Love/Hate: Ninja Gaiden 3 (2012)

Welcome back to the Ninja Gaiden Love/Hate series! In this entry, we’ll be looking at Ninja Gaiden 3 and its revised version, Ninja Gaiden 3: Razor’s Edge. This was the first entry in the modern series without the involvement of Tomonobu Itagaki, who left Tecmo-Koei due to contract disputes. Ninja Gaiden 3 game was reviled on release and, while Razor’s Edge was generally considered a big improvement, it still was not looked on very fondly either. I remember finding Razor’s Edge enjoyable when I first played it, but how does it hold up in 2025? Read on to find out…

As I’ve already kind of spoiled, Ninja Gaiden 3 has had two versions released. Unlike other games with multiple versions in this franchise, the differences between Ninja Gaiden 3 and Ninja Gaiden 3: Razor’s Edge are quite drastic. We’ll get into the finer differences between them in the Love/Hate sections, but to put it simply:

  • First of all, there was the original release of Ninja Gaiden 3 for PS3 and Xbox 360. This was the game as originally intended and presented, with a combat system which has been changed significantly from the previous two games and with a bunch of trend-chasing “cinematic” moments.
  • Then there was Ninja Gaiden 3: Razor’s Edge, which was first released as a goddamn Wii U exclusive launch title (although this version of the game would get ported to PS3 and Xbox 360 not long thereafter). The game would then be ported again in the Master Collection, identical aside from missing all online features. This overhaul of Ninja Gaiden 3 has the same basic structure, but the combat feels more in-line with the first two Ninja Gaiden games, remixes some mechanics for the better, and jettisons the more unpopular design choices which bogged down the original release.

For this Love/Hate series, I started playing through the original release of Ninja Gaiden 3 on Hard mode, but dropped to Normal halfway through chapter three (we’ll explain why later). I also played through Razor’s Edge on my Steam Deck on Hard mode. I had played Razor’s Edge on PS3 previously, but the original Ninja Gaiden 3 was a completely new experience for me, so it was interesting to get to compare them first-hand.

Also, one last thing before we get into the list: since certain points are specific to certain versions of this game, every Love or Hate bullet-point will specify NG3, RE, or both. This should keep things from getting too confusing and let me keep all my thoughts to one article. Got it? Let’s go.

Love

  • Steel on Bone (RE) – Steel on Bone was one of the flashier new additions in vanilla Ninja Gaiden 3, but its implementation doesn’t change up combat all that much. While it is apparently activated by sliding towards an enemy and making a strong attack, it seems to go off at random, so it’s not really something you come to rely on. Razor’s Edge completely overhauls the mechanic though, to the point where it’s easily my favourite part of the game. Ninja Gaiden 3 introduced the concept that enemies will glow red when they’re making an unblockable attack, but Razor’s Edge changes Steel on Bone so that this red glow signals an opportunity to instantly kill the enemy: land a strong attack on a glowing enemy and you will one-shot them, and then this can be chained to also kill several nearby enemies in the process. Each kill also heals you a little bit as an extra bonus! This makes for a great risk/reward system that feels so satisfying to get good at and helps to deal with the plethora of enemies this game throws at you.
    • In general, the combat system in Razor’s Edge feels quite good. That said, I’m not giving the combat system a whole section of its own, though: much of what makes Razor’s Edge feel good is that it just copies Ninja Gaiden II, with Steel on Bone being the most positive deviation from that template.
  • Dodge Slide (both) – Ninja Gaiden II made the dodge move into a short slide, but it was largely the same idea as the previous game’s dodge roll. Ninja Gaiden 3 indisputably improves this by giving you a fast and lengthy dodge slide. Not only does this let you cover more ground, but it can also be used offensively: if you dodge slide into an enemy, it can knock them off-balance, or even launch them into the air for an instant-kill overhead slash! It’s a pretty small change, but holy crap does it make Ninja Gaiden‘s combat even more fun.
  • Brutality (NG3) – The original release of Ninja Gaiden 3 is trying really hard to be edgy and serious. They really want to make Ryu seem like a monster as he tears through his enemies, and the game demonstrates that to visceral effect. Human enemies will eventually take so much damage that they pitifully stagger, crawl, bleed out from their wounds, scream in terror, surrender, and beg for mercy before you finish them off. This is supposed to make you question the morality of Ryu’s actions but, unfortunately, this is undermined by the fact that it feels awesome to destroy your enemies in such brutal fashion. Hell, the game incentivizes it: special attacks will instantly leave enemies in a dying state, and your ki bar fills faster if you finish them off yourself. It’s very in-your-face, but we rarely get to see games indulge in this kind of brutality, so it gives the game a special sort of identity at least.
    • This is actually one of the few things that Razor’s Edge scrapped that I kind of miss. Like, sure, I’ll take delimbing and obliteration techniques over Ninja Gaiden 3‘s brutality any day of the week, and finishing off these dying enemies can feel like a chore, but goddamn do you feel like an unstoppable beast when you’re in the heat of combat and see multiple enemies crawling in a pathetic bid to escape from you.
  • Upgrade System (RE) – Razor’s Edge adds an upgrade system where you spend karma points earned in-game to get new abilities, weapons, and ninpo (this effectively replaces the old Muramasa shops from the last two games and can be accessed at any time). While I’m kind of annoyed that this effectively paywalls some basic techniques from Ryu’s arsenal, there are some interesting new abilities which balance this out. Furthermore, it really allows you to personalize your playstyle, allowing you to avoid spending karma on abilities you don’t use, or fast-tracking the stuff that matters more to you (eg, my Razor’s Edge run went more smoothly than in vanilla Ninja Gaiden 3, in part because I was able to get a level two sword much earlier to expand my combat options). Ultimately, I’m happy that this system was added and its omission from the base game feels so glaring (especially in that one level where they troll you with the Muramasa shop theme).
  • Ayane is Just the Coolest (RE) – Look, you let me play as Ayane and I’m going to be happy no matter what, but that said, I really enjoyed her bonus chapters in Razor’s Edge! In my opinion, they’re easily the best bonus chapters in the trilogy, largely due to how well Ayane plays. She’s missing some of Ryu’s expertise and diversity, but she’s much faster than he is, without feeling any weaker in the process.
  • A Couple Good Bosses… (both) – Ninja Gaiden games aren’t exactly known for their boss fights (Ninja Gaiden II, in particular, has a bunch of bad ones). Ninja Gaiden 3 actually improves things on that front, giving us some franchise highlight bosses:
    • The first is the Regent of the Mask. While it is annoying that you have to fight him four times over the course of the game, the actual mechanics of the fight are a lot of fun. He’s got a swashbuckling combat style, so his attacks are precise and reasonably-telegraphed to allow you to react. He also gains new tricks with each subsequent battle, so he retains some freshness throughout. Plus it also helps that he’s a really charismatic antagonist!
    • The second is the prototype goddess. This transforming demi-god offers a diversity of combat styles and enjoyably-telegraphed attacks to make the battle feel fair. This fight is even better in Razor’s Edge, where the boss becomes vulnerable to Steel on Bone punishment. You fight a trio of them as Ayane later in the game, which is also quite fun!
    • The third is the doppelganger boss. We would get doppelganger fights on the higher difficulties in Ninja Gaiden Black/Sigma, but here they’re a full-on boss and make for a fun bout. My main issue with them is that the Izuna drop is fucking overpowered, but that’s kind of the point when facing an enemy with the same skills as you, right? It also helps that, if you’re familiar with the weapons it wields, that also means that you’re instantly familiar with its recovery times, so you will know when to go for the punish. Overall, a very tense, fair, and fun showdown with an equally-skilled opponent!
  • Fan Service (both) – Perhaps it doesn’t reflect so well on Ninja Gaiden 3‘s story that its biggest highlights are when it reminds us of better games. That aside, I was legitimately hyped throughout Day Five, which opens with Ryu preparing for the trials ahead of him by returning to the sword graves of the Black Spider Ninja clan to borrow Genshin’s sword. Things just get cooler as we get to explore the Hayabusa village in full-repair, seeing how people live, and getting to see some familiar faces that haven’t been seen since Ninja Gaiden: Dragon Sword. We get to see Ryu pay his respects at Kureha’s grave once more. And, to top it all off, we then get to spend the second half of the chapter doing a tag-team with Momiji! It’s all meaningless to a non-fan, but my God was this chapter a joy for me specifically.
    • To my great surprise, Razor’s Edge does not change how this chapter plays! It’s definitely the most slow-paced, narrative-centered level in the game, but I love it as a bit of downtime from the dull main plot.
  • The Girls (RE) – So not only can you play two chapters with Ayane, but you can unlock Ayane, Momiji and Kasumi in chapter challenge as playable characters, all with distinct and unique playstyles. This effectively allows you to replay most of the game with whatever character tickles your fancy. This is, quite frankly, an incredible bonus that can essentially get you three additional playthroughs if you want to see everything on offer!

Mixed

  • Ninpo System (both) – One of the more fundamental changes in Ninja Gaiden 3 vs its predecessors is that the ninpo system has been changed pretty drastically:
    • There’s only one ninpo available to you in Ninja Gaiden 3, inferno, but it’s metal as fuck: Ryu summons a giant, flaming dragon, which grabs every enemy in the area and then violently devours them as they scream in terror! It’s designed to be very overpowered, but it comes with some drawbacks. For one thing, ninpo can now only be used if you fill a ki bar by killing several enemies first. You start a combat encounter with no ki and you lose all accumulated ki at the end of the fight (although at least any lost ki gets converted into healing). As a result of these changes, you can’t really use ninpo when you’d like to. In previous Ninja Gaiden games, you could always bank some ninpo uses for if you got into a tight spot, but in Ninja Gaiden 3 you kind of feel forced into using ninpo when you have it. Inferno also feels particularly deflating due to the way enemies spawn in: you’ll wipe out an entire screen of enemies with an awesome animation, and then the game cuts back to Ryu and you’re staring at a screen of enemies as if nothing happened; it’s legitimately deflating.
    • Meanwhile, Razor’s Edge shakes things up a bit by giving you multiple ninpo options, all of which require different amounts of ki to use, which adds some variety and strategy. The overpowered True Inferno is here as well, but only available if you find enough golden scarabs first and it requires a TON of ki to use. The ki meter also does not reset at the start of a combat encounter anymore, so you can bank ninpo for when you need it! However, I just don’t like this ki bar system as much as the essence/item refill system from its predecessors. Functionally, they’re fairly similar: you have to kill a bunch of enemies to get essence, so it’s not that dissimilar… but it just feels worse, and I cannot shake it. I also get really annoyed at some special abilities which use your ki, which I kept accidentally activating.
  • Ultimate Techniques (both) – Ultimate techniques were an aspect of the previous two games that I’ve always been kind of mixed on. On the one hand, they are really flashy and show off the game’s hyperviolence. On the other hand, you can break combat by spamming them, and it feels weird that the game’s “ultimate” move requires you to… just sit and watch for a few seconds. This was always mediated by making you have to charge up an ultimate technique to use it, but Ninja Gaiden 3 shakes this up by making the ultimate technique occur nearly-instantly. To offset this, it can only be done by killing several enemies first, which causes Ryu’s arm to glow, signalling that he can now use an ultimate technique once. I kind of like that this is now a risk-free, screen-clearing reward that you get occasionally… but I also kind of liked that risk that was inherent in the old system. Not being able to have an ultimate technique in your back pocket when you need it also kind of sucks. I dunno, this is a real “mixed” entry if I ever saw one.

