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About Me

Hey, I'm Eric. I inherited the nickname "Pumpy" from never wanting to stop pumping quarters into arcade cabinets of practically any game back in the day. I've started playing games ever since my grandfather bestowed me with an NES from his brother's video rental store back in the early days. Ever since then I was hooked on glowing pixelated screens and free rentals. I grew up mainly playing SNES and it gave me a base for what I enjoy today. Although I love 2D dearly, I feel as though the newest gen systems have finally mastered 3D and recently I've been enjoying my 360 and the possibilities it has to offer. I'm not really into Halo because a man in a metal suit fighting aliens seems a bit weak in comparison say to a Resident Evil game (it's just not a game that gets me amped). I'll read game mags in practically any situation and my DS is always on the bathroom sink because when I'm not gaming, I probably wish was.

When I'm not under the influence of video games I play in a post rock band called Hadoken. Check us out! I enjoy music as much as I like playing video games. I like a wide range of music but I really enjoy math rock, 90s indie stuff, post rock and always the occasional metal outburst. I'm hungry a lot so I enjoy cooking as well. Cookies solve any problem. I'm an English/film major at Umass Amherst and it's not a bad gig.

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Ninja Gaiden 2 Review
pumpy | 10:56 AM on 06.30.2008 10 comments


As I pulled off another "obliteration technique," my mouth remained dropped. I thought to myself, "Team Ninja, you've done it again." Brutally, a poor warrior's legs were chopped off, sliced around the torso in a spinning fashion (like a spindle), only to be finished by a beheading of the vicious claws that our hero Ryu can sport. Ninja Gaiden II defies and reinvents classic hack 'n slash gameplay while also utilizing the newest technology and development. Even at the title screen, NG 2 gives me a certain nostalgic feel and has a particular aura about itself. This is because while NG 2 could be viewed as a complex combat adventure, the simplicity of the mostly linear gameplay and environments create a sort of 2D feel to a 3D environment. Typically, linear gameplay is looked down upon nowadays because of the possibilities of 3D environments. Despite of this, NG 2 is an exception to the rule and Team Ninja has perfectly blended gameplay reminiscent of 2D coupled with the execution of 3D.

The story in Ninja Gaiden II is not very important. It is a classic tale of good versus evil, with an emphasis on evil. You play as a masterful ninja named Ryu Hayabusa of the Dragon Lineage clan. The story has a sort of anime feel with a real life vibe. There is no need to play the previous game for the story as it is rather ambiguous but for skill maybe so as the general concepts of the first game have been transposed over to this sequel. You basically are a one man killing machine on a mission to save the world from evil demon fiends. The cutscenes littered throughout the game certainly add to the game and are extremely stylized. They are useful in cutting up the gameplay and explaining how Ryu gets everywhere that he goes.



The beautiful Vienna-like stage is colorful and intricate

The environments in Ninja Gaiden II are uninteractive for most of the game and while some of the stages are simply stunning, others are a bit lacking. Essentially, what makes it linear is the fact that everything other than the combat is planned out. By this, I mean that you must enter a certain doorway or you must run along two walls in order to reach higher ground, etc. Everything else that may seem to be jumpable or interactive is many times not either of the two. This can be a fresh of breath air if one has an open mind and has liked the linear nature of 2D games. You will never get lost in Ninja Gaiden II and people who have played the first installment that came out on XBOX a little over four years ago will have no trouble getting accustomed. While there were various little puzzles and tasks that split up the combat and varied the gameplay in NG, NG 2 seems to be almost completely void of these chores. Because of this, the gameplay is faster, meaner, and sanguineous.

