Okay,

I've dabbled into a lot of Character Action games for the past three years and was excited to finally give this one a swing since the 3D Ninja Gaiden games are the only few CAGs I have yet to explore, but after finishing this one I can't help but find myself having very mixed feelings on it. I feel like an insane person for not liking this as much as I should, considering how much praise this game gets around the CAG community, and while there are aspects of NGB I like a lot, I couldn't help but be a little dissatisfied with this one.

That disappointment stings more for me considering I took a full week trying to get the game physically and pulling out my old Xbox only to find out my Xbox's disc drive stopped working when I was testing it, an issue notorious with old Xboxes. The Xbox is kind of a worthless console, like if this thing didn't have Halo I'd probably prefer owning a Dreamcast. Couldn't emulate this game either because Xbox emulation is still very far behind and unstable. But luckily I still had my 360 laying around (until I realized I had no controllers for it so I had to spend another 30$ on one) so I could finally play it. Thanks Microsoft for at least having decent backwards compatibility on your platforms. This'll be the one credit I'll give you, you evil bastards.

Tangent aside, finally booting up this game after all the trouble I went through had me on the edge of my seat. The game makes a strong first impression. This is hands down one of the best looking Xbox games and it still holds up fairly well to this day with the exception of overly shiny, plasticy looking character models common in the 6th gen era of consoles, but even they have a higher polygon count not seen before from that era. The most notably impressive aspect is the animation. Ryu’s movement and attacks have a perfect amount of weight and impact to them. Whether you’re running on walls, doing the Izuna drop, or doing a fully charged Ultimate Technique, the game never stops selling you on the idea that Ryu is this badass skilled ninja. His weapons also have some of the most visceral sound effects in any CAG I’ve played. The swords have this loud comical slicing sound upon every hit while the flail’s whipping sounds always made it fun to, well, flail around. The presentation of this game cannot be understated and the fact the game always runs at 60FPS (arguably the most necessary inclusion for these types of games) is beyond impressive. On a technical level, Ninja Gaiden Black is still a mind-boggling marvel.

The game also makes it apparent how different it’s combat is almost immediately from it’s competition. You notice right away Ryu’s moves have quick start up frames but a ton of end lag to them, necessitating every attack to be a commitment and inviting enemies to punish Ryu upon missing, and enemies don’t let up, they’re dynamically aggressive and hit like bulldozers. Ninja Gaiden Black enemies see you from a country mile and will make an immediate B-line towards Ryu upon smelling him. They’ll charge in numbers, dodge/jump over your attacks, grab you if you’re blocking for too long, throw projectiles or shoot guns at you etc. This makes every encounter an immediate threat to be dealt with, but upon successfully killing them you get rewarded with Essence, a multi-purpose item that either gives you currency, health, or Ki charges (a limited use special move Ryu can use), but what’s interesting is charging a strong attack near these will absorb them and decreases the time needed for an Ultimate Technique, a super powerful move that does devastating damage and makes Ryu fully invincible during the animation, but normally requires a long charge up time to activate them. Normally these Essences are picked up automatically near Ryu, but if Ryu is blocking they won’t be collected, allowing the player to choose whether to take them for their bonuses or absorb them with a strong attack for a quick UT. This turns the combat encounters into a gigantic split-second decision making balancing act where the player upon every kill has to decide whether to collect their earnings, heal, refill their Ki, or sacrifice all of that for a more aggressive option in combat. All of this makes Ninja Gaiden Black’s combat stand out from other CAGs I’ve played, and on paper this makes for a really engaging combat system. Here’s the thing though, as I got more comfortable with how NGB works, I found I liked these ideas more in isolation.

