Namreh Avatar Posted on 4/7/2008 by Namreh
Games
Reviews
Share This Story

Wanted - Dead or Alive!

The legendary Ryu Hayabusa returns with his first action/adventure for the Nintendo DS...and doesn't hold back!

Release: December 31, 1969
Rating:
Publisher:
Written by Herman Exum (associate editor)

Ever since producer Tomonobu Itagaki announced to the world that his illusive studio Team Ninja would be bringing the epic of Ryu Hayabusa to the Nintendo DS, the gaming world at large nearly exploded with curiosity as to what this strange and mysterious man had in store for the portable platform. I've done my best to avoid much of the hype, that is until the frantic ninjitsu saga of Ninja Gaiden Dragon Sword finally dropped into my lap and I can actually see what Tecmo and developer Team Ninja have been busy cooking up in their ninja labs. Let there be no doubt that any worries about squeezing the frantic action and adventure of the more recent Ninja Gaiden adventures for the home consoles has been unfounded, as these guys have obviously done their homework and unlike many developers as of late and brought us something that's worthy of the series bloodline and adjusted the pedigree of the series to Nintendo's handheld, albeit with a few expected compromises.

Dragon Sword appears to bridge the story between the Xbox version of Ninja Gaiden and the upcoming sequel to Itagaki's remade masterpiece franchise, and longtime fans will be thrilled as plot-holes are filled and new insight is given within the history of the Hayabusa clan and the fated legend between humankind and the dragon swords that changed the world. But the real innovation here doesn't come from the game's plot, but rather its use and implementation of the DS stylus and touch-screen. The obvious changes come from the position and controls which require the game to be played in book form (ala Brain Age), with the screen on the left displaying your current map position and the right area functioning as the main action screen for using the stylus to move, jump, and do a multitude of attacks.

The use of the dual-screen is pretty self-explanatory, but its the action itself that might take some getting used to. The only time you'll be using the buttons or the D-pad is when you need to guard attacks, or evade oncoming attacks. Movement and attacking is done entirely via the touch-screen, and is as simple as pointing in the direction you want Ryu to go and pulling out some of the most devastating attacks the chosen one has to offer. Direct quick movements can unleash multiple slash combos, while more slightly planned stylus combinations sometimes issue special moves like wall jumps by tapping upwards with the stylus on vertical areas, even during combat some special command moves make simple use of the DS. For the most part many techniques are pleasantly effortless, with simple taps for shuriken throws or upward flicks for double jumps, even scribbles can make quick work of demons with powerful charging moves. I might be exaggerating, but it's possibly one of the better uses for the DS touch-screen yet, especially for a action game like this. The controls are undoubtedly unique, but thankfully other techniques like magic attacks don't take a backseat either. These abilities also require simple stylus action to get the job done, and usually make quick work many obstacles depending on the technique.

Besides the unique control scheme, much of the challenge of the larger console versions has made into this handheld, and thankfully enemies are hungry for blood and the game doesn't usually go soft in the heat of battle. But to be fair, compared to those other versions this first DS entry is probably the most accessible, with its more streamlined approach and a definite mission to bring in new players without frustrating them. Strategy and skill are still the heart and soul of this series, and on that level Dragon Sword certainly doesn't disappoint, as dealing and eviscerating the endless hordes throughout is still an enjoyable experience. But I can imagine that most dedicated loyalists will sense a bit of ease in the experience and a definite (and generic) attack pattern in some of the larger boss fights, which may disappoint those hoping for a bit more variety on that scale.

Dragon Sword does make good on offering some depth to the simplistic nature. You'll purchasing Nippon upgrades and learning a modest wealth of ninjitsu skills along the way to keep keep things interesting whenever you converse with townsfolk, or purchasing goods and Wi-Fi challenges are readily available. If anything the choices are modest, but hardly lacking. It's worth noting that the much touted touch-screen controls don't always work as intended, especially when the action happens to get too intense and the various motions tend to get lost in translation when intended slashes turn to jumping strikes. Admittedly it happens more often when the camera pans out to show everything on screen, and will require you to compensate when the game deems it necessary. It's an issue that must be dealt with, but thankfully never make the game unplayable, and other than that the actions that Ryu performs are smooth as silk and considering the complexity of the game that's saying something.

If you primarily use the DS as a brain-training complement, then get ready for the visual shock of your life. Dragon Sword is one of, if not the most, impressive looking DS game I've ever seen and I really mean that. Although much of the game's visuals may be static (although beautifully rendered) backgrounds underneath the action, the in-game characters and enormous bosses take full advantage of each and every polygon the system can pump out, showcasing a level of effort and technological push that few developers on the system rarely tap into. When all cylinders are on fire, we're treated to some very near-PSP quality pyrotechnics and that should please all the pixel-counters out there. Like all Ninja Gaiden games, look for some gorgeous cut-scenes to further the game's story with the same level of detail you've come to expect from the franchise. The audio is likewise impressive, with familiar tunes and effects to compliment the outstanding technological presentation.

Small gripes aside, I could go on about how Tomonobu Itagaki has created something truly special for the Nintendo DS, but there'd be little point - fans will be all over this one. Like the well-received Legend of Zelda: Phantom Hourglass, Team Ninja has clearly demonstrated how well the stylus can be implemented into a relatively complex control scheme without sacrificing the experience for simplicity. While it does make plenty of inroads into merging the casual and more traditionally hardcore experience, old-school gamers should find much to love and enjoy even with the simplified mechanics and accessibility while its evolutionary interface may even snag a few new fans in the process. It may not be the blood-soaked shower of hemoglobin of its bigger-console brothers, but don't let that stop you from picking this one up for yourselves, as Ninja Gaiden Dragon Sword deserves to be played not just for it reintroduction of ingenuity, but for a action-packed romp romp in one of the DS console's better adventures.


Share This Story




For a low-priced downloadable adventure Amy may be tempting, but numerous issues prevent it from becoming the horrific butterfly it meant to emerge as.
February 2, 2012Read More!
After a year in the marketplace, did Kinect turn out to be a success? We dig through the statistics to find out.
January 23, 2012Read More!
December sales disappoint industry observers and retailers alike with startling declines across the board.
January 17, 2012Read More!
Observations and speculations on how Wii U can sustain the gaming revolution the original Wii started.
January 12, 2012Read More!
A great port of a great game, featuring perfect controls, improved visuals, and even the original Japanese soundtrack if you want it. Sonic Boom!
December 28, 2011Read More!
From the first frame to the last looks and feels exactly the way a horror movie should look and feel; oozes atmosphere from every pore and keeps us on the edge of our seats in suspense.
February 4, 2012Read More!
Makes a compelling case for what would happen if a group of teenage boys were to suddenly attain superhuman powers.
February 4, 2012Read More!
Not about plot so much as it is about craft, namely the ability to generate apprehension in situations where just about nothing happens.
February 4, 2012Read More!
Bizarre, unfocused, and deeply unpleasant; like watching scenes from two separate movies fighting for the same space.
February 4, 2012Read More!
Based on a premise that only gets progressively less likely the further it goes until it reaches an ending that might as well have been written for a fantasy novel.
January 28, 2012Read More!