Hate

  • The Health System (both) – One of the most fundamental changes made to Ninja Gaiden 3 is the way healing and damage works. The game has a similar sort of system to Ninja Gaiden II, where you automatically heal at the end of a combat encounter, but every time you take damage, a chunk of your health bar goes away until you can reach a save point. Ninja Gaiden II was pretty forgiving about this though: you could get blue essence in combat to heal passively (and even restore some of the lost health bar if you did well enough), and you had plenty of healing items to use in a pinch. Ninja Gaiden 3, on the other hand, has removed essence and healing items entirely. As you’d expect, this leads to a lot of frustration in a franchise this difficult:
    • Every bit of damage you take in this game feels so punishing, especially if it happens right after a save point. You have very little margin for error or forgiveness for making a mistake. You only get a couple saves per chapter, with lots of combat encounters in between them, so every bit of health bar you lose makes each subsequent encounter that much more difficult. This is especially true with boss encounters, who have much more health than previous Ninja Gaiden games and can instantly one-shot you if you have taken too much damage going into the fight. This is the main reason I dropped from Hard to Normal in vanilla Ninja Gaiden 3: I was having such a miserable time with the game, that the “challenge” wasn’t even worth it. Normal is certainly a lot easier, but at least it doesn’t leave you raging the entire time.
    • Also of note: Ninja Gaiden 3 is pretty generous with checkpoints, but this actually works against the healing system. The game doesn’t reset damage upon death, so if you made some mistakes and reached a checkpoint, then you now have to either reset from the last save, or persevere with your diminished health bar. This is especially bad during boss fights, since you’re trying to learn the boss’s patterns and are inevitably going to take damage during their first phase doing so.
    • In Ninja Gaiden 3, the only way to heal damage during combat is to use ninpo which, as I’ve said, can take a while to charge up when you really need it. As a result, the game often feels like this anxious race to fire off your ninpo attack or die trying. Ninpo is also in short supply during a boss fight, so you’re generally expected to get through a multi-phase boss fight with no healing at all. Suffice to say, this feels incredibly punishing at times, especially if you go into the boss fight already damaged.
    • Razor’s Edge is a little more forgiving: while you get less health back from ninpo attacks, ninpo is much more reliable since it doesn’t reset at the start of every encounter, and you now regain a bit of health when you successfully execute a Steel on Bone attack. If you find enough Golden Scarabs, you can also purchase up to five health upgrades, which fully heal you when used. These are incredibly useful for some of the bosses you’ll encounter towards the end of the game. That said, I’d prefer if they had brought back healing items, but the entire game was balanced around this health system, and I imagine that they didn’t have enough time to rebalance everything if this was implemented.
  • The Story (both) – The modern Ninja Gaiden games were never really known for their stories, so it can be kind of jarring to remember that the NES games were ground-breaking for their commitment to narrative. I think that that legacy made Team Ninja want to put a lot more emphasis on the story in Ninja Gaiden 3. To some respect, they succeeded: the narrative sure is a lot more involved and complex here… however, it also sucks, which makes it feel significantly worse than the simple and shallow stories of the prior two games:
    • First of all, focusing the entire narrative around accusing Ryu Hayabusa of being a murderer is just plain dumb. Metal Gear Rising had the same issue, and it largely stems from the same problem: we know that the protagonist is a killer, and we do not care. Every person Ryu has killed has been a kill-or-be-killed situation. Hell, he spent the entirety of the last two games stopping demons from taking over the world and killing everyone. Having the bad guys (who do forced experiments on humans and are trying to commit a global genocide) lecture me about morality is just fucking idiotic. It’s like they’re trying to pull off a big Bioshock-style twist, but lack anything substantial to say. If anything, Razor’s Edge‘s story actually feels even more half-assed since the over-the-top brutality and sequences where Ryu cuts down surrendering enemies have been removed – say what you will about the original Ninja Gaiden 3‘s approach, but at least it committed to its stupid story.
    • Secondly, the overarching narrative here makes little sense. The bad guys’ entire plan is, apparently, to draw Ryu Hayabusa out to get access to the blood of the dragon lineage, which they need to create a new god to remake the world. But also, they need him to get close to Canna, so that she can see him inadvertently kill her father (who has been brainwashed and is serving the bad guys), causing Canna to freak out and transform into their prophesied goddess… Oh, and all this was being orchestrated by a fucking nerd in the Japanese military who they knew was crooked, but let him do as he pleased so they could try to figure out what his angle is… also, that nerd wants to fuck his niece, fucking what?
    • Thirdly, I know I gushed about the fifth chapter and all its fanservice, but for a game that’s trying to tell a compelling narrative, it makes no sense to spend a substantial chunk of the middle-portion of the game going off on an entirely superfluous side-quest with a bunch of enemies and characters who have no bearing on the plot. Again, it’s probably my favourite part of the game, but that alone should be kind of damning for how poor the main plot is.
    • Lastly, one of the more controversial aspects of Ninja Gaiden 3 is how it changes how characters were established in the prior two games. Specifically, I’ve seen people complain that Ryu is suddenly being forced into being a father figure for Canna, he takes his mask off, Ayane is suddenly “a bitch”, amongst other things. For what it’s worth, I feel like these particular complaints are actually just Ninja Gaiden 3 caring more about fitting in with established canon with the wider Ninja Gaiden/Dead or Alive universe. Ryu has taken his mask off in Dragon Sword and the Dead or Alive games, not to mention the NES trilogy. Dragon Sword established that he gets along well with the kids in the Hayabusa village (and, honestly, it fills me with joy to see him so caring and respectful to them). The issue isn’t so much that he’s good with kids, it’s that they really force the idea of him really wanting to be a father to her. As for Ayane, her character in Razor’s Edge is far more in-line with her portrayal in Dead or Alive and is far more interesting than her nothing-burger personality in the first couple Ninja Gaiden games.
  • Spongy Enemies (NG3) – As I’ve said many times in the past, I hate games with spongey enemies. In general, it shouldn’t take more than a single combo or a few bullets to kill basic enemies. Well, because Ninja Gaiden 3 removed the delimbing/obliteration technique system from the previous game, you are almost always having to reduce enemies to zero hit points to kill them, which often takes more than a single combo for even a basic enemy. As if that wasn’t tedious on its own, they spawn in in staggered waves: I don’t know how many times I cleared an area after a lengthy fight, only to see more fucking enemies approach. I literally said “ARE YOU FUCKING KIDDING ME?” on two separate occasions due to this. Making matters worse, there’s little more deflating that firing off a screen-clearing ninpo move, only to see every single enemy you just killed respawned back in before the animation has even ended. It makes combat a total slog and is the number one reason why Razor’s Edge is a vastly superior game to the original Ninja Gaiden 3.
    • It’s worth noting that, in the last couple chapters of Ninja Gaiden 3, enemies suddenly lose their sponginess and start dying like flies (even previously-tanky enemies like the alchemists). You haven’t gotten any power-ups or upgrades to cause this, the game just suddenly decides that you do more damage now. Honestly, it makes the game far more fun since you no longer have to deal with its arbitrary, tedious bullshit anymore, even if it throws the idea of challenge completely out the window.
  • “Appealing to the West” (NG3) – A lot of this game’s issues can be traced back to the insecurity of the Japanese game publishing scene in the late 2000s to early 2010s. Capcom really spear-headed this idea of “appealing to the west” by discarding the quirks of Japanese culture in favour of more Westernized appeal. Bionic Commando, Dead Rising, Lost Planet, Dark Void, and Resident Evil 5 were some of the early examples we got of this, and they only got more generic and bloated as time went on, as this morphed into a bunch of trend-chasing which grew stale immediately: copious amounts of QTEs, slow walking narrative segments that grind the narrative to a halt, gimmicky stealth sequences (which show up twice at the start of the game and then never happen again), a fucking turret section, and bombastic set-pieces that look cool but take all control away from you. It’s all just a bunch of guff that adds nothing to the game and makes it more tedious to play through.
    • Of particular note, there’s a special place in hell for the person who forced kunai and rope climbing into the game. Having to alternate L1 + R1 just to move forward is annoying and legitimately starts to hurt your hands during some of the longer sequences.
  • …And Some Awful Bosses (both) – While Ninja Gaiden 3 does have some of the franchise’s best bosses, it’s a double-edged sword because it also has some of the absolute worst in the franchise:
    • First of all, there’s a fucking giant helicopter. This isn’t that bad at first, but there are three phases, so by the time you reach the third phase your health bar is going to be a sliver as you try to dodge missiles, bombs, swooping attacks and a bunch of adds spawning in. The only reason I managed to get through this is because I found out you can tap R3 while aiming your bow to slow down time to line up your shots, which the game doesn’t bother telling you.
    • The Giganotosaurus boss fight is also really stupid. If you go in having already taken damage, it will straight-up one-shot you. You have very little margin for error with this boss, which is why they made her incredibly stupid with a trivialized pattern – she’ll run around the arena, and then trip and fall on her own face, giving you a ton of time to get in easy damage. You basically have to do the entire fight in a very specific way to avoid dying, it’s more about trial and error than any actual skill.
    • Then there’s Obaba, who shows up in chapter five after getting her ass handed to herself in Dragon Sword and Ninja Gaiden Sigma 2. She’s honestly more of a God of War boss than a Ninja Gaiden one: she’s enormous, and you spend the entire fight battling basic enemies, occasionally firing a shot at her, and popping some pimples to kill her. This fight was honestly kind of embarrassing when I got to it in Razor’s Edge – having already learned the process in Ninja Gaiden 3, I breezed through it in a single try having barely taken any damage, despite being on a harder difficulty.
    • Then there’s the double spider tank battle. The initial spider tank battle at the start of the game isn’t too bad, aside from its spamming of missiles and shockwaves, which force you to endlessly dodge for the entire fight and make going on offense incredibly risky. However, having two spider tanks blasting away at you the entire time just gets ridiculous. To make matters worse, you then have another boss fight immediately after with no chance to heal. Thankfully, that boss fight isn’t very difficult, but you’ll likely have so little health left by that point that a single hit could kill you. On Normal mode I could just tank the damage, but on Hard mode it was incredibly frustrating.
    • Finally, there’s the Goddess, the final boss. Honestly, I didn’t find it too bad in vanilla Ninja Gaiden 3 on Normal mode… but in Razor’s Edge on Hard mode? Holy fucking shit this fight is stupid. The first (and hardest) part of the fight is immediately after the last Regent fight, so you come in without a full health bar. You then spend at least a couple minutes killing some of the most annoying enemies in the game while the boss spams you with projectiles and arm slams, all while you have to max charge your ki meter to pull off a special ninpo attack. If you survive this (and, if you have not packed at least one of your health bar upgrades, you probably will not), then the second half of the fight is not quite as bad. The worst part of it is that you will get spammed with even more projectiles, and the Goddess will occasionally swing a sword at you which you need to be very precise to dodge. Honestly, she wasn’t quite as bad for me as the giant helicopter was, but I totally understand why people fucking hate her.
  • Just… So Many NG3 Things (NG3, obviously) – Look, I can go on and on complaining about Ninja Gaiden 3‘s myriad of boneheaded decisions, but this article is long enough, so it’s time for a lightning round of smaller-scale bullshit: you only have one weapon for the entire game with zero upgrades, you only get one ninpo technique, the time-wasting grip of murder sequences, bosses don’t have health bars, no obliteration techniques, extremely linear level design… oh, and the fucking main menu. Yes, I’m serious here, I started this game and was immediately turned off by the main menu, which is sideways for no reason at all. What kind of idiot designs a sideways main fucking menu!??? Like, this sounds like nitpicking, and I wouldn’t care if the rest of the game was great… but when your very first impression of the game is bafflement over the ground-level basics like that, it says something about the idiocy behind this game’s design. (For the record, Razor’s Edge fixed the main menu, which told me right away that they understood the assignment.)

Ninja Gaiden 3 is a tale of two halves. The original release is a baffling and tedious experience, undermined by so many bone-headed decisions. Razor’s Edge, while still bogged down by the story, bosses, and a questionable health system, is a major improvement. It makes for a really interesting lesson on game design: Razor’s Edge is fundamentally the same game in many ways, but with some well-considered changes to the combat system, and cutting out a bunch of useless, trend-chasing guff, you can go from “one of the worst games I’ve played” to a really fun experience overall. I’d still agree that it’s easily the weakest entry in the modern trilogy, but Razor’s Edge is well worth playing! As for the original Ninja Gaiden 3? It’s nice to check it out as a curiosity, but it’s unquestionably an inferior experience. If you must try it, then just do it on Normal mode and save yourself the frustration.

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Love/Hate: Ninja Gaiden II (2008)

Welcome back to the Ninja Gaiden Love/Hate series! In this entry, we’ll be looking at Ninja Gaiden II, which was originally released in 2008 on the Xbox 360. This was the first Ninja Gaiden game I played, which means that, in addition to getting me into this franchise, it was also the catalyst for my obsession with the Dead or Alive movie and games. I liked it at the time, but does the game hold up in 2025? Read on to find out…

As usual for this franchise, there are a ton of different versions of this game. However, Ninja Gaiden II has probably the most splintered and non-definitive release history in the franchise:

  • First off, there’s the original Xbox 360 version (which I will refer to as “OG”). This version stands out due to the hordes of aggressive enemies you’ll face. Combat has been balanced so that enemies are more numerous, but they die faster than in later re-releases. The difficulty can occasionally get downright unfair about halfway through the game, and there are some lazy, recycled boss encounters in the final stretch which are excised in future releases.
  • Then there’s Sigma 2 on PS3 (I will refer to this version as “Sigma“). This version added a bunch of things (most notably, bonus chapters for Momiji, Rachel, and Ayane), and changed and remixed enemy encounters to be less frustrating (including removing most of the water and ranged combat sequences). However, there’s two major caveats to this:
    • The number of enemies on-screen has been noticeably reduced, and their health has been increased to compensate. This results in a game that has large combat arenas which feel kind of empty, while also making combat a somewhat grindier affair.
    • To make matters worse, the fountains of blood and gore have also been removed, which further makes combat less satisfying.
  • Then there was Sigma 2 Plus for the PS Vita (most commentary about falls under the Sigma umbrella, but if I need to refer to this version in particular, I’ll call it “Sigma Plus“). This version adds more new content to Sigma, including more difficulty modes, costumes, game modes, and it restores the gore. However, this version suffers immensely from really poor performance: the game will dip below 30 FPS regularly, the resolution will also get lowered dynamically to try to compensate, and the game’s frequently interrupted by load times… Unfortunately, this makes the game really difficult to recommend.
  • Then there was Sigma 2 on the Ninja Gaiden Master Collection (again, if I am referring to this game, it’ll be under the “Sigma” umbrella). This version is based on Sigma Plus, but with much better performance… however, for some ungodly reason, they removed the gore again. WHY…!?!!
  • Finally, we recently got Ninja Gaiden 2 Black (which I will refer to as “Black“). This version is running on Sigma code in Unreal Engine 5, making it far and away the most graphically impressive version of the game thus far. While it is based on Sigma, several encounters have been removed or remixed in order to bring it closer to the OG version, ultimately landing somewhere in between OG and Sigma. While it does not have quite the enemy count or aggressive chaos of OG, it also has all of the gameplay improvements of Sigma, leading to a much less frustrating experience, making it probably the best version of the game for new players.

For this Love/Hate series, I played through Ninja Gaiden II on Xbox 360 backwards compatibility and Ninja Gaiden 2 Black on PC. I played through both on path of the warrior (aka, hard mode). I also played some Sigma 2 Plus during the course of this review (this is the version I originally played back when I first tried the series) and some of the Master Collection version of Sigma 2. My thoughts here are based on a general overview of the various versions, but if any opinions are specific to one version, I will note that.

Love

  • Classic Hack ‘N Slash Gameplay – Goddammit, I cannot believe I’m saying this about a game released on the Xbox 360, but the gameplay here leaves me nostalgic. This game was released pre-Dark Souls, in the era before action games slowed their pace, gave everyone stamina bars, and discouraged blocking. That’s not to say that I don’t like Souls games (far from it!), but their gameplay style has become so ubiquitous that it’s a legitimate breath of fresh air to go back to this kind of fast-paced, free-form character action. This game is just pure, unadulterated mayhem as you slice through swarms of enemies at high speed and try to avoid getting killed in the process. Even the 360-era jank that we’ve refined away over the years (camera issues, weird collision detection, etc) just fuels the nostalgia at this point, although I also never really felt like they presented me with any hurdles in my playthrough.
  • Combat – It should probably go without saying, but Ninja Gaiden II really nails the feel of combat. While the first game had a very deliberate pace to every encounter, Ninja Gaiden II‘s combat is pure chaos, a flurry of blades and blood as you try to kill your enemies faster than they kill you. You feel like an absolute badass as you effortlessly cut through enemies, and the dismemberment/gore acts as the crimson cherry on top (which is a big reason why I am not a fan of most of the Sigma versions of this game; the fountains of blood make every kill so satisfying). Making it through an encounter while sustaining minimal damage really feels great, and it nails the fantasy of being the ultimate ninja badass.
  • Healing – For how hard these games are, I really like how fair Ninja Gaiden II feels with its healing. Whereas the first Ninja Gaiden forced you to rely on health elixirs and blue essence to stave off damage, you could be reasonably expected to minimize damage if you were playing carefully, and you had enough resources available to make a reasonable number of mistakes not feel overly punishing. In contrast, Ninja Gaiden II throws so much at you that it expects you to take damage, and it has given you way more opportunities to heal as a result. Every time you take damage, a small amount of HP will no longer be available unless you use an item or find an unused save point to clear it. However, after every enemy encounter ends, the rest of your HP bar will refill. As a result, the game is designed under the assumption that you’re going into each fight with plenty of health, and encounters can be balanced accordingly. This also means that, even if you make a mistake and lose a lot of health, you’re never too far from the next full heal. Even then, you can carry up to six healing items on you, so you have options to mitigate mistakes if needed. It’s a great system, easily the best implementation of healing items in the franchise, in my opinion.
  • Volf – This greater fiend is an absolute chad. First of all, he’s a demon werewolf, which instantly makes me love him. However, what really makes him great is how much respect he has for Ryu Hayabusa. He relishes a challenge and is legitimately excited to face off against us in one-on-one combat. His boss fight is easily one of the more enjoyable ones in the game too, and it all culminates in this great moment where we defeat him and add his special scythe to our arsenal.
  • Genshin – Speaking of great bosses, Genshin is also a fantastic rival for Ryu Hayabusa. As a leader of the rival Black Spider Clan Ninjas, he gets to show off his strength a few times in the story. We discover that he harbours a hatred of the Hayabusa clan after his brother was killed by Murai… which, honestly, is a really fair justification for his actions. When Ryu finally defeats him, he reveals that his actions came from a legitimate conviction that he was doing what was best for his clan’s future. In turn, Ryu shows him a ton of respect, taking his sword to honour him and kicking Elizébet’s ass when she disrespects the fallen warrior’s corpse. He’s just a solid antagonist and a great foil for Ryu, helping to provide some depth to both characters. Hell, you fight the guy four times over the course of the game, but it doesn’t get old at all.
  • Flying Fortress Daedalus – While I enjoyed most of the chapters in Ninja Gaiden II, I have to give special shout-out to Flying Fortress Daedalus, which sees Ryu and Sonia infiltrating a massive flying ninja fortress and then dismantling it from the inside out. This seems like it should be pretty difficult to pull off from a level-design perspective, but the layout of the level makes enough sense to be believable, the enemies are relentless, and there’s so much bombastic action that the entire thing would make Michael Bay jealous. In a game that is all about making you feel like the ultimate ninja badass, Flying Fortress Daedalus was the absolute pinnacle of that for me.
  • The Story – Look, don’t get me wrong here: Ninja Gaiden II‘s narrative is extremely simple and utter nonsense. In fact, it’s somehow even more dumbed down than the first game was, with zero character development or twists: the fiends and Black Spider ninjas have stolen the demon statue and are trying to resurrect the Archfiend, it’s up to Ryu to stop them. However, this narrative does exactly what it needs to do, and shuffles Ryu off from new locale to new locale, keeping things fresh and interesting as it goes. There’s a very campy and fun tone, which works much better than the original game’s much more serious tone did. It’s trash, but it’s the most exquisite trash you could ask for, and really cements Ryu as the ultimate ninja badass.
  • Black Spider Clan Ninjas – By far the most fun enemies to fight are the standard Black Spider Clan ninjas. They die fast, their limbs and viscera are flying everywhere as soon as you start fighting them, and you mow them down by the dozen… but if you’re playing sloppily, then they can melt your health bar uncomfortably fast. They’re a great standard enemy type and every time they show up, it’s a treat.
  • The Staircase – There’s a legendary sequence in the return to Hayabusa Village level near the end of the game which fans of the series just refer to as “the staircase” or, more affectionately, “the staircase of doom”. Put simply, it’s a seemingly endless, straight staircase which leads directly up the mountainside. By the time you get to it, you’ve already been in a couple substantial fights, so you’re itching to get to a save point. Luckily for you, there’s one at the top of the staircase. Unluckily for you, you’ll just have to fight your way through dozens and dozens of ninjas swarming you to get there. It’s an exhilarating fight to experience, as you struggle to deal with the barrage of enemies attacking you from all angles, managing your health and resources to endure the onslaught, while the music just gets more and more hype the further in you get, all while under the knowledge that you are desperately needing to get to that next save point. It’s everything great about Ninja Gaiden II, distilled into one small slice of gameplay.
    • Note: this sequence is kind of nerfed in Sigma due to the lower enemy count and higher health pool of enemies. OG and Black though? Glorious.

