Love/Hate: Ninja Gaiden – Dragon Sword (2008)

Welcome back to the Ninja Gaiden Love/Hate series on IC2S! In this entry, we’ll be looking at Ninja Gaiden: Dragon Sword, a curious little interquel released on the Nintendo DS. This game was very experimental, using the DS in unconventional ways to play the entire experience with the stylus rather than a traditional button layout. I’ve played enough gimmicky handheld experiences to be pretty leery about such experiments: would Dragon Sword turn out any better? Read on to find out…

Unlike many other entries in this franchise, Ninja Gaiden: Dragon Sword only had the one release, that being on Nintendo DS, with no subsequent revisions or re-releases. For this article, I played through the game on Normal mode on my 3DS… and thank God I did. I can’t even imagine trying to emulate this game on my Retroid Pocket 4 Pro or Steam Deck: this game is intrinsically designed around the DS’s hardware.

Love

  • Momiji!!! – Dragon Sword marks the franchise introduction of Momiji and, as you may have garnered from her S-ranking in my tier list of Dead or Alive and Ninja Gaiden characters, that wins this game major points from me! I can distinctly remember when this game came out, as the preview images of Momiji’s bright and cheerful art contrasted with Ryu’s darker, more serious design started my love affair with her character. While she doesn’t get to do a whole lot in this game, there is a secret mode where, if you beat the first boss as Momiji (which you are supposed to lose against), then you’ll get to play through the game as her instead of Ryu (well, technically you’re playing an identical ninja called “Rin”, but it’s literally just Momiji so they don’t have to explain why she’s saving herself from the Black Spider Clan).
  • Fan Service! – I don’t even mean this in the usual way you’d expect from Team Ninja (in fact, Dragon Sword is very restrained in that regard). Dragon Sword is an absolute treat for hardcore fans of this franchise’s world, narrative, characters, and their relationships with one another. I was squealing with glee so often as we get new details about this strange setting that we just would not get from a more traditional Ninja Gaiden experience. Like, the game opens with Muramasa visiting Kureha’s grave, immediately rectifying one of my issues with Ninja Gaiden (2004)’s story. We get to meet a bunch of the denizens of the Hayabusa village and see how they go about their lives. We get to see more about the people, culture and methods of the rival Black Spider Clan (who, at this time, would have only been known to fans for their mysterious cameos in Ninja Gaiden [2004], and would get further fleshed out in Ninja Gaiden II). We re-visit several areas from Ninja Gaiden (2004), so there’s a sense of comforting familiarity when traversing the world map. The game also acts as the payoff for Rachel’s chapters in Ninja Gaiden Sigma: she spends some time hunting for the twin greater fiends, Ishtaros and Nicchae, and even gets captured by them after an unwinnable boss fight. In Dragon Sword, Ishtaros and Nicchae are the primary antagonists. If you’re obsessed with this world like I am, then this is all just awesome to behold.
  • Character Art – I love Mariko Hirokane, Hiroki Omote, Natsuko Kawakami and Shuichi Wada’s manga-style cutscenes and character art in this game! It’s easily some of the most memorable character art in the modern franchise and gives Dragon Sword a lot of charm. I just wish I had an artbook for this game so I could appreciate it at my own pace!
  • Left/Right-handed Options – As a southpaw, I just have to say: THANK GOD Team Ninja added in options to change the hand you use to play the game! It’s something that could easily get overlooked, but I appreciate that I was considered.

Mixed

  • Stylus Controls – Ninja Gaiden: Dragon Sword‘s big gimmick is that the entire game is played using the stylus and holding the DS sideways like a storybook. This sounds like a terrible idea, but the execution is pretty flawless, even if its implementation results in compromises to the overall experience. The gestures that you need to use to perform an action (tap to throw a shuriken, swipe up to jump, swipe to the side to do a sword slash, etc) are intuitive and specific, to the point where I was rarely performing a gesture I did not intend to. It also allows for some pretty unique and distinctive gameplay, since there are very few games with this kind of gimmick. So, yeah, you can play an entire Ninja Gaiden game using just a stylus, that’s cool! Would I want them to release another game with the same control scheme? Hell no. It works, but I would, without hesitation, prefer a more traditional and precise control scheme any day of the week. Hell, I’d be excited if they somehow figured out a way to rerelease this game with a traditional control scheme, which should really illustrate my feelings on this game’s gimmicks.
    • Also, on a related note: holding the DS one-handed this way starts to hurt after a while. Thankfully the game is not particularly long, so this is somewhat mitigated, but I was noticing some strain in my hands after each play session.

