Tagged: From Software

Done Playing: Ninja Blade (Xbox 360)


Ninja Blade

Image via Wikipedia

Ya know how we all agreed a few years ago that Quick Time Events were getting old and should be kept to a bare minimum or eliminated altogether? That memo apparently didn’t translate very well because From Software’s ‘game designed for Western audiences‘ has more timed button presses than Dragon’s Lair, Space Ace and Shenmue combined. They are pretty forgiving and rewind time to let you retry should you fail but the icons are easily lost among the insane action and the buttons don’t always relate to the move that Ken is about to do. Sometimes an ‘attack’ command is X, sometimes Y, and sometimes it’s ‘Press Left’. What’s maddening (and exhausting) is how many of these scenes there are and that you’re scored on how perfectly you press the buttons. You might think it’s odd that my final thoughts on Ninja Blade start with QTE’s but, seriously, that’s how big a part of the game it is. If you absolutely despise them, skip this game.

And yet there’s more non-sword-slinging gameplay to mention in the abundance of on-rails shooting gallery segments. Several times throughout the game you’ll be put in the decidedly un-ninja-like position of tailgunner, tasked with keeping a stupid array of enemies off of your helicopter or armored car. These sections are never fun and the animations for reloading and changing ammo type take way too long and pop up at all the worst moments. There’s even one of these sections during the final boss battle with no clue is ever given that you’re best advised to switch to your rocket ammo and shoot the big guy in the face… or hand, I’m not sure I ever really figured it out.

In between all that, though, is a decent third-person action romp that wants to trump Ninja Gaiden really badly but just never matches the perfection of Team Ninja‘s gameplay. Probably because they didn’t waste their time on QTE’s and shooting segments.  Just sayin’. From Software missed another important memo that most developers seemed to pass around the office a few years ago, RE: Overpowered combo. Once you level up your basic sword a couple times you unlock this incredible combo where Ken grabs his katana with his foot and does some slick breakdance fighting moves capped off with a powerful lunge kick maneuver. It’s unblockable and unbreakable by most enemies and it even cuts through bosses like a ginzu through a tin can. The latter half of the game is a breeze once this is unlocked but it turned out to be a good thing because there’s one more last-gen herring that From Software slaps you in the face with: the repeat boss battles. Just like Mega Man, you’ll find every boss you already QTE’d into oblivion has magically been conjured back to life and given a power boost. Thanks to that breakdance combo it’s not a devastating setback, just a clear play at padding the length of the game.

I’m going a little long here so I’ll sum it up with this: Ninja Blade wants to appeal to you — average American man with a 401k and a lawn to mow — but everything from the over-the-top antics of the QTE scenes to the jive-talkin’ characters to the old school (and oddball) Japanese designs puts it squarely into the Rental Only category. The only motivation to play again is to top your best scores and finish leveling up weapons and I’d done all that I wanted to with the game in just over seven hours. A bargain bin lark, maybe. Free Blockbuster rental coupon you found in the couch, yes.

Done Playing: Armored Core 4 Answer Demo (PS3)

Armored Core 4 Answer

 

There are several constants in gaming, events and franchises that you can rely on year in and year out. Madden football, Dynasty Warriors, and Armored Core. Since the original PlayStation From Software has kept the almost-sim-deep mech action series going with tiny improvements in each new release. Armored Core 4 Answer marks the series second next-gen outing but judging by what I’ve played in this demo the franchise has yet to really grow beyond its meager mech beginnings.

Sure, it’s pretty but things still don’t run so well. Jagged visuals and screen tearing litter the demo’s desert landscape where an impressively gigantic walking battle station is trudging toward its final target. You arrive with the help of a huge jetpack array that lets you cross the post-apocalyptic landscape in seconds. It provides an impressive feeling of space and speed but once you get close to the juggernaut you’ll feel the clunky 90’s gameplay catch up with you like a sonic boom.

Aiming and moving your mech around should be simple and intuitive but here everything feels loose and slippery. Even in the relative safety of the behemoth’s underbelly, taking my time to aim at its armaments was frustrating and my ammo was depleted well before I was prepared to attack its top side. On my next try I decided to fly up top and assault the monster one flight deck at a time. Big mistake. The top side is a hotbed of enemy activity, loaded with hundreds of missile launchers, gunports, and roving bodyguard mechs. My flight time lasted about 35 seconds. All in all I played about eight times through the demo and each time I was bested, first by the shear number of attackers and ultimately by the gameplay itself.

The scope of AC4A is impressive; that gigantic walker puts any ol’ AT-AT to shame. I wanted to see myself buzzing across the flight decks, dodging Macross-style missile tracers while battling mechs and navigating between the gargantuan legs below. Unfortunately, the gameplay just isn’t slick enough to pull it all off. The best I could do was duck back between the huge legs while sniping at missile bays from below with my tiny robo-pistol. Not exactly the thrilling mecha experience the trailers have been pimpin’ out. But, like Koei’s Dynasty Warriors, Armored Core has its base of rabid fans who make the most of the gameplay for the fanservice and intertwining storyline and I’m sure AC4A will deliver on those accounts. For the rest of us, it just hasn’t evolved quite far enough.