Mixed

  • Linear Level Design – Honestly, if Ninja Gaiden games were always linear experiences, I wouldn’t even complain about the level design in this game. However, one of the best aspects of Ninja Gaiden 2004 was its exploration and hub-based level design, which has been completely jettisoned in Ninja Gaiden II in favour of a bunch of purely linear corridors. This does play into this game’s sole focus of throwing hundreds of enemies at you at a relentless pace, but it sucks that an aspect of the previous game’s formula is just gone entirely. Not only that, but it also renders most of your cool ninja moves, like wall running, mostly useless outside of a handful of sequences where you are forced to use them to progress.
  • The Girls’ Chapters – Considering how mediocre Rachels’ chapters were in the original Sigma, it should probably come as no surprise that Ninja Gaiden II‘s bonus chapters where you get to play as Momiji, Rachel, and Ayane aren’t particularly great. They are basically asset flips, reusing levels and bosses from the main game, and overall they just aren’t as fun as the main chapters. However, as a big fan of this franchise, I’d be lying if I didn’t say that these levels were really exciting regardless. Sure, they completely halt the game’s pacing and I still don’t even particularly like how Rachel plays, but goddamn is it great to see Momiji and Ayane in action (especially in crisp, ultra-detailed HD in 2 Black)! I also appreciate how differently they all play from Ryu, which helps make these chapters short, enjoyable distractions, rather than a slog. I legitimately felt their absence during my playthrough of the OG game and missed the little break and freshened gameplay they would provide.
  • Sigma 2 – Don’t get me wrong: all versions of Ninja Gaiden II are fun and perfectly playable, and there are some good changes that have been made to the base game… but, my God, Sigma leaves me with a real sour taste in my mouth. Like I said before, I hate spongey enemies in any video game, so making enemies arbitrarily have to take more hits to kill just sucks. Even then, the lack of gore removes a major component of what makes combat feel so satisfying. Honestly, it’s no so different that it ruins the entire experience. Likewise, if it’s the only version of the game you’ve ever played, then it’s close enough that you don’t necessarily need to try a different version. But if you’ve sampled any other version of Ninja Gaiden II, you can’t help but feel that it’s a fundamentally compromised vision. I’d definitely recommend checking out OG or Black at this point rather than Sigma if you have the opportunity.
Look, I’m so excited about a new Dead or Alive character appearance in 2025 that I had to break my usual formatting rules for these articles so I could include a pic of Ayane!

Hate

  • The Bosses – Unfortunately, while the pre-Souls era action combat is one of the best aspects of this game, it also means that Ninja Gaiden II carries over that era’s terrible boss design philosophy. Bosses in the first Ninja Gaiden weren’t exactly amazing, but they were enjoyable enough to fight and felt reasonably fair (even with their auto-blocks). Most bosses here are a joke, spamming a handful of moves and taking a ton of damage with every hit. However, there are a few bosses which are just bullshit:
    • Basically any boss that you have to use the bow to kill is incredibly tedious (looking at you water dragon, the Quetzalcoatls and, egregiously, the Archfiend – what idiot makes the final boss of their hack ‘n slash ninja combat game only able to be hurt by the bow?!).
    • Perhaps the most notorious boss in the game across all of its versions, the Fire Armadillo is fucking bullshit. When it gets low on health it rains down a constant barrage of flaming meteors which will hit you if you stay still for even a fraction of a second. Oh, and this is an endurance fight as well, so good luck dealing with that while also doing damage. It got bad enough that I just had to try to cheese the fight. The armadillo’s head takes more damage than anywhere else, so you can spam the Flying Swallow technique with a level 3 Dragon Sword to get decent damage in on the boss at least relatively safely… and I say “relatively” here, because this move will occasionally open you up to a bite attack that erases half your health bar in one go. Still, it’s better than slogging through this fight any other way.
      • OG has an extra “fuck you” in store as it is the only version with a bonus double fucking fire armadillo boss fight. It’s about as bullshit as you’d expect that to be.
    • Oh and special shout-out to the last couple chapters, where you go to the underworld have to re-fight every major boss again (only this time with a bunch of adds that you need to deal with). These sorts of boss rehashes always feel like transparent attempts to extend the game’s runtime just a bit longer, and it really hurts the pacing in the final levels as a result.
  • Claw Ninjas – This is just me venting here, but goddammit I hate the guys that I like to call “claw ninjas”. They are very fast, constantly on the move, have more health than most other ninja enemies, and they can decimate your health bar before you even realize it, especially on higher difficulties. They get even worse in the latter half of the game when they start spamming incendiary kunai faster than you can react… oh, speaking of which…
  • Explosive Spam – The explosive spam in this game gets ridiculous. Enemies will constantly bombard you with rocket launchers and explosive kunai, which become so oppressive that you can barely even see what’s going on due to all the explosions. It is, quite frankly, stupid. Making matters worse, if you get hit by an explosive, it stuns you momentarily, but there are so many projectiles getting launched at once that you can easily get stun locked without realizing it due to the screen-filling explosions.
    • Note: this problem is better or worse, depending on the version of the game you’re playing and the difficulty mode chosen. OG is probably the worst for this, with even the standard difficulties featuring the aforementioned claw ninjas and enemies firing rocket launchers that fire a half dozen rockets every couple seconds, only to spawn even more of the fuckers out of nowhere from behind you. Sigma and Black tone it down significantly to save that sort of shit for the highest difficulties.
  • Xbox 360 Version-specific Bullshit – The OG version of Ninja Gaiden II is probably my preferred version of the game, thanks to its more chaotic and fast combat. However, I can’t deny that it has some particular bullshit that I’m glad its re-releases improved upon and make me dread the idea of a replay…
    • First of all, the camera is constantly causing you trouble. I saw people complaining about the camera in Black, but it rarely bothered me. In OG Ninja Gaiden II though? All the time. It’s sluggish to control and doesn’t seem to be able to keep up with you at times. It’s at its apex towards the end of the game when you have bosses that the camera locks onto, causing the hordes of adds that they spawn in to be constantly attacking you from off-screen.
    • Enemy projectile spam is prevalent in this version of the game, which, for a hack ‘n slash game, is about as annoying as you’d expect it to be. It’s so bad that even the fucking werewolves in this version have a ranged attack (which, hilariously, involves them chucking the eviscerated torso of one of their comrades at you). This just gets worse in the later levels when the ranged projectiles start turning into the aforementioned constant explosive spam. Chapter 8 in particular is damn-near ruined due to the incessant explosives.
    • This version of the game clearly wanted to make water combat a thing. However, they didn’t account for one thing: fighting while in the water SUUUUUCKS. Not only is your movement much more difficult, but one wrong button press and you get thrown underwater, where you will inevitably take multiple hits with no way to defend yourself.
    • Ninja Gaiden II was the last game released by Dead or Alive creator and Ninja Gaiden director Tomonobu Itagaki, who left Tecmo-Koei prior to the game’s release and was feuding with upper management. It is speculated that Ninja Gaiden II was not fully completed as a result of this, which would explain some of the really questionable design choices in this game. In particular, chapters 8 and 9 (Russia and the first South America level) are just fucking bullshit. Chapter 8 is a pain in the fucking ass thanks to the endless explosive spam. Meanwhile, Chapter 9 has some of the most blatantly unfinished level design and boss fights this side of Lost Izalith. I was extremely close to just giving up on the chapter 9 boss fight, but I persevered and, thankfully, the game improved significantly again. That said, the boss rush gauntlet in this version of the game gets really infuriating, with the aforementioned double fire armadillo fight at the very start making me want to rage (especially because, if you forget to backtrack to a save point, there’s three pretty challenging encounters after it until you are able to find your next checkpoint, so if you die, you have to redo the entire fight again…).

Ninja Gaiden II is a fun time. It’s unfortunate that there are so many disparate versions of the game, all with their own unique qualities, but at the end of the day, they’re all Ninja Gaiden II: you’re going to enjoy yourself one way or another. While I do think that the linear level design is disappointing, and the last couple chapters are a bit of a slog, this is still a very solid and fun game that is well worth experiencing.

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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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Love/Hate: Ninja Gaiden (2004)

Welcome back to the Ninja Gaiden Love/Hate series on IC2S! It’s finally time for the entry you’ve all been waiting for: the 2004 reboot of Ninja Gaiden! This game was actually the second Ninja Gaiden game I had played, but I absolutely adored it, to the point where it made the top 25 of my all-time favourite games list. It has been more than a decade since I last played it and, in the time since, the action game landscape has completely changed. The character action game has basically disappeared and, in its place, the Soulslike has become utterly dominant. How does Ninja Gaiden‘s more old-school approach hold up after all these years? Read on to find out…

This is going to be a trend as we go through the 3D Ninja Gaiden games, but several different versions of Ninja Gaiden (2004) have been released over the years:

  • First off, there’s the original game on Xbox. While it does have a few unique quirks which would be ironed out or removed later, this is basically just the base experience of Ninja Gaiden with no bells and whistles.
  • Then there was Ninja Gaiden Black, which is largely a compilation of Ninja Gaiden and its DLC packs (minus one costume and one overpowered technique), plus some added weapons, enemies, bosses, difficulty modes, and small tweaks and quality of life improvements.
  • Then there’s Ninja Gaiden Sigma. This version of the game was made to be a PS3 port, although it made several changes which fans are pretty mixed on. Changes include: improved graphics, many platforming and puzzle sections have been removed to make it more action-oriented and to cut down on backtracking, remixed enemy placements, there are new bosses, a new weapon, and some quality of life improvements to make the game feel less clunky. The biggest change though is that three bonus chapters for Rachel have been added, but these are very divisive since these chapters break the pacing, spoil some areas that you’ll be going to later, and a lot of fans do not like how she plays.
  • Then there’s Ninja Gaiden Sigma Plus. This was a PS Vita port of Sigma (and the way that I first played this game back in the day). It’s largely the same as Sigma, but it has some PS Vita gimmicky controls which hurt the experience at times and it has a lower framerate than its console counter-parts. That said, it’s perfectly playable and as fine a way to experience this game as any other if you don’t have access to a different version.
  • Finally, there’s the Ninja Gaiden Master Collection version of Ninja Gaiden Sigma. This is based on the Sigma Plus version of the game, sans Vita gimmicks, and is easily the most accessible version available today.

For this Love/Hate series, I played through Ninja Gaiden Black through Xbox backwards compatibility and Ninja Gaiden Sigma on Steam Deck. I played through Black and Sigma on normal mode (in part because normal is the only mode available from the start in Black). I also played some Sigma Plus to get a feel for that version’s particular quirks. My thoughts here are based on a general overview of the various versions, but if any opinions are specific to one version, I will note that.

Love

  • Combat – Ninja Gaiden has a very deliberate pace to its combat. Compared to its sequels, combat is much slower, more based around your defense and counter-attacking when it’s safe, and you rarely face more than a few enemies at one time. Furthermore, you can only heal by using items or by getting blue essence from slain enemies, which further incentivizes defensive play to survive (especially on the higher difficulties). However, as you learn to play and get deeper into the campaign, the pace of combat quickens – not so much because anything has changed (if anything, the game has gotten significantly harder by then), but because you’ve learned how combat works, when you can attack, and can afford to be more aggressive. This tangible sense of improvement as you go makes combat feel incredibly satisfying, and each new challenge you overcome feels all the more rewarding.
    • I also want to add that I rather like how Ultimate Techniques have been implemented in this game. Charging a UT is a fairly slow process, even if there is essence nearby when you do it, so you can’t just spam them to try to get an easy kill. You either need to be very deliberate about how you use them (like all the other aspects of this game’s combat), or you need to get really good at the timing of executing an immediate UT charge after jumping, which rewards skilled players. This game also causes UT charges to burn the essence that you absorb, so you need to make sure that you are willing to risk losing currency or health drops. This higher risk makes the greater essence dropped by enemies killed by the UT make more sense too.
  • Difficulty – Ninja Gaiden games are well-known for their high difficulty, but like I said in the combat section, this difficulty actually contributes to why this game is so much fun. For all its difficulty, Ninja Gaiden feels very fair from start to finish. Difficulty is handled in a very linear fashion: you have some pretty basic challenges at the start with very exploitable enemy types. Then the game will steadily introduce new enemy types and scenarios which will you have to learn how to overcome. By the time you’re a few chapters in, you’re fighting enemies and pulling off moves that that would have gotten you annihilated you at the start of the game. By the end of a playthrough, you’re then more-or-less ready to attempt the next difficulty level, which is where Ninja Gaiden‘s difficult reveals its next trick: the linear difficulty curve continues into the next difficulty level and each difficulty is clearly intended to be played after completing the one before it and mastering its challenges (in fact, Black does not allow you to choose difficulty at the start at all, which reinforces that this is the “intended” way to play). Higher difficulties will introduce harder enemies earlier in the game, entirely new enemies are exclusive to higher difficulties, there’s new enemy spawns, less health items, and various other surprises sprinkled in. If you love Ninja Gaiden and want a challenge, then this game does a great job of incentivizing multiple replays.
    • This also means that skipping to a higher difficulty mode (as you can do in Sigma) actually makes that playthrough exponentially harder, because the game’s operating under the assumption that you already beat the whole thing on Normal and are coming in with the accumulated skillset that would entail. I was having a pretty manageable time on Normal in Black, so I decided to skip to Hard on Sigma since I figured I could handle it… and I was getting absolutely wrecked. I soon learned how to fight the upgraded ninja enemies, but then, whenever I got faced with a new combat scenario or a new enemy was introduced, I’d get demolished. It got to the point where I just had to give up and go back to Normal mode (which I was breezing through, thanks to playing Black at the same time).
    • Oh, and on top of all this, Ninja Gaiden has some bonus challenges for those who really want to test their might in the form of Fiend Challenges. These encounters are generally hidden off the main path and have you fight several relentless waves of fiends. They can really drain your resources if you are not at the top of your game, but they usually have some sort of major reward at the end that makes it worth your while (plus, y’know, it’s fun getting to put this game’s combat engine to its limits).
  • Level Design – The original 3D Ninja Gaiden really stands out from its sequels due to its level design. Much of the game takes place in the city of Tairon, and you have a fair bit of freedom to explore, find secret areas, and figure out where you need to go next. It reminds me a lot of Resident Evil, where you’re finding keys and items to open up the next area, before looping back and giving you some kind of new shortcut to make navigation easier. Furthermore, this hub area changes over the course of the playthrough, with the city going under martial law at one point, meaning that you now need to deal with the Vigoorian military and LAVs in the streets hunting you down. I also love the bevy of secret areas which require you to platform using your ninja skills to find secrets and rewards (the Xbox easter egg that gives you the Windmill Shuriken and totally heals you for free is a particular highlight). Ultimately, Ninja Gaiden is set apart from its sequels because combat is just one part of the game: exploration and traversal are just as much a core tenet of the game design.
  • Graphics – As is often the case for Team Ninja games (especially in this time period), Ninja Gaiden is no slouch visually. It has some rough edges from a modern standpoint, but it looks and feels great in motion. However, as good as the game looks on Xbox, Ninja Gaiden Sigma still looks fantastic. The colour palette has been made more saturated and vibrant, and everything is much higher fidelity (as you’d expect from a next-gen update).

