

#NINJA GAIDEN SIGMA REVIEW PORTABLE#
These are highly customized characters and they still look really similar.Ever since handheld gaming achieved a level of processing power that could handle 3D visuals, it's become an unwritten rule that at least one launch title must be a port or remake of a popular console game - just to prove that the new portable can live up to all the cosmetic hype. You can expect to fight numerous big-bads repeatedly and to do so in the same predictable fashion you did last time. Worse, Ninja Gaiden recycles bosses frequently. Instead, enemies regenerate lost limbs, repair their bodies, or have armored plates protecting what you thought you destroyed. Bisecting a Goddess and cutting the arms off a biological experiment could have been climactic finales to otherwise uninteresting, too-similar spectacles. Once you've killed 20-50 guys, you'll exit the arena, enter another, and fight 20-50 more hostiles. Every so often you'll unleash magic to wipe out everyone on-screen. You'll kill a dozen or so identical enemies in a locked arena, wait for the next wave, and do it again. Structurally, it feels more like Dynasty Warriors than anything else. How is the perspective more distracting and disorienting in 2012 than it was in 2004? More importantly, how can something this chaotic be so thoroughly unexciting? Such archaic design dominates Ninja Gaiden 3. It tries to highlight big moments via swooping angles and cool cuts, but it can't keep up with the events. The most challenging thing about Ninja Gaiden 3 is dealing with its confused camera. In another questionable step backward, Ryu sticks with just one weapon for the entire game. In addition, the erratic and unreliable targeting means missing marks more often than is acceptable for a franchise revered for precision. Repetition sinks in early, hits hard, and doesn't let up. Ninja Gaiden compensates for this with a disarming quantity of guys to kill, which is a cheap cop-out that emphasizes its creative vacancy.

More often than not, the soldiers, ninja, or monsters pop out simply to wait to die.

Nothing about Ninja Gaiden 3 is difficult, or even challenging enough to be amusing. Somewhere along the way, Team Ninja forgot this is what made Ninja Gaiden great. Expect to fight this boss no fewer than three times. These scripted sequences may mean to add tension or gravity, but the reality is that they get in the way of unleashing violence, which is the real reason anyone plays Ninja Gaiden. Even if you're not interested in what Ninja Gaiden 3 is trying to say, it's going to tell you. Coming out of one cinematic and walking a short distance to another is irritating as well. If anything, they dial back the aggression. It just handicaps your mobility for brief periods, and the A.I. Beyond the inconvenience it serves no purpose. Why? The arm doesn't play an interesting role during gameplay. Ryu's arm is plagued by the blood of his past and present victims, which regularly causes him to slow down and clutch his infected appendage. The prominence of poor storytelling interrupts the slicing and dicing so often that Ninja Gaiden 3 can't keep an enjoyable pace. Didn't she betray me? Why am I fighting a boss again instead of rescuing these people? Didn't I kill him? Oh, another betrayal? Ninja Gaiden's new focus flails while telling a meaningless story that gets in the way.

Ryu has no motivational consistency and there are frequent narrative contradictions that left me with more questions than answers.