Undoubtedly, NG 2's heart can be found within its combat. Team Ninja and director Tomonobu Itagaki explicate their vision of bloodshed through numerous stunning and graceful animations. Ninja Gaiden II is simply the ultimate and best hand-to-hand combat and hack 'n slash game ever made. This may be a slightly bold statement, but the combat speaks for itself...and it speaks in large volumes of blood and dismemberments. The heavily expansive list of weapons available in the game is gratifying. Unlike the first Ninja Gaiden, all the new weapons in NG 2 are swift and speedy. Some are more than others of course, but even the burly, death-defying sickle is blazing fast in comparison say to the "War Hammer" in the previous Ninja Gaiden. The "Falcon's Talons" easily are the most badass and foraying addition to the various melee weapons. They are simply wolverine-esque looking claws that also have foot attachments consisting of claw-like blades as well. Similar to the feeling when you initially get the "Vigoorian Flails" in the first Ninja Gaiden, the "Falcon's Talons" are a blast to play with and has a phenomenal balance of blindingly fast attack speed and colossal power. When fully leveled up by purchasing upgrades at the "Muramasa Statues" through the use of collecting the yellow orbs of dead Fiend's souls, this weapon will mutilate to an extent which is unfathomable.



Yes, luckily this is a reality for us. Unfortunately for him, it isn't.

What truly stands out in Ninja Gaiden II is the level of accuracy, precision, and tangibility it possesses. When you land an attack or slash an enemy, the accuracy of the blade is practically flawless resulting in either a severing of a limb or maybe just a visceral body blow. When flawlessly executed, beheading an enemy by the use of typically "the flying swallow" technique (a fast dashing slash attack), terminates an enemy and cuts to the chase. During sequences of heavy action this may be hard to see, but with enough fighting, the precision is notably smooth and dreadfully responsive. This scrupulous swordplay becomes highly circumstantial as every slice and movement is pivotal and urgent. When the battles get intense one will really feel like his or her life is on the line and a new health regeneration system helps to ease the tension in-between fights. While there isn't much more that is living and moving other than the combat in the locales, the game breathes and is alive because as a ninja your primary objective is to kill. One will know when he or she has performed a "counter-attack" or an "obliteration technique" because when it happens, you truly feel it. The Ninja Gaiden series has always been a challenging endeavor. Very rarely is the game unfair and if one is to keep dying in the midst of battle, it signifies that he or she is probably not quite on top of their game and on par with the ramping difficulty that Ninja Gaiden 2 manages generally well. Unlike its predecessor, Itagaki took in account the various complaints about the difficulty of the game being very hard from the start and accommodated beginners in NG 2. The beginning few stages are fairly easy and allow some challenge to veteran players. Once the player reaches stages 4 and 5, the vicissitude in difficulty is greatly increased and is evident as one will continue to stare at the "Game Over" screen perplexed.



A difficult weapon the master, the Kusari-gama are as much challenging as they are fun

Ninja Gaiden II as a game is unfortunately not as flawless as the combat it contains, though all of these issues are little nuances that will only slightly hiccup one's experience. An evident and sometimes glaring issue is the occasional frame rate drop that plagues the gameplay when there is a lot of action and enemies on the screen. Luckily, I've only encountered this problem a handful of times and the rest of the game was fluid. Another extremely minuscule detail is how NG 2 consistently utilizes the concept of forking paths and enclaves. Many areas in NG 2 will force you to either go right or left, one route typically becoming a dead end with an item chest or a slain ninja with a document. This is what makes NG 2 a little more enjoyable as you are constantly being equipped. There are of course exceptions to this rule, but not very often. This extra exploration is gratifying, but sometimes the other path leads to a cinematic or event in which you cannot go back. Also, this extra exploration can be extremely limited. What I mean by that is the fact that these alternative paths will make one subconsciously explore more in order to guarantee that nothing is missed. One will most likely discover that there isn't much more to interact with and that they are wasting their time. The mix of many obvious paths with a few more imaginative routes make breaking that habit of going the extra distance difficult as I typically always feel like I could be missing something in some desolate corner. Another almost comical issue deals with the amount of blood splatter that covers the walls and floors. This great attention to detail works extremely well but sometimes there is so much blood that some splatters amongst the thin air just suspended and void of gravity. Of course this is another very small detail that only occurs rarely and is more laughable than ruining.