The reality is because a lot of Ryu’s normal combos aren’t rewarding enough to justify them in normal use, it railroads a lot of the combat into doing the more obviously viable options. A lot of Ryu’s combos surprisingly don’t do a ton of damage, can’t deal crowd control very well, and carry a lot of end lag baggage with them, making them feel flimsy and weak to throw out. Except for one: The Izuna Drop. For the low cost of 100 Essence at the shop, Ryu gets a combo from a light > strong attack launcher that puts him in the air to execute it more safely, instantly kills whatever is in it, and does a small AoE when he lands on the ground to deal damage around Ryu which makes him more safe upon landing. This works for every human-sized enemy in the game, and while the Izuna Drop is indeed the sickest move in video game history, I begrudgingly became rather tired of looking at the same animation for the 200th time to set up essences around me for UTs with every Ninja/Soldier/Human-sized fiend demon thing that approached me. To compensate for this, you sometimes have to fight larger sized enemies with super armor moves or weak flying enemies that ask you to think more outside the box, but even they have a samey feeling strategy attached to dealing with them. Because UTs reward is so massively safe and strong, this makes fighting the larger enemies like the dinosaur fiends or zombies with full UTs the more sane option and the same can be said after killing a few smaller enemies and waiting for the rest of them to charge into a UT. I see a lot of praise go towards the humanoid enemies in this game like the Spider Ninjas, but not these enemies and because none of them are fun or interesting, and don’t get me started on the command grabbing Ghost Fishes that spawn in front of you in swarms and can pin you down and loop you if you don’t mash fast enough. For about 90% of the encounters in this game I found myself rolling back and holding Y near essences to watch the same five second animation over and over again or positioning myself to do an Izuna Drop on a human enemy over and over again, and after a while I couldn’t help but find the combat surprisingly dull and stale, no matter how cathartic that Izuna Drop animation is.

But if I wasn’t straight up bored by the lack of options in combat, I was frustrated with the design decisions that the game was built around. The most obvious complaint being that Ryu has a 3rd person manual camera throughout but lacks a hard Lock-On mechanic similar to games that predates NGB like Kingdom Hearts or Devil May Cry and the game’s soft Lock-On is not really intelligent, making it a real hassle to reposition the camera in the middle of combat to see the enemy only for a move to miss because Ryu wasn’t targeting the correct person, or if he was targeting anything at all. I’ve grown more and more disdain for manual cameras in CAGs that aren’t Bayonetta or God Hand (But even Platinum Games had to compensate for Bayo’s camera by making it so enemies don’t attack you unless they’re on screen, despite that game both having a soft and hard lock-on. This is why the isometric camera in The Wonderful 101 was good, people! Because you didn’t have to manually adjust the camera to see what you’re fighting! It just simply displayed everything on screen! It was just too “different” for you guys to appreciate!) so this is like a CAG nightmare for me. It also doesn’t help that the game doesn’t really care where these enemies are placed. A lot of praise is given to this game for it’s Resident Evil-esque level design, but the cramp hallways mixed with the aggressive enemies makes it so you will get side-swiped by enemies running at you with an attack near a corner or shot at by a bullet across the level on a first playthrough. It’s like they designed the map first and made the decision for the game to have hyper-aggressive AI after. The most funny example I found highlighting this haphazard enemy placement was at a save point in chapter 6 I walked out and was immediately surrounded and hit by three Spider Ninjas that were spawned just a little off-screen from the save point. This was the only example of this happening near a save point to be granted and may have been intentional for this one save point, but stuff like this happens in normal play nearly all the time, especially in the city missions.

Speaking of the city, let me bring back that Resident Evil-esque exploration into the spotlight again. A lot of praise is given to it’s lock and key design similar to those games, but here I don’t like it. Because this game is chapter based, when a chapter ends there are a lot of times the game doesn’t give you good direction on where to go next unless you’re in a linear set piece chapter. You kind of just have to stumble around the city to look for a key item that just might be relevant to the current chapter you’re on. (Some of these items you grab don’t even get used till the end game like the stone tablets.) and some methods of getting them are clumsy. Like in chapter 5 you’re supposed to go into this bar and the guy tells you that you need a ticket to get in. I’ve walked around the plaza for a while fighting the same enemies respawning over and over again only to figure out I was supposed to go into Muramasa’s shop and buy something to trigger a cutscene of him giving me the ticket, even though before I triggered the “need ticket” cutscene I actually visited Muramasa’s shop beforehand. I have no idea why he couldn’t just give me the ticket when I visited his shop for the first time, but it made the realization all the more frustrating when unintuitive flags like this show up in the game’s progression. The level design also makes the chapters long dude, like I was clocking in about 30 minutes to an hour each chapter, ballooning the runtime to about 17 hours on my first playthrough (HowLongToBeat reports around 16 ½ hours.) making this the longest CAG I’ve played so far. Even The Wonderful 101 which I always hear criticized as being too long is only 14 hours, and that kind of pacing for an action game like this is grueling and tiresome! Chapter 11 is all about fucking swimming in water for half an hour and then the boss fight shows up and it’s Doku, your rival fight the game built up to! In a level where you barely have combat encounters for the entirety of it! Why!? This is like Jeanne 4 being after the 40 minute After Burner level in Bayonetta levels of bad here and nobody talks about it! At least let me dry off my boots a little.

