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I'm a Ninja - Dexobi, they call me. They fear me. They hire me.
They all hire me to kill each other - I'm just the guy who gets
things done. Dexobi - the man who turns the living into the dead,
the guy who infiltrates, who steals, who thins out numbers, the
bastard who tempts others with sushi-laced with explosives or lays
down landmines to catch out guards who aren't doing a very good
job of guarding. And if you don't hire me to kill your enemies,
your enemies will hire me to kill you. Who's it going to be? You
decide! [Great sales pitch, you're hired! Now, who first, IGN or
Gamespot… Ed].
You
might think the above sounds like some new crazy game show involving
ninjas and Chinese warlords, Tenchu
meets Big Brother or something, but in all honestly, Shinobido:
Way of the Ninja for the PS2 feels just like that. It's in no way
a bad thing, as it's quite fun from the word go, but lots of things
get in the way to ruin the experience, such as really poor visuals,
silly bugs and some dire controls - it feels like a PSP title, despite
being played with a PS2 pad, and it even looks like an early PSP
title. But, to make things worse, the visuals are blown up to full
screen, so you can fully appreciate those blocky textures and samey
buildings. However, through this sea of blood, guts and bugs, lies
a land of ninja paradise, an island of kill or be killed, and for
some bizarre reason, I liked it. A lot.
Now,
I wouldn't normally go on to play a bad looking, sometimes bad controlling
game, but I haven't been a ninja in ages, and something about Shinobido
just appealed to me. Was it the earning money per mission element?
Yes - I can't remember the last game that awarded me with money
depending on how well I did on the mission I played prior to the
pay cheque. Did the weapon shop lend itself to the appeal maybe?
Yes, it did - I can't even recall the last game that let me buy
weapons and items, especially of this calibre, at the end of each
level. And the stock in the shop changes daily too, so one day you
might be able to buy mines, the next, poisoned food for enemies
to eat, and the next, death stars, confusion bombs, potions, grapple
hooks, oh my artillery here was superb.
Did
the appeal continue through being able to pick and choose my missions,
also picking who I work for? Of course it did - I love the assassination
and total destruction missions, which have me killing for money,
but I don't really like the thief missions, so I tend to leave them
out - to me, finding an item and then carrying it back to base without
being seen is something I'd rather leave to Sam
Fisher. But picking my missions, reading up on what gives me
more pay, accepting and then performing it lends itself very well
to the appeal of playing as a ninja.
And
the killing - was the killing fun, did it keep me playing, did it
make me forget about the flaws? Uh-uh, yes it did; once you've equipped
yourself at the shop, got those grappling hooks strapped on, got
that explosive sushi in your pocket (don't go snacking on the job
now!), it's time to go out there and strut your funky ninja stuff.
You can sneak around using the L1 button, and while in sneak mode
you move quietly, you can lean and walk against walls, and you can
pretty much be the ninja you want to be. Of course, there are great
advantages of being on your feet - you can move faster, especially
when you enable the super-quick sprint, so whatever your style,
Shinobido is pretty flexible. There are a variety of ways to kill
your foes; if you sneak up behind them your sword flashes and you
can perform an instant stealth kill by slicing their throat with
the triangle button. Other instant kills can be performed as long
as the victim in question hasn't seen you already, such as aerial
neck twisters and frontal heart stabbers, ensuring your prey dies
without a sound.
There
are more ways than the instant kills, though; I was lucky enough
to find myself in a situation where my foe was a greedy, gullible,
hungry man. I grappled onto one of the nearby rooftops and waited
until he walked over to the other side of his guard route, before
jumping down and laying down a beautiful land mine in what I thought
to be his tracks. I grappled back up onto the roof, and waited -
waited - waited for him to return to my lovely land mine of doom.
Here it comes; here we go Mr. Foe, get ready to die. But he waited,
he stopped, he wouldn't walk over the mine. Maybe he was cleverer
than I had anticipated, but I doubted that - I doubted that a lot.
So I threw down some explosive sushi. He'd need to eat this for
it to be able to explode in his gut, and I knew, if he took the
bait, he'd be blown back a few yards, and probably hit the mine
too. So, I threw him the raw fish, and to my predications, he looked
around, picked it up, and swallowed it. Two, three, BANG! My enemy
fell back, his sushi had repeated on him, and he was aroused with
suspicion. However, little did he know that one step forward would
kill him. That bad fish must have confused him, because he completely
forgot about the mine in front of him - his last step sounded an
explosion that left him dead, but also alerted other guards to the
attention of their friend who they had just lost. Another two confused
guards were easy prey for me; I fell down from the roof - standing
behind one of the guards I instantly killed him, then bent down,
claimed his sword for dual wielding fun, and sliced the remaining
enemy into new pieces of sushi. I was having a grand time!
Some
flaws get in the way of prolonged play; sometimes the analogue sticks
can irritate when it comes to adjusting the camera angles, but that's
about the only control issue I had to deal with, as using items
and weapons with the handy L2 and R2 pop-up quick use circle is
a blessing in itself. Unfortunately, those who are put off by bad
visuals and even a bit of bad sound might find Shinobido a little
too amateurish. Truthfully, the levels are extremely repetitive
- oh, look, a Japanese building with paper walls that I can slice
down, where have I seen that before? Yeah, that's right, the last
three levels. And look at that, a purposeless building that is only
good for climbing on top of - but, ugh, I wouldn't be paid to live
in that shed! It's snowing! Or is that my TV displaying dead pixels?
It's foggy! Or is that my TV ghosting? I'm sorry to sound harsh,
but on a 3 inch display this would probably be a nice looking PSP
game. However, on a 26 inch Sony Bravia, Shinobido looks a little,
well, badly rendered, to say the least. The sound isn't that good
either; the occasional exclamation of hurt is the only satisfying
thing on offer here, otherwise the orchestra of repetitive music
for the samey levels, the identical sounding footsteps regardless
of where you walk and the voiceovers that sound too English (sometimes
sounding like Londeners) to be able convince me that I'm actually
playing with oriental characters - flaws galore!
Shinobido
man - how the hell can I stay mad at you? The truth is, if you can
see past the flaws, the bugs, the bad graphics and the poor sound,
and that's a lot to see past too, fans of the genre will have a
great time on the island of ninja where anything goes. There is
a story to keep people playing, one I neglected to mention, but
in all honesty, it doesn't matter, as it has no effect on the gameplay,
because the missions, the earning money, the buying items and killing
unsuspecting greedy men is enough to please me. I must be in one
of my minimalist moods, because I've never been so happy with playing
in what seems to be a sandbox of ninja as I am with Shinobido: Way
of the Ninja.
Reviewed by Dexter Pearson for AceGamez (All Rights Reserved).
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