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Graphics & Sound:
Jeez, the guys at Namco sure take their sweet time releasing GunCon games. Ninja Assault, appearing in arcades back in early 2000, just now arrived for PS2 this November. 'Why the delay,' you might ask? Well, judging from the console version, it's a bit hard to tell. From the looks of things, no extra effort was spent on improving those graphics. Ninja Assault isn't an ugly game by any measure -- in fact, it was one hell of a sharp-looking shooter two years ago -- but something just doesn't seem right on the PS2. Textures could be clearer, colors should be brighter. Nothing seems to jump out and astonish, although it could be much worse. A few small touches would've been nice, though... maybe some realistic-looking waterfalls for a change, or a tad bit more animation for the main characters, perhaps. The sound department surely doesn't impress either. I mean, how many times can Namco re-use the same effects from their previous shooters before someone catches on? And the voice acting - well, it's very effective in a couple of scenes, and traditionally laughable in the rest. Kagenin, one of the main villains, sounds almost exactly like James Earl Jones in his prime; everyone else talks like a moron with a speech impediment, but I suppose that's just how a Namco shooter has to be. The cutscenes are awkward enough, but when there's absolutely no music playing when there really should be some, it becomes downright sad. Also, each enemy in the game has, at most, two different sounds to emit, so monotony sinks in pretty fast. Shame on the audio team paying such little attention to detail in this one!
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Gameplay:
Don't even worry about the plot, because it's pretty stupid. I'll summarize: back in feudal Japan, two ninjas with magical guns (yeah, guns) have to rescue the princess from a bunch of demons that strangely resemble enemies from every other shooter you've ever played. If you're familiar with Time Crisis, Point Blank, or hell, any game with a gun, you know how to play Ninja Assault. Aim, shoot, and try not to get hit. Boring, right? Well, the alternate history theme is really the only unique aspect the game has going for it. Ninja Assault takes place in a fantasy Japan where the supernatural mixes with technology, and, despite a somewhat weak plot, it's a pretty neat departure from the norm. I know it may seem like I hate this game judging from the review thus far, but I'll admit I was blown away by its initial coolness in the arcade and therefore couldn't wait for the PS2 release. See, Namco always packs in extras like new weapons or training missions, and they sure didn't skimp this time. Aoi, an oddly attractive markswoman out for revenge, now joins the original heroes, Gunjo and Guren. In addition to Arcade Mode, different combinations of the three characters have their own custom 'chapters' in the home version, featuring all-new levels, bosses, and hero-specific abilities. One might even say -- if they were stupid, anyway -- that it's like four games in one. Completing each chapter will open up new challenges in the bonus Mission Mode (which aren't as cool as Vampire Night's, but do entertain for a while), so there's still plenty of replay value to be had after completing the original version.
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Difficulty:
Settings range from Very Easy to Very Hard; players accustomed to Namco shooters (and who isn't by now?) shouldn't find this one too tough on Normal, even though survival relies mostly on memorization. There aren't many 'spontaneous' moments during the game where you'll notice an enemy in a different place from the previous sitting, but sometimes it's just impossible not to get hit. Unlike with Time Crisis II, I don't think I could ever beat this game on one credit in the arcade. For example, sometimes an archer will sucker you into shooting down an arrow, while some spear-carrying demon instantaneously appears and skewers you with no time to act in response. Other times, there'll be about four projectiles coming at you while you're stuck fending off melee attackers, given maybe half a second to react. Times like these are frustrating, but since beating extra modes will award you with additional continues, it shouldn't be tough at all to clear Arcade mode once you've proven yourself.
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Game Mechanics:
Strangely enough, Ninja Assault doesn't make use of the GunCon 2's reload button on the base of the grip to actually reload; instead, players must shoot off-screen as usual, and activate Ninjutsu powers with the reload button as an alternative. Kinda weird. Also, as with the other GunCon games, make sure to spend as much time as you need to calibrate the gun perfectly. If incorrectly calibrated, the crosshair jitters like crazy and won't register in corners very well, causing unwanted reloads and missed shots during the heat of battle. Oh, why can't they make 'em like the Sega Saturn guns again? Now, I understand that Namco wanted to add a good bit of console-exclusive goodies and what not, but Vampire Night showed up in arcades one year after Ninja Assault, and got a home release just a few months later (and chock full of fine extras, I might add). It's cool that so much was included, but this is still too little, much too late. Buy this one only if you're a die-hard shooter fan with an addiction to soothe. If you're looking for innovation in the world of light gun games, though, consider Dino Stalker or even Point Blank 3 for PSX before looking into Ninja Assault.
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-Ben Monkey, GameVortex Communications AKA Ben Lewis |
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