Mixed

  • The Story – The narrative of Ninja Gaiden is a real mixed bag. It’s extremely simple: Doku attacks the Hayabusa village and steals the Dark Dragon Blade. Ryu goes on a rampage to the Vigoorian Empire to get revenge against him. We do get introduced to some characters in the process, and there’s a bit of mystery and intrigue associated with this, but there is shockingly little narrative or character development beyond this initial setup.
    • On the one hand, the narrative presentation is amazing: the game will often feature gorgeous FMV cutscenes which are very slick and have striking direction that makes everything seem cool as fuck. This game’s presentation is told in a very serious way and it’s all about making everything and everyone seem like the coolest shit you’ve ever seen. In that regard, it succeeds in spades.
    • On the other hand, the narrative undermines itself in several ways. Like I said before, there’s next to no development once you arrive in Tairon: you want to kill Doku and get the Dark Dragon Blade, so you spend the next several hours trying to do exactly that. However, the game also fails to make its “big moments” land. For example, Kureha’s death is supposed to be this huge moment for Ryu: she’s one of his closest friends, and her death is a key reason why Ryu is so pissed throughout this game. However, when she’s killed right in front of him, her death barely even gets a response out of Ryu. The reveal of the game’s “real” villain is also really lame, especially after spending the entire game hyping up how much of a terrifying badass Doku is. But the real big issue with the narrative has to be…
    • Rachel. Really, I need to give her a whole bullet-point for herself, because the narrative fucks her over at every turn. She actually has a pretty interesting characterization and motivation: her family have fiend blood in their lineage, and this was used to turn her sister, Alma, into a greater fiend. Rachel then became a fiend hunter to try to kill Alma and free her soul. This is a legitimately interesting backstory and it gives her a bit more personality to latch onto than Ryu’s uber-serious stoicism. She also seems pretty competent initially and has a cool grappling hook to swing around on. However, she gets shat on by the narrative at every possible opportunity: immediately after talking shit about Ryu, she gets vored by a giant fiend, and she gets one-shotted by a bitch slap from Doku, necessitating a second rescue from Ryu. She fucks off as soon as you rescue her from Doku, only for her to immediately get captured again, fucking hell. She even fails to kill Alma when she gets the opportunity to (which is supposed to be her entire character motivation). Obviously, this could have been an interesting bit of character development, but when she doesn’t to do anything else of note in the story, it just makes her feel worthless. Oh and, to top it all off, at the end of the game she tries to fuck Ryu and he turns her down, so she’s just absolutely shit on from start to finish. At this point, does it even bear mentioning that her character design is ridiculous? Fighting demons in bondage gear makes her hard to take seriously, and her complete inability to do anything of note just reinforces that she’s clearly just here to be eye candy. At least in Sigma we get to see her beating down some fiends, but it’s far from redeeming her.

Hate

  • Clunky Systems – Even for a game released more than twenty years ago, Ninja Gaiden has some weird design decisions that make playing it more of a cumbersome experience than it needed to be.
    • For one thing, you’re going to be spending a lot of time pausing the game to dive through menus. Any time you want to change your melee/ranged weapon, or heal, or use some sort of item, you’ll have to cycle through menus and halt the game’s pace momentarily. Sigma improves this a bit since it does allow you to cycle through your healing items without pausing, although I personally would have preferred a way to quick-swap between weapons.
    • Black has some really weird camera controls. Most of the time, the right analog stick puts you into first person mode (with inverted controls!!!)… however, there are some areas where you can control the camera, but you won’t really know if this is in effect until you try it. Generally, you have to just press R2 to automatically re-center the camera and hope that that’s sufficient. Similarly, aiming with the bow happens if you press B + left analog stick, which can be annoying if you’re trying to shoot quickly and then immediately move. Sigma, thankfully, has added free camera control to the right analog stick and maps first person mode to L1. The bow controls are also mapped to their own button, and the game even adds a reticle for easier aiming.
    • The controls for running on water also suuuuuck in Black. You need to run into the water and then immediately start pressing the jump button. However, if you jump too early or too late, you’ll sink and need to retry it. Thankfully, this is a pretty insignificant technique in this game… and thank God, or I might have raged. Sigma just makes you run on water automatically without requiring any button input, which is a bit too excessively dumbed-down… but, then again, it’s leagues better than Black‘s take on it.
    • For some ungodly reason, Ninja Gaiden does not give you access to an options menu while in-game. Hell, you can’t even quit to main menu without restarting the game itself… WHY??? Making matters worse, this isn’t even something Sigma improved, so I sure as hell hope that you like how everything is configured when you start playing, because tweaking it to suit your liking is going to be an absolute bitch.
  • Auto-targeting – Ninja Gaiden does a fairly good job of making your attacks land where you want them to without a manual lock-on option, but there are times where your attack will not go where you want it to. This is especially prevalent when you use a single-target ninpo attack when there are multiple enemies on-screen, and it’s an utter crap-shoot which one will get hit.
  • Grabs – So, like, I get why grabs are a thing in this game: if you are relying on blocking attacks for long periods of time to stay alive, they punish you severely. As a result, you quickly learn how and when to go on the offensive and limit your time spent blocking. That said… this game’s grabs are so fucking annoying. You get barely any time to react to an enemy’s grab, so when one goes off, you feel like you get stuck with unavoidable damage (and these things hit HARD).
  • Random Auto-Blocks – Easily the worst aspect of this game’s combat engine is that enemies will randomly auto-block your attacks at times. This is especially noticeable with the Flying Swallow technique, and particularly when fighting bosses. There doesn’t seem to be any rhyme or reason to it, they’ll just randomly, instantly block attacks sometimes, presumably to nerf certain techniques or make bosses seem “harder”. This basically forces you to just make your attack and then react based on whether the game lets you do damage or not, although it can be particularly annoying against the hardest bosses (looking at you, Alma).

Ninja Gaiden is a fantastic game. I love how it balances combat, exploration, and traversal. You can tangibly feel the meticulous design that has been put into every encounter, which helps make it difficulty feel fair and satisfying to get to grips with. My “hates” here are really gripes in comparison to this game’s strengths. I heartily recommend Ninja Gaiden (any of its versions!) to anyone who loves action games and is up for a challenge!

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Video Game Review: Venus Vacation Prism – Dead or Alive Xtreme (400th Blog Post Celebration!)

Man, when I started this blog thirteen years ago, I never would have expected that I’d manage to reach four hundred posts! I had started a couple blogs prior to this one and those struggled to continue after the first couple posts, so having this monument to my writing, thoughts, and their evolution over time is just… well, it’s difficult to quantify, really.

Knowing that I was approaching this milestone, I knew that I had to do something special to celebrate. Given that my two hundredth post was about Dead or Alive Xtreme 3, and my three hundredth post was about the DOA movie, I obviously had to find a way to dive back into the Dead or Alive well once more! And, wouldn’t you know it, the timing for this milestone would be reached in fairly close proximity with Venus Vacation Prism: Dead or Alive Xtreme, a brand new spin-off entry in the franchise. Given my previous commentary about this game during preview season, I also knew that there was the potential for some really spicy opinions, and those kinds of articles are always the most fun to write. Suffice to say, I knew that I was going to need to write a review of it for the occasion. So strap in for my thoughts on Venus Vacation Prism: Dead or Alive Xtreme!

While the Dead or Alive Xtreme games had some very basic dating sim elements stapled on, Venus Vacation is a full-on dating sim, presented through a visual novel format. The game has a robust photography system, and much of the game’s “content” revolves around watching the girls and waiting to take the perfect shot. Much like Dead or Alive Xtreme 3 and Venus Vacation, you play as the “Owner”, hired by Zack to oversee the Venus Islands and manage the upcoming Venus Festival. In order to prepare for the festival, you go around recruiting alluring women you meet to be a “Venus” to do promos for the festival. The game doesn’t really elaborate on what being a “Venus” entails, but I understood it to mean “a supermodel who embodies the essence of ‘beauty'”. Each of the Venuses is vying for your affection, so you have to decide who to show preference to. Most of the game involves you watching the Venuses interact and making occasional dialogue choices. You also can take photos throughout each level to increase the pictured Venus’ interest in you and earn them more fans. On rare occasions, you may be asked to do a QTE sequence. If that sounds dull to you… well, I don’t think you’re cut out for visual novels, sorry.

So Who Are Our Cast of Venuses?

Venus Vacation Prism has brought over six of the girls from Dead or Alive Xtreme: Venus Vacation for you to photograph and woo:

Misaki is the first girl you meet in the game. She’s the stereotypical Japanese “trad-GF” archetype: constantly working, polite, sweet, modest, and innocent. She takes a long time to get out of her shell and feel comfortable with herself. She is far too insecure to make the first move, so you need to do it for her. Romancing Misaki is all about making her feel comfortable enough to show off her voluptuous body to you… which just gives me the ick. As a grown man experiencing this game, trying to romance this shy and innocent girl makes me feel like I’m grooming her, ugh! I was legitimately uncomfortable pursuing her romance, so I just romanced the other characters instead. This left Misaki visibly disappointed and saddened throughout the entire game, but since she didn’t make the first move, I just roleplayed that I didn’t even notice this as I cucked her with the rest of the cast.

Disappointingly, the only girl from the mainline Dead or Alive series in this game is Honoka… but, like, she’s Honoka. She feels out of place in the mainline Dead or Alive games, but she’s right at home in Dead or Alive Xtreme.

Honoka’s the second girl you meet in Venus Vacation Prism. True to her portrayal in Dead or Alive 6, she’s a simple sort: not particularly smart, but sweet and fun-loving. She doesn’t have much of a personality to speak of… which is why I’d say that Honoka is literally just this game’s “teenage boy’s fantasy” archetype: she’s got ridiculously massive tits, and a personality so dull that it couldn’t possibly intimidate the lowest common denominator (y’know, those sorts of cowards who get angry if the object of their affection has any sort of self agency). Romancing her is all about having fun and staring at boobs as much as possible. That’s… fine, really, but so shallow that it couldn’t hold my interest.

The third Venus you’ll meet is Tamaki. She is very open, has few boundaries, and greatly appreciates honesty and forthrightness. She’s heavily bi-coded, fawning over the Venuses just as much as she flirts with you. She’s also a bit of a goblin, flirting with you to see how you’ll react, teasing people, groping the other Venuses, and she’s a borderline alcoholic. She immediately begins flirting with you the moment she lays eyes on you, and is not shy about trying to seduce you.

And I love this.

I’m just going to say this up-front: Tamaki was my ride-or-die in this game. I’ve complained in the past about how Dead or Alive girls are almost all portrayed as innocent, untouchable angels, which makes the voyeuristic aspects of these games more uncomfortable. However, here we have a character who is aware of, and in control of, her sexuality, and she expresses her interest in you outright. That is a thousand times more arousing than preying on someone’s inexperience! The franchise legitimately needs more characters like this. Suffice to say, I prioritized Tamaki every chance I got. Romancing Tamaki is all about being honest with your feelings, and having a (relatively) realistic, adult relationship with someone.

Fiona is fucking insane. She’s a yandere, a character who is extremely obsessed with you. That would be weird enough on its own, but Fiona is also a literal princess who has spent her entire life in a castle. Like a week or two before you meet her, Fiona saw an advertisement for the Venus Festival with Misaki, Honoka, Tamaki, and yourself in it and she decided that she needed to throw her entire life away to be with you. Why is she so devoted to you? Well, she liked the way that you looked at the other Venuses and wanted you to look at her that way…

Fucking what???

Personality-wise, Fiona is clearly has social anxiety. She’s soft-spoken and sweet, but her obsession with you makes every interaction awkward. She was also clearly only educated in etiquette and politics, so she needs help from others to understand the ways of the world… ugh, here comes that uncomfortable groomer feeling again…

Quite frankly, I did not like Fiona. I can’t really tell you what romancing her entails, because I didn’t fuel her delusions. She seems fairly sweet, but I’m not into these yandere types, other than Monika.

Just Monika.

Nanami is uncanny. She seems to be intended to be a relatively normal, modern city girl: she’s soft-spoken, sociable, interested in photography, gets bored, and she’s uncertain what her future holds. I actually found this concept moderately interesting, but the more time you spend with Nanami, the less “normal” she feels. She’s excessively soft-spoken and chill, to the point where you become sharply aware that it defines her entire personality. I can’t even imagine her being angry, losing her cool, or even expressing excitement. As a result, she ends up being kind of a bland dating sim character, lacking much of a personality to latch on to. Maybe she has a more engaging personality as you get to know her, but I didn’t have much interest in getting to that point when there were much more compelling choices available. Romancing her is equally chill – just don’t be an asshole, real-life rules apply here too.

But hey, at least she doesn’t give me the ick, so that put her above a couple other characters in my books.

M-mommy!?! Elise is the harsh teacher/boss archetype: she’s stern, strict, and disappointed in you. You need to earn her approval, which makes it feel all the more satisfying when you do. She’s a workaholic and needs someone to show her how to loosen up and have fun. She doesn’t even become a Venus until after several chapters with her, so you get a lot of time to get to know her compared to some of the other girls.

Hoo boy, Elise was waking something in me and, at times, even managed to take some of my attention from Tamaki. Elise may be intimidating and cold to some people, but she’s totally my type, looks very cute, has a great storyline, and feels particularly suited for a dating sim narrative! That said, going for Elise is playing this game on hard mode, because she is particularly difficult to impress and, as the last Venus recruited, you get less opportunities to prioritize her.

“Gameplay”

Given that the dating sim elements of Dead or Alive Xtreme are my least-favourite part about those games, I was not expecting much from a Team Ninja dating sim game. However, this really is a case where going all-in on a concept made for a better end product, because I actually rather enjoyed the dating sim elements in Venus Vacation Prism. Instead of having to memorize the specific colours of wrapping paper that each girl likes to get them to arbitrarily accept a gift from you, Venus Vacation Prism‘s dating sim elements revolve entirely around getting to know the girls’ personalities through your interactions with them and then making dialogue choices which correspond to their interests. You’ll also often be forced to choose which girls to spend your time with, so you can’t just woo them all at once – someone has to end up disappointed. Granted, this is just bog-standard modern dating sim gameplay, but it’s certainly a step up from Dead or Alive Xtreme‘s half-assed approach.

The other big gameplay system in Venus Vacation Prism is the photography suite. You can choose to just take a quick screenshot with a press of a button, but those who really want to indulge can get full 360 degree control of the scene so you can line up that perfect shot, in addition to being able to control the lighting, add filters, etc. The game requires you to get at least six photos by the end of a chapter, but you will likely take several dozen instead, because taking pictures is fun! To make that point clear, every screenshot in this review was taken by me, because I had no shortage of photos to choose from during my playthrough!

In addition, you are graded one-to-three stars per photo at the end of each chapter. This certainly incentivizes you to take more photos, but the game is really unclear about the criteria to get a higher score. As a result, it can be a bit frustrating when one of your favourite photos gets a one star rating, while some random shot gets two or even three stars.

Lastly in the gameplay department, Venus Vacation Prism will occasionally ask you to partake in a micro-game to earn some affection from a chosen Venus. There are a handful of these, but they are generally just a QTE sequence that’s over faster than your mom. As you’d expect, they kind of suck.

But how else are Team Ninja going to get you a face-full of Honoka’s sweaty cleavage while she does sit-ups?

“Story”

Venus Vacation Prism is a visual novel, so that means that there’s more of an emphasis on story compared to other Dead or Alive games, right? Well, about that…

The narrative of Venus Vacation Prism is very shallow and low-stakes. I was not skimping on details earlier when I described what this game’s premise is: you really are just recruiting Venuses and preparing for the festival for this entire game’s runtime. Sure, there are a couple developments (you get caught on a date by the person who you rejected, the head office is threatening to fire you if your performance doesn’t improve, etc), but the whole thing is lacking in any real stakes, twists, or tension. For the most part, you’re just having normal conversations with the girls and hanging out.

