At this point, this series could use a re-introduction. As my journalism work (currently) does not require me to play and review the latest games in a timely manner, I’m often in catch-up mode, writing about a game weeks, months or even years after their release. In a way, this provides some distance from writing actual reviews and allows me to focus more on critiques. In Late To The Party, you’ll rarely find me listing pros and cons. Instead I’ll look at particular aspects of a game and explain why they’re interesting — to me at least.
Straight to the point, Ninja Gaiden II is a Gamer’s Game, and slashing through it made me realize how long it’s been since I last played one. It’s got action, decapitation, linear levels with steady learning curves, a throwaway plot, terrible dialogue, scary bosses and objectified women, I spend a lot of time thinking about how repetitive and dull that stuff gets, but I sort of forgot that, when applied correctly, it’s still a lot of fun.
Before I go on, please know that I hated this game’s prequel. I bought a used copy, spent an afternoon with it and brought it back to Gamestop to take advantage of their “exchange it within seven days” policy. Mostly, this was because of one pet peeve that obviously bothers no one else: Ninja Gaiden combined Saves and Lives — two standard respawn mechanisms that, when combined, break the whole system. It forces the player to leave his state of immersion and wonder “Should I quit the game and load the last save point, or sacrifice a precious Life?” This happened to me in the second level. I had no idea whether to keep expending Lives to challenge the boss or load an earlier save point and try to preserve my stock. After going back and forth a half dozen times, my brain self-destructed and I decided Splinter Cell would be a better choice for my money.
Needless to say, I was not expecting much when I opened the Gamefly envelope this time around. But Ninja Gaiden II has a way of coaxing you into its world. The bands of ninjas that surround you at every pass are easy enough at first; with enough button mashing, you can sever all of their heads (and most of their limbs) and emerging from battle with only a scratch or two. After a couple levels, the enemies get bigger, slimier, more plentiful. It’s no longer sufficient to simply tap the “Strong Attack” button repeatedly. Slowly, the game forces you to change your methods and play with different techniques. As with the last game, you’re still stringing together combos, but the attacks have a natural flow to them, which takes some of the emphasis off memorization — another pet peeve of mine.
Hand-eye coordination is placed on a pedestal in Ninja Gaiden II. There are no puzzles to solve, and the storyline — some people released some demons — is negligible. The payoff for surmounting each challenge is implicit; it’s not so much “now I get to see what happens,” as it is “wow, I defeated all those bad guys.”
I’m into Chapter 5 now, so we’ll see how my interest in the game evolves. These balls-to-the-wall action games, however fun, tend to wear on me slightly past the half way point. I know, that’s another subject entirely, so we’ll save it for another day. For now, chef recommends!
