More often than not, the Shinobi series liked to jump around and try different things instead of finding its footing with truly iterative sequels (ever play The Cyber Shinobi or Shinobi Legions? The latter is better than it looks, promise!), so Shadow Dancer is all the more valuable for that reason. It was the one time they looked back at what they had accomplished and said, "how can we directly improve upon this?" Revenge of Shinobi to Shinobi III and the PS2 Shinobi to Nightshade could be argued to be iterative sequels, but in my mind, they make different enough choices that there's just enough riskiness in the design so that they're not totally iterative. If you like the original Shinobi, I'd be incredibly surprised if you didn't like Shadow Dancer, and if you ask me, it's a straight improvement upon the original arcade classic.

One thing worth noting is that the arcade version of Shadow Dancer is a different game from the Genesis version. The Genesis version is probably a bit superior overall, I'd say, but they're close enough in quality that playing both is my recommendation. There aren't all that many Shinobi-likes running around, so why not enjoy both?

Shadow Dancer really isn't much different from Shinobi, but the things it adds make a notable difference, the main one being the addition of a dog companion. Not only is that inherently cool because it's a dog, it adds a really nice layer of strategy that the game takes full advantage of. Your canine friend can be sicced on an enemy to stun them and leave them open to attack. This is great for reducing the amount of attacks coming your way if you need to handle a pincer situation or if you're not quite sure how to get past a trigger happy enemy. It's not a foolproof thing, though, because the dog can be hit by enemies and rendered unusable for just long enough that his absence will get you killed. Thus, you need to know what enemies to sicc him on and when to keep him at your side for something that might come up later. Enemies that use guns are a prime target if they're not crouching, whereas enemies with shields will usually knock him away before he can do anything. He's an unlimited resource, but not one that's without flaws, lending Shadow Dancer an interesting ebb and flow that gives it an identity when compared to the original game.

Shinobi, like Rolling Thunder before it, is all about approaching an engagement from the right angle or with the right timing. Combat itself is little more than just pressing the button because you and everyone else are taken out in a single hit, but how you choose to start the battle is the difference between cleanly surviving or ending up in an unavoidable deathtrap. Shadow Dancer uses the addition of the dog to provide new kinds of situations that strongly encourage a calculated approach. A lot of the level design is even more vertically oriented than in the original, which leads to plenty of situations where the enemy has the high ground or you're "forced" to step down into an obvious trap. Normally, these situations could be cheap, but having your dog friend lets you get the jump on them in ways not possible. That risk is ever present, though - what if you use the dog to get past the next segment only for the next one to throw a jumpscare at you that would be way easier if he wasn't on cooldown? Well, that's where the game's place as an arcade title comes into play; you're gonna die, you're gonna have to learn where enemy placements are, but once you do, you really can take out every single foe with surgical precision and the exact right allocation of resources just like a ninja should.

Beyond that, Shadow Dancer plays it faithful. You've got four areas, including caves, an airport, a bridge, and sewers, boss fights, and a between level minigame that feels like it's impossible even though it surely isn't. The aesthetics are totally on point, as you'd expect from a Sega game, so much so that there's graffiti on one of the walls that literally says "Sega Aesthetics"! There's a dark, grungy vibe to Shadow Dancer that's far removed from Sega's blue skies reputation, but it really works for creating an atmosphere of tension, one where you never quite know what's going to jump out at you. The bosses are an interesting batch, too, the most notable of which being a robot train thing and the final boss, who summons these weird, tiny floating ninjas at you? It's very strange and actually made me laugh out loud the first time I saw it, I'll admit, but when she drops the act and comes at you herself, it goes from funny to nightmarishly difficult!

Shadow Dancer is everything good about the original Shinobi and more. The dog adds a lot, the level design is even more thoughtful, the visuals are improved, the new power-ups instill even more variety, and the difficulty is more reasonable. They even cut out the "preventing continues during the last boss without warning" thing that nobody likes! Though Shadow Dancer ultimately wasn't the future of the series and isn't on the level of Revenge or Shinobi III, it's still a quality game worth running through at least once. There are different schools of design one can apply to Shinobi, all of which proved to be successful in their own ways, so having a "definitive" version of the original style in the form of both Shadow Dancer games is a very nice thing to have. Even if you prefer the later Shinobi games, heck, especially if you do, you should really give this one a try to get a better idea of how the series became successful in the first place. Sometimes, it takes thoughtful iteration on something to understand what choices are timeless and which ones need to evolve with the times before you can really go wild with future ideas. You gotta practice your dancing before you can become a master, after all!

Reviewed on Sep 26, 2023


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