The boss fights in Ninja Gaiden Black is kind of what kills this game the most for me personally. One of the things I love the most about CAGs is how many of them come up with very unique and interesting boss fight concepts to test your mastery of the game’s mechanics. They’re usually my favorite parts in each of these games, especially rival fights that pit you against an opponent that mirror the strength of your character like Vergil from Devil May Cry, Jeanne from Bayonetta, Azel from God Hand etc. Good boss fights alone is what gets me coming back to replay these games, and I think here in NGB they’re all kinda bad! Don’t think I can name a single one I liked except for maybe Alma, because she dodges around your attacks dynamically which forces you to deal with her attack animations and punish them quickly, which can lead to her getting knocked down for more attacks on her deleting mass chunks of her health bar. Everything else though are either kind of boring like the boss in Chapter 4, or the bone dinosaur, or the dragon, or the rehash fights of the tentacle monster or the elemental worms (You hit a big thing that doesn’t flinch and dodge it’s slow super armor attacks at the right time.) or boss fights in the military base chapter where you fight two tanks and a helicopter where all you do is shoot arrows at it with your bow and roll away to go refill them. (Boy I hope that's not a trend in the sequel!!!) and then there's just fights that don’t make a lot of sense even after beating them? Doku was easily the biggest disappointment for me because he not only highlights how limited your combat options really are in this game with his arbitrary windows to deal damage to him without him blocking. (Speaking of which, you get this jumping dive attack with your Dragon Sword called “Flying Swallow” that kinda breaks the game, and Team Ninja knew this so they made the bosses simply not take damage from it, rather than just rebalancing the move better. Lol.). It was incredibly frustrating to go after him with a laggy attack while he was throwing his sword only for the sword to magically appear back into his hands, blocking the attack and punishing me before I got a chance to dodge roll. Very unsatisfying rival fight, and then you get to fight him again in his spirit form with a worse arena and camera! Aw yeah now this is gaming!

Look, I get it, I get that there's a lot of people who are really into this game. Whether I watch videos of it, scroll through reviews, or talk about it in Discord servers, there's a lot of people who herald this game as "THE GOAT" or "ONE OF THE BEST XBOX GAMES" or "ONE OF THE BEST CAGS" and yeah I get it, there's still a lot to like about this one. It's presentation is slick and sharp like a katana blade, the game does it's best to give Ryu all the grace of a badass ninja whether he's running on wall to wall or elegantly finishing off crowds of enemies in rapid succession. Putting all my grudges with the combat aside, there's a genuine satisfaction in stumbling into a room with seemingly infinitely spawning enemies and after clearing it being rewarded with a health upgrade, it triggers all the dopamine receptors in my brain most of these dumbass games give me. But like any other blade you use for too long, I found it to dull out on me after a while. Annoyances I've had with the combat and level design kept rearing their ugly heads over and over again and I just kept wanting the game to be over 4 hours ago and yet Team Ninja kept insisting to throw more gimmicky sections for another half hour chapter at me. I know this review is probably my longest and rambly yet, but as I said, this is what the game did to me: it made me feel like an insane person bro! So many times this game made me turn over my shoulder and look at my library of CAGs I could be replaying that arguably does a lot of the things this game does but better. I thought about replaying this game on Hard mode before writing this down, but then I thought about fighting those fucking Ghost Fishes again and figured I'd take my internally planted advice and go replay Bayonetta instead.