The boss battles are larger and more frequent than the previous outing

The final and probably the most important issue with Ninja Gaiden II is the use of the game's camera. The camera hasn't changed much from its predecessor (other than maybe slighter higher up and the various camera tricks of the obliteration techniques) and it was what faulted the title. The camera essentially is the reason why NG 2 is just shy short of a perfect score. It is problematic, somewhat unpredictable and lazy. While you can straighten the camera with the "R Trigger," in the midst of battle this is difficult to continuously do. The camera seems to strive in large and open areas, but fail in closed in and tight spaces. Sometimes the camera will stick behind a wall totally blinding the player from the action, which can sometimes be imperative to survival. Although this is somewhat of a sacrifice, the camera beautifully and elegantly embraces the action as if it were hugging a teddy bear, staying close to the action in order to expose the details. The issue is reasonable as programming code in order to fix or change a integral part of a game, (such as the camera) could easily affect the entire game. I imagine that Team Ninja sought out in devising a compromise in order to fix these issues and maintain its signature view. Unfortunately, time constraints and inconveniences could both be reasons why the camera can be somewhat problematic. Either way, it is the biggest issue in the game, but only a minor issue in the grand scheme of things. A camera that works perfectly and just stays exactly behind Ryu at all times is solid, but Team Ninja's trademark camera work is just extremely cool. Further more, it may have been worth their while if they included an option between a stylistic camera and a more straight-forward camera. Something to think about if there ever is a Ninja Gaiden III.

NG 2 is a special title. It is special because a game like this only comes every so often. It is a testament to what gaming should accomplish: a creative, fluid, and tight campaign that is memorable and distinguished. The game feeds you with a fast-paced and heart-wrenching experience that only developer Team Ninja could produce. While other titles come close, such as Capcom's Devil May Cry 4, NG 2's combat is just fiercer, bloodier and exorbitant. It may not be the most well-rounded or best game of the year, but if you are looking for smooth responsive control and combat, look no further than the way of the blade.



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9 comments | showing # 1 to 9
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Senisan's Avatar - Comment posted on 06/30/2008 11:32
Senisan
I liked ng2 alot but sometimes it gets unnecessarily cheap. I'm looking at you armadillo bastards...yea you with the atomic bomb death...really? atomic death bomb?
pumpy's Avatar - Comment posted on 06/30/2008 12:04
pumpy
Yeah, the only annoying parts were when they loaded so many explosive type dudes in a small area.
JynxShot's Avatar - Comment posted on 06/30/2008 13:06
JynxShot
I don't want to nitpick, but I feel that it's worth mentioning that Team Ninja went lazy on difficulty in the higher levels.

What difficulty did you beat the game on?

I was going to write a comment, but it became a rather long rant, so I'm making an entry of my own (though I'm not trying to advertise).

Suffice to say that even a fan like me is thoroughly pissed off at how lazy Team Ninja became in the final stretch.
Trev's Avatar - Comment posted on 06/30/2008 13:09
Trev
I think I disagree with almost everything good you said about Ninja Gaiden 2, but opinion and all that; I won't go on at length in a comment without request.

Also, since it seems to be your first cblog, welcome to Destructoid. Keep up the quality writing.
pumpy's Avatar - Comment posted on 06/30/2008 13:39
pumpy
To Jynxshot: I beat the game just on the "Path of the Warrior" difficulty. I haven't played it through on the new difficulty settings I unlocked yet.

To Trev: Thanks for the welcome. Yeah I wrote it a few days ago and figured I needed somewhere to put post it and I figured it was about time to join this community. I'm always down for other opinions. The NG series is basically my dreams in a game form so I certainly have a slight bias.
pumpy's Avatar - Comment posted on 06/30/2008 13:59
pumpy
I guess my point is that very few games are considered perfect. Of course we all look at GTA4 as a perfect game and I agree. It excels in every standpoint. But most games are not like this. I mean how many annoying moments have you had playing through a Resident Evil game and by the end you are just like, I want this damn game to end. Regardless, it is still fun. I get that feeling at the end of a lot of games. MGS, Ninja Gaiden, Resident Evil, etc...The repetiveness of the system becomes tiresome. What holds our attention is the fact that we commit so much time in the beginning, so we are as gamers at the point of no return. This is a beautiful thing. I can't tell you how many times I finished a Resident Evil game and did not want to see or touch the thing for weeks after. But all these games are so special and hardhitting from the very beginning and essentially it is what grabs us in. Even though sometimes it lets us down in the end, the initial experience is something to note and in my review I was so awed by my initial reaction that the latter annoying sections were just bumps in the road. Also to note, I played NG2 typically in very short bursts once I got about half way because of constantly dying. I enjoyed it a lot more when I allowed the frustration to just calm and dying a couple times at a section forced me to switch my attention to GTA4 for the time being. Either way, I believe we essentially both together chronicled the good and the bad aspects of the game. Touche, you're post is like the evil twin of my review. :)
Trev's Avatar - Comment posted on 06/30/2008 14:48
Trev
I will drop this here, rather than leave it with my less than eloquent impression:

Even when I got lucky and the camera was pointed at the enemies instead of giving me a clear view Ryu getting bombarded by missiles from off screen, I thought it was claustrophobic. The obliteration techniques served only to jam the camera into some enemies armpit. The camera is almost game-breaking in my opinion. Being ass-high on Ryu doesn't win it any points, but being ass-high and pointing in the wrong direction, only correctable by moving toward enemies, exposing myself for attack while doing so, and hitting RT (while hoping they don't circle around, fly or knock Ryu around with explosions) really worked on my nerves while I played. I've read the comment elsewhere that a person needs to learn to "feel" where the enemies are, so they can be prepared for off-screen attacks, but if clairvoyance is a requirement for the game, there's a problem.

If they want to fix the camera, I think they need to add a lock on. Hold RT to lock onto whatever enemy is in front of Ryu, twitch the right stick to cycle through, and the camera will stay focused on whatever you're locked on to. I realize I just said "make it like Devil May Cry", but I've never had a problem with DMC's camera. Pulling it back a little wouldn't hurt either, but that would make for a hell of a transition when OTs were used.

Different weapons and combos were almost pointless for me. As I progressed through the game, I just used whatever took arms and legs off the fastest. Unless I was dismembering enemies, I could beat on them what seemed like forever, and many times the hits produced no noticeable reaction. It didn't matter that it was getting stabbed in the face, because that demon enemy just ignored it and did an unblockable grab attack. Combine that with the fact that most bosses required little more than proximity and Y-mashing to defeat, and I never got the impression the game was a test of skill and strategy, or even if it was riding on solid twitch ability. The majority of the game is just cheap. I have to slash at some giant thing's ankles, but said giant thing has an almost unavoidable, sweeping, unblockable attack that takes of 50% of my health. Specifically, the dual armadillo fight was unreasonably difficult because the enraged and extra-glowy boss was the same color as the numerous explosions, so it was simultaneously screen-filling and completely camouflaged; to get crushed by a rolling attack, then unblockable-grabbed from off screen while the camera is stuck inside a giant, glowing enemy is not what I would put in the "acceptable" category. I think there may have actually been an instance where I was stunned out of blocking by one when the other was death-sploding.

The enemies I enjoyed fighting the most were the gray ninjas. They had varied attacks, were pretty smart, and didn't spam exploding shuriken from behind the camera so if I died, I did so because I messed it up. If Ninja Gaiden 3 comes with more of those, equipped with a larger variety of weapons, it will be hard not to purchase it. I know there are some awesome mechanics at work in the NG games. The style and story things I can let slide because that's just how the game is, whether or not I like it. I really did enjoy the ninja-on-ninja combat and all the fights with Genshin though.
JynxShot's Avatar - Comment posted on 06/30/2008 20:19
JynxShot
It's a tough call. The game still pisses me off like nothing ever has, but I'd cut my throat for heresy if I called it anything less than my favorite game. Most of Trev's complaints I addressed- the fixes and suggestions are going to vary (Trev suggested lock-on, for example).
I don't believe any game is perfect (even in GTA- if you die and restart a mission that had a lot of travelling, you have to redo that. What happened to San Andreas' "Trip Skip?"), but I think NG2 ranks below the original on my scale.

I still love it too much though.
pumpy's Avatar - Comment posted on 06/30/2008 21:33
pumpy
Yeah, that's the problem. You have to love NG. Those first few missions were incredibly fun being all new and exciting. But it does falter away from that. NG1 is a better game than NG2 but NG2 is a nice sequel. I mean what really sold me was the gore and combos. I'm big on both.
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