That said, I’m not sure that this lack of narrative tension is actually a problem. The Xtreme games carved a niche due to being relaxing vacation simulators, and Venus Vacation Prism‘s breezy “story” achieves the same sort of feel. This game does, at times, really feel like being away a tropical vacation. Like, sure, you’re technically working throughout the game, but your job is so ridiculously easy that it doesn’t get in the way. Despite the extremely mundane narrative, I was still interested to see where things would go. It also helps that I am hopelessly obsessed with seeing new corners of the world of Dead or Alive and Ninja Gaiden, so there’s that too…

Despite the very laid-back narrative, there is some thrust which keeps things from getting boring. In the first half of the game, a new Venus will get introduced every couple chapters. This provides some novelty as you get to meet them, learn about their personality, and then recruit them. While this approach keeps things fresh, it takes a long time to introduce all the girls, which can really suck if you don’t care for the early Venuses. Elise in particular is really difficult to romance, due to her strict personality and having much less time to try to blitz her approval rating high enough before the game ends. The game also heavily foreshadows the Venus Festival that corresponds with a romantic prismatic meteor shower as the grand finale, so you’ve always got it in the back of your mind that you’re working towards that final goal. It’s simple stuff, as I’ve said, but it works well enough.

As for the chapters themselves, most will only have a couple of the girls available to be interacted with at any one time, so you can often go multiple chapters without seeing your preferred Venus. Furthermore, there are plenty of mandatory interactions which are not particularly balanced between the girls: Misaki and Elise get lots of one-on-one time with the Owner in which to make an impression on you, but fans of Honoka and Nanami are going to be absolutely starved if they don’t specifically pursue those characters every chance they get (which, combined with their boring personalities, didn’t help my perception of either character any). Each chapter has some branching paths that you can take (usually picking between one of two girls, but late-game chapters will allow you to choose between any of the Venuses). These choices are shown in a handy flowchart in the between-chapter menu, so you can see all the scenes you found and the ones still available. This is much appreciated for those looking to experience everything the game has to provide, but it also shows that your choices, and their consequences, are pretty limited outside of affecting your overall relationship score with the girls.

Much of this lack of consequence is down to the Venuses all immediately falling in love with you as soon as you meet them (other than Elise, who takes a few chapters to get to that point). Even if you consistently reject their advances, they’ll still pine after you as if nothing happened. This was displayed most egregiously for me during Fiona’s introduction. As I stated, I did not like her character’s obsession with me, so I gave her the cold shoulder and immediately stood her up for Tamaki. However, at the end of her introductory chapter, the game railroads you into going on a date to recruit her as a Venus, and acts like it’s a romantic occasion no matter what you’ve said up to that point. While this is the most egregious example I found, you can feel it elsewhere as well. For example, I wasn’t kidding about Misaki when I said I was cucking her at every opportunity: the poor girl was consistently dropping hints that she liked me and hoped that I would reciprocate, but then I’d go and spend my time off with literally anyone else, to her constant disappointment. Like, girl, at this point you’re delusional if you think that I’m going to pick you to be my date to the prismatic meteor shower!

That said, this is a dating sim, so most of the game’s consequence boils down to romancing your chosen Venus. There are certain scenes and dialogue options which are only unlocked if you have a high (or low!) enough interest score with a particular girl. The thresholds to unlock these scenes are pretty high, so these are typically only going to be available if you’re actively wooing one or two of the girls above all else. Again, this is pretty standard dating sim stuff, but it would have been nice if you actually had to work a bit to get the girls to like you in the first place.

The game also has a smartphone where the girls will send you texts to chat and flirt. On the one hand, this is a very easy way to get in more interactions and choices without having to go to the effort of animating and voicing an entire scene. It also offers an different feel to conversations, especially with the shyer girls who are clearly more comfortable speaking to you via text. On the other hand, these text conversations feel disconnected from the rest of the game. For example, you’ll get a text and agree to go on a date with your chosen Venus, but then you don’t get a new scene or anything, the game just gives your affection score a bump and moves on. You’ll also be in the middle of a scene with another character when the smartphone will pop up and you’ll start texting one of the other girls randomly before going back to the scene at hand. Hell, you can be in the middle of the scene and then get texts from the girl who is in the scene right in front of you and go off on an entirely unrelated conversation before going back to the scene at hand. I love the concept of the smartphone in this game, but the implementation is immersion-breaking far too often.

Looks That Could Kill

As is usual for a Team Ninja game, Venus Vacation Prism looks fantastic. When this game was originally previewed, the character models felt a bit too realistic and uncanny, but having played the actual game now, this was not a problem at all. Like Dead or Alive 5/6/Xtreme 3, the characters are more realistic-looking, but still stylized enough to avoid the uncanny valley (especially Elise, who I feel deserves special shout-out for her ridiculously gorgeous character design).

Visual novels and dating sims aren’t usually my thing, but from my understanding, Venus Vacation Prism has insane production values for the genre. Most of these sorts of games are low-budget indie affairs with 2D sprites and little to no animation, just due to the economics of such a niche genre. In comparison, Venus Vacation Prism, with its AAA-level graphics, animation, full voice acting, and photography suite is a technological behemoth (to the point where I am legitimately curious if it has sold well enough to be worthwhile for Koei-Tecmo). This certainly helps the game stand out, even if its mechanics are pretty bog-standard otherwise.

Like the Xtreme games, Venus Vacation Prism allows you to dress your Venuses in various outfits and swimsuits and also change their hair style. I like that most of the outfits have additional customization options (for example, the you can choose whether or not you want to wear a zip-up hoodie over a particular style of bikini). However, there are a couple issues with the dress-up system which are hard to ignore. First of all, the number of available outfits per Venus is tied to their number of fans (which is influenced by the star rating of photos of the Venus submitted at the end of each chapter). It takes quite a while to unlock new outfits for each Venus because of this system. Despite giving Tamaki most of my attention during my playthrough, I hadn’t even unlocked half of her outfits by the time I reached the finale, so several playthroughs are going to be necessary if you want to unlock everything (I’ll leave that up to you to decide whether that’s good or bad).

I think that the bigger issue with the dress-up system though is that there just are not enough options available. The game has about thirty-seven outfits per girl, which doesn’t sound too bad, until you realize that the vast majority of these are reskins. Most outfits have three-to-five recoloured variants (some have even more), so these recolours are padding the total massively: discounting all the recolours, there’s only seven outfits available to dress up your Venuses, plus their one unique outfit and two pre-order bonus ones that you may not even have access to. That’s extremely limited, especially since you won’t unlock most of them in a single playthrough, so expect to have a bunch of Venuses all wearing the same outfit around the mid-point of the game…

Core Values

This is a Dead or Alive Xtreme game, so naturally that begs the question: just how lewd does this game get? Well, to put it simply…

…the game’s weirdly kind of chaste and restrained (at least by Dead or Alive‘s standards)?

Like, don’t get me wrong, the game’s still horny – the camera will linger on the girls’ boobs, most of said boobs are massive, and there are plenty of revealing bikinis to dress them up in. Compared to the Dead or Alive Xtreme games though (and especially Venus Vacation, which this game is directly spun-off of), the game’s downright modest. Sure, the bikinis are revealing, but they’re just fairly normal bikinis, as opposed to, say, the downright insane Venus swimsuit from Dead or Alive Xtreme. And sure, this game will occasionally have scenes which are egregiously fetish bait (most notably involving Misaki: in one scene, she nervously tries on a bikini in front of you, and in a later scene she’s bent over for no real reason and you’re clearly being invited to upskirt her), but that’s nothing compared to the literal pole dance sequences in the Xtreme games. And don’t even get me started on the ability to sexually harass the girls whenever you want to in Venus Vacation

Conversely, Venus Vacation Prism takes the opposite approach, where acting like a creep and fixating on the girls’ assets above all else will leave them unimpressed, unless they actively invite that kind of attention from you. As I’ve said in the past, a big reason why the Xtreme games feel creepy is because the girls don’t seem to have any agency and are completely innocent angels, so all the voyeurism you engage in explicitly happens without their consent (as their reactions to you poking and peeking on them make clear). Venus Vacation Prism, on the other hand, wants you to form a connection with your chosen Venuses, make them want to open up to you, and will straight-up punish you for disrespecting the girls’ boundaries. Again, having Tamaki openly flirting with you and taking notes about the things that turn you on is orders of magnitude more sexy than the ham-fisted sexuality we get in the Xtreme games.

That said, this is still an Xtreme game: you’ll have plenty of opportunities to ogle the girls, but I really cannot understate how relatively restrained this game is. You can dress the girls in the most revealing outfits you can unlock, you can take their shoes off to get the best look at their toes (you know that someone on Team Ninja was begging them to implement this feature), and you can make all your photos zoomed on their girls’ cleavage, but that’s entirely up to you and the game doesn’t really incentivize it one way or another. Hell, despite having the series’ vaunted boob physics and ass physics (they move like gelatin this time!), you will almost never notice any jiggling outside of the costume selection screen.

It also really needs to be said, that Venus Vacation Prism feels restrained, not only in comparison to the Xtreme games, but to visual novels in general at this point. We’re living in an era where pornographic visual novels appear on the front page of Steam. Mobile app stores and Youtube ads are infested with a plethora of generic, anime, gooner gacha games. While the ending I got with Tamaki slyly implied that sex was had off-screen, a lot of this game’s contemporaries would be revolving entirely around showing the act rather than implying it. Dead or Alive Xtreme was salacious in the 2000s, but in 2025, a game like Venus Vacation Prism is downright modest compared to the competition. Am I suggesting that they should go all the way and release a Dead or Alive game with full nudity and sex? No, I think that would stray too far from the series’ identity, but it’s just something worth thinking about when putting this series’ sexual themes into a wider context.

Further to that point, there’s absolutely no reason why this game could not get a Western release, aside from Koei-Tecmo being a bunch of cowards. The biggest criticism you could level at the game is that it might give you unrealistic expectations regarding dating, but a) it’s a fantasy, and b) that’s something you could say about any dating sim; it’s just inherent to the genre. Sorry, butthurt culture warrior Dead or Alive fans, but there’s nothing particularly objectionable about this game that would draw any protest or negative attention (other than, y’know, some fucksticks loudly gooning over the game on social media and drawing derision over that; aka the Stellar Blade effect). This Asia-exclusive release strategy is honestly just Koei-Tecmo being idiots, with the absolute most charitable reading being that they want to preserve the Dead or Alive series’ reputation as a fighting game in the West and not dilute that with spin-offs that historically have sold poorly here. It sucks, but at least it’s easy to use a VPN or import the game if you really want to try it.

Bottom-Line

I enjoyed Venus Vacation Prism a lot more than I was expecting to. While I would have certainly preferred a new, mainline Dead or Alive entry, I think it’s extremely unfair to judge this game based on what it isn’t rather than what it is. For what it is, it’s a pretty bog-standard, low-stakes visual novel with some well-integrated dating sim and photography systems. As a result, it’s definitely a pretty niche experience, but I’d be lying if I said that I didn’t enjoy my time with it. Frankly, it’s a considerably more engaging and enjoyable game than any of the Xtreme spin-offs, so I certainly wouldn’t be opposed to getting more spin-offs of this nature in future… just a long as we get Dead or Alive 7 sooner or later!

5/10

(5/10 means the game is pretty average and has some niche appeal – that doesn’t mean it sucks, gamers!)

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Love/Hate: Ninja Gaiden (Master System) (1992)

Welcome back to the Ninja Gaiden Love/Hate series! In this entry, we’ll be looking at Ninja Gaiden for the Sega Master System! Once again, this is an entirely new entry in the franchise, despite sharing a name with (by this point) three other games released in a four year timespan. I was not too keen on the previous Sega-exclusive Ninja Gaiden game, would this attempt on the Master System fair any better? Read on to find out…

Love

  • Graphics – Ninja Gaiden on the Master System is, hands-down, the best-looking classic Ninja Gaiden game. In fact, the graphics are so crisp here that I was legitimately shocked when I found out that the Master System was an 8-bit console like the NES. The graphics here are so much better than any other Ninja Gaiden game of the era that I legitimately thought that this game was designed for a 16-bit console! I adore the art style of 16-bit consoles, so this game is all the more impressive to me for looking this good on such aged hardware! This praise for the graphics and pixel art also carries over to the cutscenes, which are easily the most detailed of the classic era of Ninja Gaiden.

Mixed

  • Control Complexity – One of the most notable new additions in Ninja Gaiden on Master System is that you now have a bit more control over when you grab onto platforms and walls. This is actually kind of nice: in Ninja Gaiden III and Shadow, you would occasionally jump and unintentionally grab onto a platform above you, which could cause you to get hit by an enemy in the process. With that in mind, having some control over whether you want to grab onto a platform is a good idea and it allows the developers to design levels in more interesting ways. However, this decision lays bare the hardware limitations these games are operating under, and how they struggle to deal with additional complexity.
    • Like the NES games, you’ve got a d-pad and two buttons to work with, and the game controls pretty similarly, but now you have to hold the up button while jumping to grab onto a platform. This is a problem for two reasons: 1) It’s annoying to have to hold a button to do something that used to be automatic, even if I can understand why they’ve added this. But, more importantly, 2) It makes it way easier to accidentally activate your ninja arts if you need to attack an enemy mid-jump, which wastes your energy and can leave you without any later if you need it.
    • Similarly, jumping onto a wall has gotten more complicated, for better or worse. You used to just grab onto the wall automatically. Now you need to jump into the wall and continue holding the d-pad in the direction of the wall. This will cause Ryu to turn around, and then you need to press jump quickly while still holding the d-pad in the direction of the wall to jump in the opposite direction. In essence, you’re pressing the d-pad in the opposite direction you want to go in, which gets really confusing. On the plus side, this can allow you to leap back and forth off of walls, opening up new platforming opportunities, but my God is it confusing in execution. I honestly think that this game would have been better off on an actual 16-bit console with more buttons – having a dedicated “grab” button would have made this all so much simpler and with no drawbacks.
  • Difficulty – The people who designed this game are fucking bastards. The NES games are brutal, but their difficulty feels reasonably fair most of the time and the spikes come when they want to test your limits. Meanwhile, the Master System Ninja Gaiden wants to kill you, full-stop. Many enemies move so quickly that you barely have a chance to react to them. The fucking birds are back, and this time they’re even faster and more erratic than ever before! WHY??? And that’s not even getting to the level designs. In the very first level, you complete one area and the next one immediately puts you on a tiny platform over a pit of spikes, so if you were still moving forward absent-mindedly, you would die instantly. It was at that point I went “oh, so that’s the kind of game you’re playing”. What sadistic bastard thought it would be a good idea to have four bird spawn in mid-jump over an instant-death pit? What idiot thought that what an ice level needed was platforms that send you careening forward if you move even a single pixel AND these icy platforms are covered with spikes? Oh, and then they spice things up even more by adding lightning-fast jumping ninjas and piranhas as an extra “fuck you”. Ninja Gaiden on the Master System is a bastard of a game, but I… kind of enjoyed it? Admittedly, most of this comes down to the modern conveniences of emulation mitigating a ton of frustration, but it was to a point where I was starting to predict the next dickheaded move the game would make, prepared myself for it ahead of time, and would have a laugh after each new development. On top of that, the game is pretty generous with its checkpoints and continues (no “oh, you lost to the final boss? Back to the start of the level” bullshit from the previous games). I actually managed to beat this game, which is more than I can say about any of the NES titles with their “fairer” levels of challenge!
    • Oh, and as a bonus regarding the difficulty, there’s a game-breaking bug that makes it significantly easier. If you can get your ninja arts stockpiled up to 999, then you will actually have unlimited uses of your art. Suffice to say, being able to create unlimited rings of fire to intercept every enemy and projectile (not to mention being able to walk on spikes without getting hurt!) was overpowered as fuck and is a pretty big reason why I was able to reach the end of the game in spite of all the bullshit it threw at me.
  • The Story – I kind of view the Master System Ninja Gaiden as the apex of the classic era: sure, it’s got some design flaws that mar the experience, but it’s the flashiest and most refined version of the classic era’s gameplay. However, one notable area in which it falls short compared to the NES games is that its story is significantly less effective. It retains the cutscenes that made the trilogy so famous, but the actual narrative here is disappointing. The NES trilogy were simple, but a lot of effort was put into its characters and wringing drama out of their reactions to the games’ events. Here, they’ve taken a step back – it’s now just about Ryu doing cool shit until the bad guys are defeated. It’s too bad, you can see how this franchise’s emphasis on narrative just dropped off until Ninja Gaiden stories became… well, what we’d new expect out of a modern Ninja Gaiden game.
    • Also, the game has some questionable localization, so you’ll occasionally get a chuckle out of some badly translated line of dialogue.