Sorry guys. :/

Reviewed on Dec 18, 2021


9 Comments


2 years ago

I'd encourage you to give the game another shot if you can find the time, I used to be an NGB hater myself until I sat seriously sat down with it and tried out the other difficulties. A lot of the weird stuff (level progression/event flags, camera, game length) becomes less and less of a problem the more you get used to the quirks, and a lot of dominant strategies (like the izuna drop) are substantially less viable. Generally though the game doesn’t have the craziest attack options in the world, even at high level play you’re gonna be using UTs pretty heavy. What makes the game so special to me is that I feel it has the best neutral/positioning element of any single-player game, and if that's not something you care about as much as having a massive moveset than I guess it's not something you'll be into.

2 years ago

@GoufyGoggs I really appreciate the comment! Know this game means a lot to you. I'm not opposed of doing a hard mode playthrough in the near future, I'm just currently going through other things. I definitely don't think I detest the game or anything and I actually do like the whole spacing element Essences provide to the combat even if it railroads normal encounters too much for my liking. Perhaps I may have been hit with a lot of "bullshit moments" during my first playthrough and I think I'll warm up to it overtime (It's kind of the part of the course with CAGs tbh, I used to be mixed on Bayonetta till I gave it another chance and fell in love with it) but I do feel a lot of those moments really did hamper my enjoyment, which is doubly strange since I don't see a lot of people talk about them.

2 years ago

This comment was deleted

2 years ago

TBH this review makes me seem surprised it got up to a 3/5 and not lower given the tone.
>replay bayonetta one of the most mediocre action games out there
L

2 years ago

@Zarathusta this is the second time someone on this site tried to convince me Bayonetta 1 is mid when I brought it up. Wild.
Luckily it isnt, it's a lot of fun

2 years ago

I've been replaying NGB on hard recently and I get where most of your complaints come from. The game definitely feels a bit too long and drawn out, considering how relatively small your pool of worthwhile moves is. I feel the bosses get significantly worse on hard because they add in minions when it's clear a lot of these bosses weren't designed with having them in mind. That all said I still quite enjoy it. It's not DMC1/3/4/5, or TW101, or Bayonetta, or Godhand, but it's still fairly high on the action game totem pole.

2 years ago

@JetSetSet That's totally fair! I'm glad you can acknowledge and understand the flaws I highlighted here but still enjoy it regardless. I'm still not opposed into trying another playthru even if that may be for awhile, game left me for exhausted of it by the end. Don't want to take other ppls enjoyment away from it though, this account is about my personal feelings on something at the end of the day haha

1 year ago

Itagaki's design philosphy is miles apart from what Kamiya has always been doing so I guess it makes sense if you really like Bayonetta that you'd feel that way about NGB. I think it all depends on how you consider those games in the first place. NG was meant to be a brutal BTU with a heavy focus on combat mechanics and being punitive for the right reasons. Itagaki and Itsuno both have a fighting games background (DOA/Capcom Vs SNK 2) and it shows in their games (that's why DMC3/4/5 are infinitely better in their battle system than DMC1 ever was). Now Kamiya has always been more about pure entertainment and less about creating cohesive combat mechanics. I like his games for this reason, because you can just stroll through them, abuse busted shit if you know how to and just have a good time overall (especially your first playthrough). You won't get bored playing them because he'll throw a plateforming sequence there, then a shmup one, then some puzzles or something like that. The main focus is creating a diverse experience that won't frustrate or get the player bored. It's more about instant fun so of course it's not as satisfying to play as NG especially if you grind through all the difficulties. Don't get me wrong I mastered Bayonetta twice and had fun every time. But I think once you dive a bit deeper into the game mechanics you realize it's pretty bland compared to what a game like NG has to offer, which is expected since the focus in their game design is different in that regard. Mikami kinda fits into that category too, especially with God Hand which is a great game but again, once you analyze the moveset it makes you realize how clumsy it is designed and balanced.

Sure NGB isn't exempt of issues but I feel like it's the closest thing we'll ever get to a perfectly crafted 3D BTU experience with a real, cohesive focus on combat above everything else.