill animations
is definitely addictive and besides, every ninja should have some diversity with
their killing. Score enough stealth kills (9) in a mission, and your ninja will
gain access to a special ability. Non-stealth combat is handled via the standard
canned 3-hit combos we've all come to expect from 3rd person action games. And
while the X button handles all attacking duties, B blocks, and the R trigger centers
the camera and locks on the closest target. For the most part, combat is never
that difficult as enemies telegraph their movies and have very little concept
of blocking. The only problems come from being attacked by multiple opponents.
Because of the game's awkward camera which tends to hug walls in tight, indoor
arenas (unfortunately where most of the combat takes place) it's difficult to
ascertain the positions of both enemies. Subsequently, you can expect to take
a lot of damage in these multiple enemy situations. As
a matter of fact, the camera routinely makes it as hard for the player as possible.
It tries to do too much on its own. For example, should a player approach a ledge,
the camera automatically adjusts to look down. So should your ninja be perched
on a rooftop ready to strike at an unsuspecting guard below, the camera angle
is great. Should your ninja be perched on a ledge, attempting to jump to another
ledge, the camera angle is a crime against all that is holy. Especially when you
realize that several of the levels hinge on jumping puzzles. How many games have
we seen featuring a great combat system and fun gameplay, only to be flawed because
of terrible platforming elements? Sheesh, figure it out already game industry.
On top of all that, the camera acts very unpredictably, letting the player adjust
it at some times, while at other times, the camera suddenly becomes stationary.
This happens most often when trying to peek around corners. For whatever reason,
the camera won't be moveable. Once you move your ninja off the wall and then back
on the wall, the camera will become moveable. While this doesn't inhibit gameplay
a whole lot, it is most certainly annoying. For
a game that focuses on stealth, there aren't really any penalties for being found.
Sure an enemy will come attack you, or at least give a half-assed search for you.
But all you really need to do is go run and hide; the enemy will soon forget about
you and go back to wandering his pre-determined path, waiting for a certain and
quiet death. Furthermore, upon discovering you, enemies will often whistle for
reinforcements
that never come. Perhaps it's a psychological attack intended
to scare you away for fear of 30 armed soldiers bearing down on your location?
Whatever the case, Tenchu's guards aren't winning any competency exams
in the near future And then there's the
multiplayer. As a co-op game, Tenchu excels, even going so far as to add
additional co-op only missions and special double-team stealth kills. As a multiplayer
deathmatch experience, the game just doesn't deliver. Because the stealth element
is removed for online games, combat boils down to who can mash the attack button
fastest. The combat system just isn't good enough for this type of game to be
entertaining for any amount of time. While the designers should be commended for
the inclusion of an all-to-often-excluded co-op mode, the online option feels
tacked on. While Tenchu looked
pretty damn good over a year ago on the PS2, it just doesn't hold up on the Xbox.
While it hums along at an impressive framerate and the protagonist models are
extremely well-animated, the real shortcomings are in the game's atmosphere. Textures
are generic, blurry, and downright just "ugh". Buildings tend to look
the same after awhile and with a finite amount of locations across which all three
characters' take place, levels get recycled too much and tends to lend a feeling
of been there, done that. However, once you land your first stealth kill and see
blood flying like it was urine at a water park, you'll forget about the drab textures.
This is also an option to have audio in English or Japanese with accompanying
subtitles. And while enemies tend to spit the same lines out with the redundancy
of a drunken frat boy at a sorority house, the game's soundtrack is in the upper
echelon of gaming music, opting for a blend of traditional Japanese instruments
and electronic gadgetry.
Overall:
7.5/10 Focusing on stealth as opposed to frantic hacking and slashing, Tenchu
is the less popular sister in the family of ninja games. While the other sisters
(Ninja Gaiden, Shinobi) may be prettier and more fun, Tenchu
is no slouch. Gamers looking for a bit of stealth mixed in with their dark-clad
assassins may find this to be a sleeper hit. Despite the game's awkward cameras,
inept AI, and repetitive combat, the fun of the stealth-oriented gameplay cannot
be denied. Better games may lie in its contemporaries, but with the added co-op
modes, replayability, and all around murderous fun, Tenchu: Return from Darkness
is a sure bet for a weekend rental or a budget buy. [
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