Hate

  • Multi-hit Enemies – This game introduces lots of basic enemies who require multiple hits in order to kill. Call me old-fashioned, but this feels like it goes against the fundamental design ethos of these games. Why does some mafioso in a suit take two hits to kill, while a nearly-identical one dies in one? I don’t get it, I don’t really like it, and it just feels like an unnecessary extra step to kill an enemy who is almost-certainly dead anyway when you landed that first hit; the second hit just feels like an unnecessary formality at that point.

In spite of itself, I actually quite enjoyed Ninja Gaiden on the Master System. I don’t think it’s quite as good as the first couple games on the NES, but it’s very close, and gives us a glimpse into a potential future where these games continued into the 16-bit era. As a close to the classic era of Ninja Gaiden, it’s a pretty great time and well worth checking out!

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Love/Hate: Ninja Gaiden (Game Gear) (1991)

Welcome back to the Ninja Gaiden Love/Hate series! In this entry, we’ll be looking at Ninja Gaiden for the Sega Game Gear! Despite what its title would suggest, this is not a port of the NES Ninja Gaiden, nor is it a port of the arcade game, but an entirely new game that just happens to have the same name as the others (get used to this, this isn’t even the last game called Ninja Gaiden that we’re going to be covering in this series). To make matters even more confusing, it’s unclear if this game is even considered canon, having an entirely self-contained narrative that sees Ryu Hayabusa having to save the world once again. How would this portable entry on superior hardware hold up in comparison to Ninja Gaiden Shadow? Read on to find out…

Love

…nothing. For the second time in Love/Hate history, there’s nothing particular about this game that I liked, let alone would consider worth mentioning. If I had to say anything even tangentially positive: it’s got Ryu Hayabusa in it, it’s portable, and it’s on the Game Gear, I guess?

Mixed

  • The Graphics – The graphics in this game look like ass. Yes, they are technically more detailed than they were on the NES, but the art style looks so much worse in comparison. That said, I’d be kind of an asshole if I did not put this into perspective: this was a handheld game released in 1991 on the Game Gear. In that context, Ninja Gaiden would have looked pretty damn impressive for its time (especially compared to the Game Boy, whose significantly more limited hardware was still being used into the 2000s). Still… in a modern context where the totality of gaming history is available to us, Ninja Gaiden on the Game Gear looks very unappealing.

Hate

  • Game Feel – The moment you start playing Ninja Gaiden, you get the sense that something is off. Gone is the quick, precise action of the NES trilogy, replaced with a jump which goes very high and is unbelievably floaty. As a result, you’re going to overshoot nearly anything you try to jump to, and then have to wait for Ryu to float down to the enemy or orb to slash it. The pickup orbs, by the way, are tiny in this game, so you’d better hope you don’t miss your slash, or you’ll have to waste a couple more seconds trying again. It sounds really nitpicky when I describe it, but my God does this game feel terrible to play, and it largely stems from the way they’ve designed the jumping/falling mechanics.
  • Enemy Placements are BULLSHIT – Ninja Gaiden on Game Gear is not a particularly difficult game, especially compared to its NES counterparts. However, in an effort to make the game “difficult”, the developers have made most enemy encounters utter fucking bullshit. You will have enemies spawn in, immediately attack you, and you have a fraction of a second to register this new information and respond or you will take unavoidable damage. This happens the moment the game starts and goes on throughout the entire playthrough, it’s utter dogshit design. To get through a level unscathed, you end up needing to have the reaction time of an athlete, or you memorize the entire level and trivialize the entire thing (or, y’know, enjoy the benefits of modern emulation and get through the game stupid-easily).
  • The Skyscraper Level – Whoever designed the skyscraper level needs to be tried in the Hauge for crimes against humanity. What a fucking bullshit level: you’re climbing up the side of a skyscraper while it auto-scrolls upward and have to jump between two buildings to avoid falling objects and kamikaze martial artists. Not only does this mean that you have to react instantly to every incoming object, but if you get hit, you also have to immediately grab back onto the building, or you will fall to an instant death. It’s a cool concept for a level, but the execution here makes for one of the most unenjoyable sequences in the entire franchise.

Ninja Gaiden on Game Gear isn’t the worst game I’ve ever played, but it’s certainly not enjoyable either. I really was not expecting Ninja Gaiden Shadow to be the superior 8-bit handheld experience, but at least I got some fun out of that game in spite of its shortcomings. Perhaps it’s a mercy then that Ninja Gaiden is so short, clocking in at barely over thirty minutes of runtime (hence why this list is also short… there’s only so much you can say about a game that I beat in less time than it took me to write this article).

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Love/Hate: Ninja Gaiden Shadow (1991)

Welcome back to the Ninja Gaiden Love/Hate series! In this entry, we’ll be looking at Ninja Gaiden Shadow, a prequel to the NES trilogy released for the Game Boy! I’m always super leery about Game Boy spin-offs of console games: the handheld was extremely under-powered, so the idea of playing an ultra-precise and difficult Ninja Gaiden game on one sounds like a nightmare. That said, how does Ninja Gaiden Shadow actually play in practice? Read on to find out…

Love

  • New Platforming Tricks – You’d think that Ninja Gaiden Shadow would be content to just coast of the gimmick of being a handheld Ninja Gaiden game, but it actually has a couple fantastic additions to the 2D side-scrolling formula. First of all, you can now press down + jump to hang and/or drop from the platform you’re standing on, which is super useful and opens up new platforming options. The flashiest new addition though is the grappling hook, which has a surprisingly long range that allows you to reach platforms above you that are out of your reach. I love this thing, not only is it useful for the platforming, but it’s so cool being able to dodge an enemy attack by throwing the hook and climbing to safety in the nick of time!
  • Reasonable Level of Difficulty – It’s no secret that I haven’t really enjoyed the extreme difficulty of these old-school Ninja Gaiden games, but I feel like Ninja Gaiden Shadow strikes a pretty reasonable level of challenge. For the most part, it’s not too bad, and there’s enough health pickups that mistakes don’t feel excessively punishing. The last couple bosses are tough, so it’s not like the game is excessively easy either!
  • The Wrestler Boss – Most of the 2D Ninja Gaiden bosses have been pretty forgettable, but Ninja Gaiden Shadow has a boss who is, hands-down, the best boss in the series thus far. It’s a pretty simple fight against a wrestler, which plays out like any other boss in the series… except that this guy has a little minion who you cannot damage. This little bastard will flip around the arena and grab onto you, slowing your movement and making it so you can’t get away from the boss. The resulting fight is still not particularly difficult, but it’s hilarious trying to dodge this gremlin and shake him off before the main boss beats you down!

Mixed

  • Strips Out Most of What Makes Ninja Gaiden Good – Ninja Gaiden Shadow has had to make some heavy compromises in order to function on Game Boy. The platforming is much less precise than on NES, you only get one ninja art that you can use, the narrative is practically non-existent, and the game’s performance is quite poor. That said… I can’t put this in “Hate”, because I got some enjoyment out of my time with Shadow, so there must be some fundamental strength here that they’ve retained which is keeping things fun.

Hate

  • Boss Health Feels Excessive – While Ninja Gaiden Shadow is a pretty easy experience, it does have one particularly frustrating flaw. Due to the hardware limitations, there’s no display showing how much HP a boss has remaining. This would be fine, but I swear that the bosses feel like they take more hits to kill than they did on NES. This gets particularly annoying on the last couple bosses, who require precise maneuvers to avoid getting hit, and you won’t be able to do enough damage to them without dying if you do not perfect your jumps and dodge timing. This is particularly relevant for the goddamn genie boss, who flies around out of reach for 80% of the fight. You might only manage to get in one or two hits at a time before he becomes invulnerable again, making the entire fight an absolute slog.

Ninja Gaiden Shadow makes me question how much I can take hardware limitations into account when judging a game. Taking into account the Game Boy’s limitations, this is a pretty good game. However, by the standards of the Ninja Gaiden franchise, this is a pretty lackluster experience. And, judged entirely on its own merits, Shadow is an incredibly short and mediocre curiosity. It’s a bit of a weird situation overall. I got enough fun out of Shadow that I’d at least recommend checking it out if you’re into 2D side-scrolling action-platformers, but it’s far from a must-play experience.

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Love/Hate: Ninja Gaiden III – The Ancient Ship of Doom (1991)

Welcome back to the Ninja Gaiden Love/Hate series! In this entry, we’ll be looking at the final entry in the NES trilogy, Ninja Gaiden III: The Ancient Ship of Doom! With the NES era coming to a close, Tecmo wanted to get one last Ninja Gaiden game out. This game would have a different creative team who wanted to make changes to the formula and attempt to tell a different sort of story than its predecessors. Would these changes improve the overall experience, or would it cap off the original trilogy on a down note? Read on to find out…

For this article, I played the NES Ninja Gaiden III, as well as the re-released version of the game in Ninja Gaiden Trilogy (the reasons for this will become clear later). Having played both versions, I can confirm that the Trilogy release’s altered graphics, bizarrely, have desaturated a lot of the brighter colours for God knows what reason. This is actively detrimental to the experience: for one example, streams of molten metal in the NES version end up looking like fountains of literal shit in Trilogy. In addition, the soundtrack has been downgraded significantly, reminding me of the hack job they did on Resident Evil Director’s Cut: it’s that level of crap.

Love

  • Further Refines the Ninja Gaiden Formula – You’d be surprised that they could find more ways to refine Ninja Gaiden on NES hardware after the second game, but they sure managed it here. The flashiest new feature would have to be the ability to grab onto overhanging bars and then move forward while hanging, or jump up onto the platform above. This adds an entire new dimension of strategic platforming whenever it is implemented. However, I think my favourite refinement is that you can now see what power-up is inside of each orb before you smash it. This makes it a lot easier to manage your ninja art of choice and know whether it’s worth it to go out of your way for an orb in a dangerous area.
  • Sword Power-up – Ninja Gaiden III adds a new upgrade which extends the range of your sword swing. It should go without saying that this is extremely handy for a game of this sort, but I also like the way that they’ve executed the idea. The upgrade only lasts until you die or reach the end of the current act, whichever comes first. This seems very fair to me, whereas Ninja Gaiden II‘s shadow ninjas were a bit too good and made the game feel so much worse when you died and lost them. Plus, with the aforementioned ability to see what’s inside each orb, you really get excited when you spot one up for grabs!
  • Enemies Don’t Respawn! – OH MY GOD, FINALLY! No more cheesing the game by manipulating enemy spawns, and no more frustration caused by endless respawns, if an enemy is pissing you off, just swing your sword at them. This “Love” is really self-evidently great, need I say more?

Mixed

  • Level Gimmicks – For the most part, Ninja Gaiden III jettisons the level gimmicks which plagued Ninja Gaiden II‘s runtime, and it’s a much less frustrating experience for it. However, they do come back all at once in act six: you suddenly have slippery platforms, foreground obstructions, and quicksand. On the one hand, thank you Ninja Gaiden III for confining this to a single act. On the other hand, the execution of these level gimmicks is at its absolute worst here, with excessively-slippery platforms, foreground obstructions making it impossible to see where the platform ends, and areas where the entire ground is quicksand, forcing you to jump constantly (including after defeating a boss, you still have to remember to jump or you’ll die and get forced to replay the entire boss fight and the run-up to it)!

Hate

  • ABSURD Difficulty – Look, I’m sure that I’ve made it abundantly clear by this point that I do not enjoy old-school difficulty and don’t have the patience to see these games through to the end. I don’t hold that against the games too much though, because they seem like they’re reasonably achievable with patience and practice. However, Ninja Gaiden III takes this to an even more absurd level, where I feel that it’s actively detrimental to the experience. For the first two games, I was able to struggle through to the last act before the challenge just got to be too much. With Ninja Gaiden III, I made it to the start of act three before I rage-quit. This game is, without a doubt, the hardest of the trilogy for one reason: even basic enemies do an idiotic amount of damage. You need to be damn-near perfect to survive this game, because it is incredibly punishing. Making a mistake and taking a couple hits will leave you with a sliver of health, so even tanking a hit to land a jump is an incredibly costly move. Oh, and the game only gives you a limited number of lives with which to complete the game. Perhaps the biggest piss-off though? The game wasn’t even designed this way: Tecmo decided, for the North American release, to just make the game harder, so they increased the damage of enemy attacks, gave you a life limit, and removed a password system to be able to “save” your progress…
    • …which brings us to Ninja Gaiden Trilogy. The version of Ninja Gaiden III in this compilation is based on the original Japanese release, which features the game’s originally-intended difficulty. The differences are like night and day: I could barely get to act three in the NES version, but in Trilogy I actually reached the final boss (the only NES Ninja Gaiden game I could do that for)! So, for all its faults, at least Trilogy makes Ninja Gaiden III reasonably playable!
  • Narrative – Compared to the previous two games, Ninja Gaiden III‘s narrative feels like a step down in quality. While its predecessors had b-movie narratives, Ninja Gaiden III‘s story is intensely bizarre. So, for some reason, the game is an interquel between the first and second games, but it doesn’t bother to tell you this until the very end of the game… There’s a rogue US Agent, Foster, who has created these clone-mutants (called bio-noids, lol) using lingering power from the demon Ryu defeated in the first game. The bio-noids were used to kill Irene, but it turns out that she’s not actually dead, because she knew what Foster was up to and was working with the US army against him. Anyway, the bad guys have cloned Ryu, so he now has to stop this imposter and figure out who killed Irene (but actually didn’t). Got all that? Good, because I haven’t even gotten to the titular Ancient Ship of Doom, which one of the bio-noids has claimed possession of, is going to use it to destroy the world and then replace it with a new one sculpted in his image. Suffice to say, it’s utter nonsense. Worst of all though? Even with the weird things going on, the narrative is not even particularly interesting. The first couple games were pretty simple, but the characters kept things interesting and the abundance of drama made things feel like there were some actual stakes.

Ninja Gaiden III is a weird case. When I was doing well, I found the game to be pretty enjoyable. However, if I made any mistake, I was punished so hard that it made the next mistake I made near-certain death. That just… isn’t fun. I’d be remiss if I did not mention that the version of Ninja Gaiden III in Trilogy is at a level of challenge that feels reasonable, even to a modern audience, so it might be worth a look. When you can actually enjoy playing the game, Ninja Gaiden III is a pretty good time!

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Love/Hate: Ninja Gaiden II – The Dark Sword of Chaos (1990)

Welcome back to the Ninja Gaiden Love/Hate series! In this entry, we’ll be looking at Ninja Gaiden II: The Dark Sword of Chaos, the direct sequel to the NES Ninja Gaiden! With the revolutionary success of the NES Ninja Gaiden, Tecmo set about making a grander and even more ambitious follow-up to try to eclipse it. Could they achieve this lofty goal, or would familiarity and aging hardware result in diminishing returns? Read on to find out…

Love

  • More Ninja Gaiden, But Refined – For the most part, Ninja Gaiden II is more of the good stuff that we got in the original: precise controls, satisfying platforming, and fast combat. The platforming abilities especially have been improved for the better. Being able to to climb up and down any wall you grab onto is super helpful. In addition, jumps feel a tad floatier than the first game. A floaty jump can be annoying, but they’ve tuned it well here. This makes it easier to jump off of a wall and then immediately turn around to get “up” onto a platform, and can make it a easier to land a strike at the peak of your jump. If anything, combat has become even more precise. You need to time your sword strikes just right to land a hit: even a fraction of a second too early can result in you getting hit instead.
  • More Emphasis on Story – While the actual narrative of Ninja Gaiden II is very simple (the secret bad guy behind the first game has kidnapped Irene, go take him out), the emphasis on cinematic storytelling is even greater than it was in the first game. Cutscenes are interspersed a bit more frequently to tell the game’s story, and really do a good job of making you feel like you’re part of an epic quest. As far as NES narratives go, this is about the best you could look for outside of a JRPG.
  • Graphics – Ninja Gaiden was already a pretty good looking game for the NES, but the 8-bit pixel art in Ninja Gaiden II is downright gorgeous at times. In particular, the sun-soaked approach to the demon altar is jaw-dropping stuff and really gets you in the mood for an epic showdown!
  • Difficulty – The difficulty in the first Ninja Gaiden felt downright unfair towards the end, throwing so much at you that you had to either memorize the entire level, or manipulate the game’s hardware limitations to make it through with enough health to survive the boss encounter. Ninja Gaiden II seems to strike a somewhat fairer balance: most enemies move slower and more predictably, giving just enough time to figure out how to deal with them without feeling like you’re going to be overwhelmed. I also found that health items drop more frequently than they did in the first game (to the point where I didn’t know that the first game even had health drops at all!). Sure, this is still an old-school hard game with its own levels of bullshit, but it feels significantly more manageable than the first game or Ninja Gaiden (arcade) did… That said, I did end up giving up in the last level again, but I got a lot further and felt a hell of a lot more motivated to get better than I did playing the first game, so that’s a plus.

