My girlfriend recently bought me a Nintendo DS for no real reason. I’m not one to complain.
Until a few days ago I played nothing but Phoenix Wright games on the innovative hand-held but I decided to try my hand at a different genre. So, I grabbed a pair of screen protectors for the fury to come and purchased
Ninja Gaiden: Dragon Sword by Tecmo
Introduction to the Game -- The first thing you will notice about the game is that it is sideways — that is to say, you need to rotate the DS itself 90 degrees counter-clockwise. The in-game screen is the touch screen now on the right and the map appears on the left. During cinematics, both screens are utilized for more dynamic, fast paced story telling (although you are still required to touch in order to advance the frames). I learned to love this feature but it took me awhile to realize why they would program the game in such a way to require you to hold the system sideways, as I’d never seen this before.
Configuration — All movement, fighting, navigation and interaction is controlled with the stylus except for two actions. For accessing the inventory menu, press the start button. To leave the menu you can touch out in the bottom right corner or use start but it is simpler to just touch out. Any other button blocks. This, I believe, is the main reason why the game is sideways on the screens. This enables you to hold the DS in your left palm and use your thumb on the R button to block.
Control — The stylus control takes some getting used to so anyone who has played the XBox or XBox360 versions of this style of Gaiden will likely become frustrated. The most difficult concept to grasp right away is the location of the stylus strokes and movements used to control Ryu. Simply, various directional strokes will cause Ryu to slash with his sword, tap will use projectiles, upward strokes will make him jump and combinations of all these preform special moves like the “Flying Swallow” from the other titles. After the first level I got used to the controls and had no problem controlling Ryu but it is easy enough to compensate the player for the initial unfamiliarity. One neat feature is when Ryu performs Ninpo you use the stylus to trace the form of the character associated with that magic. Each of the seven Ninpo techniques have a different characters but there’s no need to memorize them as you are given plenty of time to trace it.
Graphics and Sound — Few DS games have yet to impress, but this would be ignoring the fact that it is a hand-held system. The graphics for most DS games seem to compete with N64 graphics, to the degree that PSP graphics are similar to Playstation quality. However, this game seemed to reach near Gamecube definition, in a less literal sense. Simply, the size of the screen, the number of available colors and the seamless combination of full 3d environments and pre-rendered backgrounds — these things are utilized very well for an optimal display and performance. Nintendo has always been famous for generally freeze-free and skip-free games, mainly due to their cartridge based systems. Being yet another cartridge based hand-held system, the DS experiences very little loading time and next to no frame skips. Occasionally, there will be a camera angle showing the polygonal inside of an enemy, but this only happens in narrow hallways.
I was not blown away by the music in the game and the sounds often became annoying. The most prominent of these is the sound made when Ryu blocks. I suppose it was meant to sound like a movement of the sword but it ended up sounding more like a pot or pan being smacked with a wooden spoon. Ryu’s grunts also got on my nerves a little, but the character dialogue includes a few less irritating sounds made by the characters to go along with each line of text. Some of them are just plain comical. Although the music wasn’t as memorable as the original 8-Bit Trilogy, it definitely did set the mood for the levels and was well orchestrated. I was pleased, however, to hear the Act Intro music from the originals done with strings.
Game and Storyline — There’s not too much to reveal when it comes to a Ninja Gaiden storyline. Evil demons, Dragon Sword, Ryu Hyabusa, high difficulty level. This particular game, however, may be the one exception to the difficulty level.
Most of the challenge is placed into the control, as the player is often required to fight with a level of precision that is difficult to master with the stylus controls. Still, I found the boss battles to be relatively easy and the level-wide fighting to be more frustrating at points. There are also scrolls to be collected throughout which requires the player to either tap on or shout into the microphone to get them to appear.
Conclusion
Overall, I was very pleased with my purchase of this game. I rarely buy games new if I can find them used but this was more than worth the $39.99 I paid for it. Furthermore, with the option to play through on hard mode after the player beats the game, it has a decent replay value.
I give “Ninja Gaiden: Dragon Sword” — 8.5/10