Score: 7
"A quick burst of entertainment..."
date: December 26, 2007
...with appropriately moody ambiance and straightforward gameplay. Many of the possible recommendations for improving this game have already been mentioned (level design, jumping fwd instead of upward, no straight drops, more use of backflips, grappling hook, long range weaponry, etc.), but one thing that I found worth fixing is the fact that the main character upon climbing a ladder, wall, etc. always performs a small jump when getting to the top. This is not only physiologically unrealistic, but it also increases the chance of being detected, which is rather annoying. It would be nice if that could be avoided )and while we`re at it, why can`t a ninja just hang off the wall, at least for a couple of seconds without moving). Likewise, for a stealth ninja crouching and ducking are essential parts of his repertoire; maybe laying low in the grass could prevent enemies from noticing you? This would come in handy where you start a new level and only after a couple of seconds realize that there`s an enemy standing right in front of you - falling flat to the ground could then allow you to go unnoticed and take a shot at him when he turns his back. I would also like to see more interaction with the environment, e.g. putting out a light by slashing at it, or using it to put structures on fire. The use of the gong was clever, but too seldom. It would add to the gameplay if you could break up groups of guards by using in game items such as the gong, throwing a stone, triggering a trap using your sword or a stick, etc. Finally, some small criticism on the way in which the game ends: I found the slashing at your legs-solution to be a bit disappointing - surely for the final battle, a bit more strategy and excitement wouldn`t hurt? And maybe a closing sequence, which tells the player what happens once the mission has been accomplished (this could then offer a storyline from which to continue narration in the next installment). In this context, another remark on controls and their importance for gameplay: I found it very difficult to jump over an enemy, turn around and execute him; maybe you could look into that?`This could have been an alternative strategy for the showdown in level 21. In a future remake or sequel, I would urge you to keep the "one life, but instant replay" approach, as it makes the game less frustrating. If you find this too easy, then consider adding some in-game save points, or offering multiple levels of difficulty. Looking forward to future developments.