Mixed

  • Shadow Ninjas – A new feature of this game is that you can get up to two “ghosts” of Ryu which will follow you and attack whenever you do (including using your sub-weapons!), potentially killing nearby enemies or dealing bonus damage to a boss. On the one hand, I’ll welcome anything that makes these games’ difficulty a bit more manageable for me, and lining these shadow ninjas up to damage an enemy while you’re safely off to the side can be pretty satisfying. On the other hand, they feel borderline overpowered, especially since they can clone your ninja arts and just wipe the screen clean of enemies. This also results in a general sense of screen clutter. I’ve had several enemies rushing at me that I never noticed because of all the crap my shadow ninjas were doing at the same time. Finally, when you die, your shadow ninjas go away until you find more item pickups for them. This, frankly, just makes you feel like crap when it happens, leaving you significantly depowered and invariably making the run back to whatever killed you even harder than it was the first time. As cool as they can be, I’d honestly just prefer a game balanced around the player character taking on everything themselves.

Hate

  • Stage Gimmicks – By far the worst addition in Ninja Gaiden II is this game’s obsession with filling most of the levels with some sort of new gimmick… and they all suck.
    • First of all, there’s the gusts of wind that blow you around uncontrollably. You have to actively push against them, or they’ll blow you right off of platforms. This would be fine, but the main issue is that you simply cannot make a jump if the wind is against you. Winds change direction after a few seconds, so this can get you hit and/or killed if it happens at an inopportune time.
    • Then there’s the level where it’s pitch-black night and you can only see the path forward during the occasional lightning flash. Honestly, this gimmick was my least-hated one, despite being potentially lethal to have to make a jump while blind. I think that this frustration was mitigated by the sheer fact that Ninja Gaiden II‘s platforming controls are stellar, and this stage has been mercifully designed in a way that you aren’t dealing with this while simultaneously being overwhelmed by multiple enemies (also, y’know, emulation conveniences help too).
    • Then there’s the icy platforms. Is there a single person out there who loves ice levels in platformers? As you’d expect, these ice platforms cause you to slide, and standing still on one will take a couple seconds to build up momentum to be able to move again. This sort of imprecise platforming goes against the entire reason I enjoy these NES Ninja Gaiden games in the first place, why would you ruin a level like this?
    • Then there’s the level where large ruins in the foreground block your view of Ryu, platforms and enemies throughout the level. What idiot thought that it would be a good idea to have an action platformer level where you can see neither the action, nor the platforming!? I don’t think I even took a hit because of this, but it’s the principle that counts!

Overall, I found Ninja Gaiden II to be a more fun experience than its predecessor. Tuning down the old-school difficulty just a smidgen makes its challenges something that I actually feel motivated to try to overcome. It’s basically just a more refined version of its predecessor, but that’s all it really needs to be!

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Love/Hate: Ninja Gaiden (1988)

Welcome back to the Ninja Gaiden Love/Hate series! In this entry, we’ll be going back to the “true” beginning of this franchise: the other 1988 Ninja Gaiden game released on the NES! Despite sharing a name, publisher, and a release year, the two games share nothing in common. While the arcade game was a side-scrolling beat ’em up in the vein of Double Dragon, this NES game was a side-scrolling action-platformer in the vein of the original Castlevania. That said, the arcade Ninja Gaiden didn’t exactly hold up to the test of time, would this console attempt fare any better? Read on to find out…

For this playthrough, I used the original NES Ninja Gaiden. There is also a SNES re-release of the first three games in the trilogy, fittingly-titled Ninja Gaiden Trilogy, which slightly improves/alters the graphics. However, this re-release is generally considered inferior for how it fails to translate some aspects of the original experience (eg, missing parallax scrolling, altered graphics affecting the tone of certain scenes, much worse music, etc), and the controls are noticeably less-precise, which makes it a more frustrating experience. In general, it’s considered a rushed, low-quality re-release, so most fans recommend playing the originals instead. For this Love/Hate series, I played the NES originals unless otherwise noted.

Love

  • Precision – If there’s one word you could use to describe Ninja Gaiden on NES, it’s “precise”. The game’s controls are immaculate, giving you very fine control over your jumps and near-immediate feedback when you attack with your weapon. This core strength just makes the rest of the gameplay feel very satisfying as you learn to expertly line up your jumps and time your attacks.
  • Combat – Compared to Ninja Gaiden (arcade)’s extremely sluggish combat system, Ninja Gaiden on NES is incredibly snappy. Sword strikes are fast, one-shotting all regular enemies and destroying most projectiles. Despite having only two buttons and a d-pad to work with, the game also features several special weapons and techniques that you find and equip in the overworld (again, which operate like Castlevania‘s sub-weapons). They’re mapped to up + attack, which is good enough to pull off when you need it, while not accidentally using them when you weren’t intending to.
  • Platforming – Ninja Gaiden is as much a platformer as it is an action game, and those precise controls really help in this regard. Jumping feels very intuitive and landing where you want to rarely presents a problem. Any deaths from falls will almost always be down to enemy attacks or your own errors rather than the game’s controls. The game’s platforming also is enhanced due to Ryu’s ability to grab onto walls, which allows him to cling to them and then jump off. This ability provides some really creative and fun platforming opportunities that you wouldn’t expect from a game this old.
  • Narrative Presentation – Ninja Gaiden was revolutionary at the time of its release for featuring fully-fledged, animated cutscenes. Some games had experimented with this concept, but Ninja Gaiden was one of the first on NES to showcase it and to make story presentation a core part of the experience. These animated cutscenes are actually pretty lengthy too, totaling around twenty minutes of runtime! While the story itself is still just b-movie level stuff (the bad guy steals the demon statues to summon a slumbering demon and Ryu needs to get them back), it takes this plot more seriously than its arcade contemporary and lacks that campy tone as a result. I dare say that the ambition on display here arguably makes this game’s narrative a bit more compelling than some of its 3D-era successors.

Hate

  • NES Difficulty – NES-era games are notorious for their ridiculous and downright unfair levels of difficulty, and Ninja Gaiden is known for being one of the toughest of the bunch. While the game’s great controls and combat mitigate the frustration, surviving in this game often comes down to a matter of luck, or memorization of enemy placements through trial and error. It gets so bad that you end up having to manipulate the game’s spawn system, moving back and forth in specific ways to de-spawning enemies to clear a path forward. Beating the game is certainly doable with practice and skill, so it is somewhat satisfying to get to grips with, but it’s asking for a lot of commitment up-front to deal with that frustration. Thankfully, modern conveniences, such as save states and rewinds, also help to mitigate this frustration, but by the time you face off with Bloody Malth and then move into act six, the game’s difficulty goes into overdrive. You’ll have to navigate an overwhelming number of enemies, make near-frame-perfect jumps to avoid certain attacks, and you don’t even have a way to heal any damage you may end up taking. As the ultimate piss-off, the game ends with a triple boss gauntlet, where you get thrown all the way back to the start of act six if you fail. It’s just punishingly difficult and merciless, demanding perfection if you want to see the end credits. Even with save states as a fallback, the frustration wasn’t worth it for me: I gave up in act six and just Youtubed the finale.
  • FUCKING BIIIIIIIRDS!!! – This ties into the previous section, but fuck birds. These flapping bastards will spawn in as you go to jump, nailing you mid-air when you cannot react and sending you to a cheap death. Even if you know they’re coming, they move erratically, potentially landing a hit on you that you simply cannot stop with an attack of your own. I am not exaggerating when I say that these dickheads are the most annoying basic enemy in the entire franchise.

In spite of its ridiculous level of difficulty, Ninja Gaiden is well-worth trying out, even today. Given that the NES was the most popular console of its day, Ninja Gaiden‘s narrative presentation was nothing short of revolutionary, influencing all future games that would adopt more involved and cinematic narratives. The gameplay is quite fun too, although the signature old-school difficulty means that this is a game that you’ll go in to with the understanding that you probably will not see the end.

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Love/Hate: Ninja Gaiden (Arcade) (1988)

It’s time for the long-awaited Ninja Gaiden Love/Hate series here on IC2S! This series has been a long time coming, largely down to me being an obsessive psycho: it wasn’t enough to play nearly every version of the modern Ninja Gaiden games, I had to go back to play the originals for the first time too! As a result, we’re kicking this series off with the 1988 arcade game, Ninja Gaiden (which is going to get confusing fast, because this is not even the only game named “Ninja Gaiden” which released in 1988)! As a rural child of the 90s, the arcade boom completely passed me by, so I was completely unfamiliar with this game going in. How does it hold up, both as a game and as a part of the Ninja Gaiden franchise? Read on to find out…

Love

  • Old-School Charm – Ninja Gaiden feels like a relic of the 80s, which gives it a lot of sincere charm that cannot be replicated. The game’s setup is pure 80s ninjasploitation B-movie cheese, with Ryu coming to America to beat up an assortment of weirdos dressed like Jason Voorhees and Arnold Schwarzenegger. The graphics are pretty rudimentary, but they would have looked pretty good in the arcades in 1988. While I didn’t experience that era myself, they still illicit some nostalgia from me, reminding me of the style and palette of MS-DOS games from the 90s. The end-level screens where you get an image of Ryu doing some comedic activity (ordering sushi in an extremely serious manner, gambling in a suit while still wearing his mask and flanked by a couple bunny girls, etc). Best of all though are some of its hilarious and memorable sequences, such as the infamous “CONTINUE?” screen which sees Ryu tied to a table as a buzzsaw lowers towards him (better put in those coins quickly!). For all its shortcomings, I can at least see how someone can enjoy the little hit of nostalgia this game brings with it.
  • Homoeroticism – This is the most 80s-gay game I’ve ever played. The game’s opening cutscene has a lingering shot of Ryu Hayabusa’s lusciously-rendered pixel art ass. You’ve got a bunch of shirtless muscle-bound men, leather daddies, and bears beating you down for the entire game. There are muscle men sea serpents… which would be weird enough, but the fact that you encounter them in the fucking Grand Canyon makes it all so much more bizarre. The final boss has a painted mural showing off his goddamn ass in his boss room! I’m not gay myself, but I found it very funny once I noticed how unusually homoerotic this game was. Honestly, it’s kind of refreshing: this is the kind of representation that the video game industry took away from us in the 90s when it began catering only to teenage boys!
SEE? I’M NOT KIDDING!!!

Mixed

  • The Sword – When you have a sword, this game’s combat is actually fun. You can kill all enemies in 1-2 hits and you knock them back, which gives you some crowd control options. Unfortunately, this is short-lived, because the sword is a random weapon pickup that only lasts for ten hits before it breaks, what the actual hell!? Why would you develop fun gameplay and then intentionally limit it to a matter of seconds? It makes it feel worse than if it was not there at all!
    • Side-note: this is the one game outside of the Dead or Alive series where Ryu Hayabusa is using his martial arts primarily. Dude is literally choosing to save the world with a handicap.
  • The Jump Throw – By jumping and then pressing the X button when landing near an enemy, Ryu will grab them and throw them across the screen. Not only does this damage them, but it also knocks them down and stops them from doing anything for a couple seconds. This kind of breathing room is crucial in this game’s combat, so you end up spamming the hell out of it for the entire game. By the way, I do mean the entire game, as every single boss can be jump-thrown as if they were a regular enemy. It’s to the point where it actively feels overpowered in a way that’s detrimental to the combat gameplay, since you’re putting yourself at a disadvantage unnecessarily by not using it.
    • Also: they literally recreated this move in the 3D games with the guillotine throw! I love those kinds of callbacks to the classics!

Hate

  • Arcade Game Design – Arcade games are inherently flawed due to their business model requiring them to be frustrating and unfair. Ninja Gaiden is no exception. Sure, emulation and modern re-releases have given us unlimited credits and save states, but their design is still infected to the core to be bullshit. Ninja Gaiden will throw you into fights with so many enemies that you can get stun-locked to death. You end up surviving, not by skill, but by exploiting the enemy AI to get cheap kills (ie, standing in a corner and spamming the X button to hit them the second they step into your reach, jumping to a lower level and then attacking them while they’re stuck in their climb animation). This bullshit got to its absolute worst in the last level, where most of the enemies you encounter will take off 66% of your health in a single hit! How are you expected to beat this, even with unlimited credits!? I got to the last level, but it was such a piss-off that I said “fuck it” and quit.
  • Hardware Limitations – Some of Ninja Gaiden‘s issues seem to stem from the very hardware it was forced to use:
    • There’s only three buttons and a d-pad for them to design the gameplay around, and one of those buttons ends up getting wasted on a “hold” move to grab onto platforms. It rarely gets used, and the cynic in me believes that it’s only here to make players forget about it and get some cheap deaths on the few occasions where it’s needed.
    • The 2.5D layout makes it hard to tell whether you will be able to hit an enemy who is right beside you or not. Judge wrong, and you will inevitably get hit instead.
    • There is very little variety to the enemies, and all the bosses are recycled wholesale multiple times (remember, this is a ~45 minute game with only six stages, so you’re going to notice how repetitive this is).
  • The Combat – Combat in this game somehow manages to be slow and tedious, despite simultaneously swarming you with enemies. This is largely because landing a “hit” is done with a three-strike combo animation (this goes for your attacks and your enemies’). As a result, every single fight is taking three times longer to complete than it needed to. It also makes taking a hit feel even more punishing and demoralizing as you sit there for a couple seconds waiting for the animation to play out.
  • FUCKING CLAW TRIO MOTHERFUCKERS – I WAS ABSOLUTELY RAGING WHILE FIGHTING THESE SONS OF BITCHES. This boss is what it sounds like: a trio of guys with claws. What makes them truly rage-inducing is that, when you hit them, they’ll usually dodge and then perform a counter-attack. The only way you can avoid damage is if you side-step immediately. This was bad enough the first time we fought them, but they show up again in the final stage and they now will one-shot you!!! It’s so overly-punishing and spiteful, I hate these bastards with the core of my being.

Ninja Gaiden arcade is a relic of its time. As far as side-scroller beat ’em ups go, it’s very basic and would be quickly eclipsed by much faster and more complex contemporaries. As a result, it just feels so slow, tedious, and repetitive. On its own merits, it does not hold up today at all and any enjoyment you’ll get out of the game will be more down to nostalgia and curiosity rather than any actual compelling design. That said, it only takes about an hour to beat and modern emulation stymies its most egregious design choices, so at least it’s a curiosity that won’t take up too much of your time.

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Gaming Has Changed

The Switch 2 was recently shown off… and all the news we’ve been getting about it is making me more and more secure in my decision to use the money I was saving to get a Steam Deck instead. The discourse surrounding this has been interesting to see and take part in, but there was one sentiment I keep seeing that resonated with me: “I miss the days when gaming was an affordable hobby”. This really strikes me as true, as much as it hurts me to admit it. This got me thinking though: this is a pattern we’ve seen happen before, so maybe we can see how this pattern plays out to get an idea of where gaming is headed.