Hate

  • Reused Assets – Very early in Dragon Sword you end up back in the Hayabusa village. “Oh cool!” I said, recognizing the exact layout from Ninja Gaiden (2004). The game uses a prerendered isometric style like the PS1 Resident Evil and Final Fantasy games, so they had clearly took the Hayabusa village assets from the previous game and then used them to make the game’s backgrounds. This was neat the first time… but then we go back to the Vigoorian Monastery… and then the Underground Sanctuary… and then the fiend realm… and it just keeps going on from there, very few areas in this game are wholly original. I get that reusing assets is a great way to save time and work, but at a certain point, they become distracting. Not only that, but they also draw attention to all the other ways this game is reusing assets from Ninja Gaiden (2004) and Ninja Gaiden II: sound effects, music, animations, enemies, and nearly the entire boss roster from Ninja Gaiden (including the main antagonists of this game) are lifted wholesale.
  • Graphics – The Nintendo DS wasn’t exactly known for its 3D graphics, but Dragon Sword‘s 3D models just look bad. You’d hope that the pre-rendered backgrounds would help to be able to allocate more graphical horsepower to the character models with this, but no. Despite having the entire DS’s computing power at their disposal, the character models are so muddy that I can barely tell what I’m looking at. This is especially true for the reused character models (probably because, again, they weren’t intended to be seen at resolutions this low).
  • Combat is Dull – While using the stylus to control the entire game works a lot better than you’d expect, that’s not to say that it’s all that great an experience. The novelty wears off pretty quickly and combat soon becomes rather dull. While you can pull off specific techniques when you want, there’s only a few available, and your only weapon is the titular Dragon Sword. Enemies also don’t present much of a challenge, and you never have more than three NPCs on-screen at once, so you soon just get into the rhythm of trying to get combat over as quickly as possible. This means that you’ve got lots of encounters where you’re just mindlessly slashing enemies a few times over and over and over and over until they stop respawning. I just feel that this is an unavoidable issue with making this game only playable with the stylus: to keep the game easy to remember, you can only have a handful of commands implemented. Furthermore, as the stylus provides a less-precise control method, the game needs to be much more forgiving than with a controller, so you’re rarely in any danger of death. It just makes for a game where combat is a bit of a slog.
  • Dodge Rolls – One of the few commands in the game that involves any button presses, you can dodge roll by pressing any face button and then swiping the screen. You’d think that Ryu would go in the direction you swipe… but no, for some reason, if you just dodged in one direction, a second swipe in the same direction will often cause Ryu to go back to where he just was. I don’t understand why they’d do it this way, it makes zero sense. It’s especially infuriating when you’re trying to get past environmental obstacles and end up taking damage when Ryu rolls back and forth right into a bunch of spikes.
  • The Story – Okay, I shouldn’t expect much from a Ninja Gaiden game’s story, but Dragon Sword‘s narrative is pretty disappointing. It starts off intriguingly as Momiji is captured by the Black Spider Clan and then Ryu encounters the denizens of the Hayabusa village. However, it soon turns into a repetitive fetch quest until Ryu is able to rescue Momiji. While I do like some of the subtler moments (you can tell that Ryu feels guilty for Kureha’s death and is extra protective of Momiji as a result), the narrative is just far too shallow overall.
    • Making matters worse, the recycled assets certainly don’t help matters much. All the reused locations and bosses make the narrative forgettable.
  • Voice Commands – While the stylus controls work pretty well in this game, Dragon Sword gets a bit too cute with its gimmicks by asking you to speak into the DS microphone to wake up Muramasa or flush out hidden spirit birds. Unfortunately, the voice recognition is not great in my experience, and I was having to loudly repeat commands multiple times to get it to register, much to the confusion and chagrin of my family.

I was left a bit disappointed by Dragon Sword. I had always heard that it was a great game and had been excited for years to try it, but its gimmicky controls and repetitive gameplay wore thin pretty quickly. I was banging out multiple NES-era Ninja Gaiden games per day in spite of their difficulty, but Dragon Sword just felt like a slog to get through. That’s not to say it’s bad by any means, but I was hoping for so much more.

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