So what sort of pattern do I mean? Well, it’s simple: it’s the cycle we see all the time with companies and capitalism. When there’s growth, the company will do anything it can to foster more growth, because growth correlates to profit. However, when growth stagnates, they then turn to squeezing ever-increasing profits out of their remaining customers. After a massive, temporary spike in growth during COVID, the gaming industry is in a period of stagnation. After decades of wringing out efficiencies and monetizing games as far as they can go, publishers are running out of other ways to maximize profits. We’re now at the point where Sony and Nintendo’s pricing has sent the message that they no longer care if some of their fans get shut out from enjoying their systems going forward.

How did we get to this point? As much as we might want to blame capitalism and greedy publishers, the gaming industry has always had a profit-motive, and publishers have been involved the entire time, so it’s not necessarily that simple. However, I do believe this road we’re on really started in the early 2010s when microtransactions become normalized in gaming. We’d already had DLC before it, but at least DLC was adding additional content to your game and there was a finite amount of it. Microtransactions, on the other hand, were infinite and, if designed “correctly”, were necessary to enjoy the game. As a result, nearly every AAA video game was designed as 1) a storefront, and then 2) a game designed from the ground-up to funnel you to that storefront. With microtransactions providing a steady stream of profit growth, along with game companies creating efficiencies to reduce their overhead (such as the adoption of digital game distribution), the price of games and consoles was able to stay relatively low in order to sell to the widest possible audience. This then hit its peak in 2020 when COVID lockdowns caused more people to spend more time gaming than ever before, and profits hit new heights as a result.

However, this peak was short-lived. The contraction the industry has been in since has caused companies to begin cannibalizing themselves as they desperately try to continue making more than they did last quarter, to the detriment of the industry’s long-term health. For these huge companies, if you have less money coming in, then the first way to make it look like you’re still growing is to cut overhead. The most visible method that these companies have employed to this end was the elimination of over 25,000 gaming industry jobs in the past couple years. However, they’re getting to the limits of what they can currently sustain through cutting overhead, so they have to look to the next thing if they want to report profit growth: squeezing the customer. Between “microtransactions” ballooning in price to the point where we now have $500 cosmetics, to $70 USD and now $80 USD games, the squeeze is well-and-truly on. Never overlook the fact that the existence of this squeeze means that these companies have actively decided that they do not care that people who love games will be priced out of their products.

Of course, profits will need to continue to rise, even after the squeeze. If gaming continues to stagnate, which it probably will, then they’ll look to the next squeeze: inevitably more expensive “micro”transactions, or a new monetization scheme, or yet another price increase, or not adjusting the price of games when the tariffs on them inevitably go away. If you can still afford to buy the newest console and accessories, how long can they squeeze until you get priced out of it next? While the price of games has largely just matched inflation, wages have not matched inflation and, as a result, the cost of a game console and accessories is a lot harder to stomach, even if it’s the “same” price.

In the meantime, there are a couple other sources of cost cutting that the industry is looking at which may keep them from squeezing the life out of the industry for a little bit longer:

  1. Outsourcing. AAA games are extremely expensive, and most of that comes from the cost of maintaining teams of hundreds (or even one thousand-plus) team members for years before completing a shippable product. It really pushes the margins that a game needs to achieve in order to be considered a success. As a result, publishers have been outsourcing work to support studios in nations with lower cost of living. This isn’t necessarily a bad thing, but it does present the scary prospect of all but the biggest Western game studios being priced out of the market, since supplemental outsourcing is still going to end up costing more than a development studio in a country with a low cost of living.
  2. AI. Obviously publishers are going to try to cut costs with the latest tech fad as much as possible. Even if it doesn’t save them any money, being able to say that they’re utilizing AI is enough to draw attention from idiot investors. That said, we are starting to see AI being used to cut cost in games, most notably Activision and Call of Duty, which has been using AI art assets in-game and is accused of using AI voice “actors” too. And this is Call of fucking Duty, the most profitable game series nearly every year: they can afford to pay artists and still make a profit, but they’ve calculated that having garish, cheap slop put into their game is not going to devalue it enough to offset the amount of money they can pocket instead.

Now, I will admit that the issues faced by the gaming industry do, to some degree, go beyond “just greed”. The AI tech fad that we’re in has driven up the price of computer components, meaning that acquiring the resources to make consoles has gotten a lot more expensive (and basically guarantees that the base price of a console will never go down, even if components eventually drop in price). I imagine that this is a big reason why the Switch 2 costs as much as it does. Tariffs are also certainly going to play a factor in making gaming even more unaffordable (for Americans at least, although it remains to be seen if other nations will be spared or penalized to offset lost profits). And, boy, it sure will suck when China inevitably invades Taiwan and throws the global semi-conductor industry into turmoil.

Here’s the thing though… I fear that this is just the new normal. Enough people will continue to buy these expensive consoles and games that it will be worthwhile. Meanwhile, those who cannot afford it will just fall through the cracks. Maybe they’ll find ways to game on a budget. Maybe they’ll find new hobbies. Or… they’ll spend beyond their means. I honestly think that this is a calculation these companies make since credit cards were introduced: how much debt will people be willing to go into to get this thing they want? In my opinion, the advent of “buy now, pay later” services just accelerates this: you can charge more, because people will willingly put themselves into debt to buy something that they otherwise would not be able to afford.

So… what can you do if you’re priced out of gaming in this environment. Well, I’ve got a couple ideas:

  1. PC gaming is fairly economical, all things considered. Obviously, a gaming PC (even a low-end one) will cost a fair bit up-front, but the cost from there is exponentially lower than on console. Online play is free, there’s more competition so you get huge discounts on games, accessories are less expensive since they are not proprietary, etc. Oh, and that’s not even mentioning that you can get a used Steam Deck for under $300 USD, which is a pretty compelling value proposition compared to buying a console.
  2. Take advantage of companies seeking growth. My go-to example for this is fast food restaurants trying to entice you to use their apps with reward points, discounts, and free food. This is clearly just them trying to get you into their ecosystem and, when they’ve gotten enough people on their app, they’ll start cutting back on these perks. However, to that I say: “exploit it while you can”. Bringing this back to the games industry, Game Pass is often touted as the best value proposition in all of gaming, but I’m incredibly leery of it for exactly this reason. Subscription services are always one quarter of stagnation away from enshittification. Game Pass is trying to maximize its subscriber numbers, and they’re giving out all sorts of incentives to make that happen: months of Game Pass for free, AAA games launching on the service on day one, low price, etc. However, Game Pass’ subscription numbers might be starting to plateau already, and we’ve already seen Microsoft raise prices and cut features to put on the squeeze. Enjoy Game Pass while you can, but understand that, at the end of it, you’ll come out with no games that you can enjoy years later… and that’s how they’re going to try to keep you in their ecosystem.
  3. Stop playing new games. You don’t need to keep up with the new AAA hotness. Buy used systems and games, or dabble in emulation and play the stuff you never got a chance to as a kid. In the past year, I got a Retroid Pocket 4 Pro to play any retro game I could dream of, and it has been an absolute blast. I snapped up a used Xbox One and a stack of games for it, all for barely over $100 CAD. If the new hotness isn’t still enticing in a couple years, how excited were you for it, really?

That’s how I see the current state of the industry. Honestly, I hope that my analysis is wrong here, or a major shake-up occurs that makes the industry more affordable (shorter games with worse graphics made by people who are paid more to work less could be a start), but I’m pessimistic. Activision have demonstrated that, even when they have the highest-grossing game every year, they will continue to squeeze until there is no life left, and you can be sure that the other publishers will follow suit. We may not see the AAA market make an attempt to be affordable again until we get a real industry crash. At that point, some company may realize that they can capture market share by growing their audience, and then we can relive the cycle again…

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Bioshock 2’s Weird Take on Collectivism

I recently replayed Bioshock and, having now familiarized myself with Ayn Rand and her ideology, it made for a much richer experience as I was now able to appreciate its critique of objectivism. It takes Atlas Shrugged‘s premise (John Galt goes off and creates his own secret utopia of the world’s greatest minds unshackled from the rules and regulations of society), and says “okay, this is what would happen next”. I love how the game opens with Andrew Ryan explaining his ideology and then reveals the grandeur of Rapture in such a awe-inspiring way. It’s the same sort of one-sided fantasy artifice that Rand constructs in her own novels, to the point where you could go “wow, this guy might be on to something”… and then, the second you arrive in Rapture, you find that the entire thing has turned into a hellscape due to the inherent flaws of unrestrained selfishness. It is an unusually bold and politically-charged stance for a AAA video game to take, especially for one released in 2007, and it’s part of the reason why Bioshock remains an all-time classic to this day.

However, this got me really curious about Bioshock 2: I had only played a little bit of it around the time it released, but I was aware that its story revolved around taking the opposite route and critiquing collectivism. As a left-leaning individual, I was fascinated to see how they could criticize collectivism as effectively as they took down objectivism. Obviously I’m biased on the topic, but I was legitimately curious to see what they would come up with.

…well, turns out that they kind of fumbled the ball, because Bioshock 2‘s take on collectivism is really strange and nowhere near as effective as its predecessor was.

In all fairness to Bioshock 2, a little context is necessary to explain how this game came about. Irrational Games developed the first Bioshock, with Ken Levine acting as the creative lead. However, for Bioshock 2, the project was given to 2K Marin. Parent company 2K Games wanted a sequel to be developed in a timely manner while Ken Levine and Irrational Games took some time to destress and develop their own Bioshock sequel at their own pace. 2K Marin was made up of some former Irrational Games staff, but it was created with the express purpose of delivering a Bioshock sequel while the iron was still hot. So, while the game does share some DNA with its predecessor, its creative team were largely newcomers to the series, which would explain some of the differences in its writing and feel.

Also, I’m not sure if I really need to clarify this, but obviously:

Bioshock 2‘s narrative and collectivist critique revolves around the antagonist, Sophia Lamb. She is a renowned psychiatrist who was invited by Andrew Ryan to join the population of Rapture. However, he somehow missed the fact that she was a dedicated altruist and she soon tried to spread her beliefs throughout the citizenry of the city. Lamb viewed the human race as inherently selfish and tried to raise her daughter, Eleanor, in strict isolation to try to spread her ideology to her.

When Ryan realized that Lamb was undermining the ideology his city was built upon (selfishness is a virtue in objectivism), he began seeking ways to crush her movement. When other methods failed, he had her arrested and imprisoned in a secret facility where all of Ryan’s undesirables were exiled from the rest of the city. She would eventually unite the prisoners and escape, but discovered that, in her absence, Eleanor had been abducted and turned into a Little Sister. She would eventually locate Eleanor, kill her Big Daddy protector, codenamed Subject Delta (your player character), and did her best to reverse the physical and mental conditioning that Eleanor had undergone as a Little Sister. They did manage to restore Eleanor’s memories, but they were unable to remove the ADAM slug which had been implanted in her and Eleanor still harboured an intense bond with Subject Delta, who she held dearer than her own mother.

Soon thereafter, the events of Bioshock would play out and, with the deaths of Andrew Ryan and Frank Fontaine, Sophia Lamb would make moves to become the de facto leader of the populace of Rapture, uniting most of the city under the banner of her movement, which she dubbed “The Family”.

This brings us to my first criticism of Bioshock 2‘s critique of collectivism: The Family resembles a traditional cult far more than it does any political collectivist movement. Like, sure, the game will have all sorts of graffiti scrawled saying “We before I” and Sophia Lamb might talk about how she will redistribute wealth by intentionally losing at poker, but we don’t actually see this altruism play out or how it has made Rapture any different than it was under Ryan and/or Fontaine’s selfishness-above-all-else rule. The place is still an unlivable hellhole after nearly ten years of Lamb’s rule of the city, inhabited by a bunch of murderous, ADAM-addled psychos. Sure, they follow Lamb’s orders, but they also followed Ryan and Fontaine, so this isn’t a new development, it just seems to be how Splicers operate: they follow whoever controls the ADAM. From what we can see in-game, The Family is a cult of personality with little ideology beyond “do what Lamb says”.

This is just unfortunate – if they actually wanted to critique collectivism, one of the most effective ways to do that would be to give us some sort of contrast between how the city operates under Ryan and Lamb, but we just don’t get that. Having a bunch of raving, drug-addicted psychos roaming the streets made perfect sense for Bioshock‘s critique of extreme selfishness. But a city united under collectivism, which is all about trying to build communities for mutual benefit, why are they still a bunch of murderers and psychos? What the hell has Lamb been doing the past ten years? You’d think that she’d try to get the city back in order at some point, right?

Now, I will admit that this could be because the writers were taking a centrist position, that “extreme selfishness and extreme altruism are just two side of the same coin!” which is why their results are so similar. This is entirely possible, but even if it was the intent, I still think that their critique of collectivism was extremely weak in comparison to their critique of objectivism. Ultimately, I think we really know why Rapture isn’t much different than it was in the first game: 2K Games wanted the game to play like its predecessor, so they just kept things the same and didn’t really worry about how that might undermine their game’s themes.

Ok, so Rapture isn’t any different than it was in the original game. But how about Sophia Lamb herself, can we glean any social commentary from her philosophy?

…not really? Or, at the very least, it’s nowhere near the same level as Andrew Ryan.

Like I said before, Sophia Lamb’s core belief is that humanity is inherently selfish. She learns that Jack (the player character of Bioshock) was subjected to mind-conditioning that took away his free will and she becomes obsessed with the idea of removing a person’s sense of self. This conditioning, combined with ADAM’s ability to retain the genetic memories of the person(s) it was harvested from, could allow you to splice a person of strong moral fortitude who has the memories of hundreds (or thousands) of individuals, losing their sense of self in the process. Lamb aspires to create this figure to become a selfless Ubermensch that will inspire everyone to give up their self-interest for good.

So, like, you can kind of see why this isn’t landing for me the same way the original Bioshock did, right? Bioshock 2‘s take on collectivism is a pure fantasy that literally no one in real-life is advocating for. Don’t get me wrong, it’s a decent video game narrative in its own right, but it’s not saying things about real-world political concepts and philosophy the way that its predecessor did. It reminds me of what I have said about the whole Inception vs The Matrix debate: one’s saying things about real-world topics in an insightful manner that demands that you engage with it on a deeper level, and the other’s just a fun action romp. You can enjoy either, but don’t try to tell me that the fun action romp’s got as many layers as the other.

Now, to be fair, there is a classic, collectivist philosophical dilemma at the core of this game’s narrative. By coincidence, the procedure that turned Eleanor Lamb into a Little Sister has left her uniquely suited to absorb the amount of ADAM necessary to create Sophia’s Ubermensch. As a result, Sophia decides that Eleanor’s wants and needs have to be sacrificed for the “greater good” of inspiring others to embrace altruism. This is pretty basic philosophy and it does give the game some depth, but it doesn’t have nearly the same kind of bite as the first game’s more pointed commentary. Like, okay, a collectivist movement built around a cult is probably going to justify doing bad things to achieve dubious ends.

Furthermore, if we’re being honest, Sophia Lamb’s beliefs seem to hinge more on humans being inherently selfish than they do on collectivism. Throughout the game, she taunts your character for being a mindless drone, but if you choose to do good actions (rescuing Little Sisters and sparing some NPCs’ lives), she gets angry that you’re defying her beliefs in humanity. This also ties into the game’s endings, where your choices either result in you proving Lamb right by acting selfishly (the bad endings), or wrong by being merciful to others (the good endings).

I guess this is just me complaining about spoiled expectations: Bioshock had interesting things to say about real-world politics and philosophy, so I assumed that Bioshock 2 would as well. Now, this is entirely speculation, but I believe that this decision to make Bioshock 2 revolve around the opposite political extreme than its predecessor dictated how much more shallow the real-world political critique in this game ended up. Like, criticizing objectivism is super easy, even I can do it. Criticizing collectivism, literally “doing the best for the common man”, though? Yeah… uh, I guess we’ll make up a whole new, tangentially-related collectivist offshoot philosophy for this game. Is that bad? No, it’s a different approach, but it does not resonate with me anywhere near as deeply as Bioshock‘s approach did.

And that’s just a shame.

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