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There are just so many times that I can play the same linear level with the only changed rule is that this time I have to kill so-and-so number of enemies, or this time I have to beat the level before the clock runs out. This is annoying because many of the challenges that are available in levels after they are beaten simple feel like filler, something to artificially extend the longevity of I-Ninja. You're forced to redo levels for different challenges. This means that you can't just play normal levels once and never go back to them. Instead of, say, 40 Power Stars to open a level door, instead you need a certain belt color or better to enter a level. Think of this like Super Mario 64's doors and their Power Star requirements. When you belt is upgraded, so does your health, as well new doors in levels unlocking. This level's mission is to reach the goal before this lit fuseĪs you earn Grades, you become steps closer to upgrading your belt color, starting at basic colors like green, blue, and red and trying to get all the way to a black belt, though that is optional. While many are just "get to the finish", some are more interesting, like riding on top of an explosive barrel, avoiding flame jets, as you bring the barrel to a cage that it can destroy, netting you the Grade. These serve as each level's goal, having you perform a specific task to acquire them. There is really no reason to scour these levels for secrets, as there are no other collectibles to be found besides the main one, Grades. Levels in I-Ninja are generally linear point A to point B deals. Every move is available to Ninja at the beginning of the game aside from special moves like spells that improve attack and heal damage that are called upon by a tap of the direction pad in a given direction. Additionally, he's able to swing across gaps by hooking on to specific chain loops, wall jump, wall run, speed up walls, and so much more. He can perform a traditional double jump, he can twirl his sword in the air to cross small chasms and extend his distance from a jump, and he can throw shurikens and shoot darts out at enemies. Instead, you should circle around their back, or wait for them to initiate the beginning of their attack animation to deal damage.īesides being a killer ninja, our hero is quite nimble, too. Enemies can quickly bring up their guard, so it's important to not just mash on the attack button and expect to win. The point is that Ninja has two sword maneuvers to him, a standard slice and a rotating spin slash. He slices, he dices, he carves a mean steak- okay, maybe that last one is stretching the truth a little. Ninja controls exquisitely, and it's a total blast to play as him. "Yeah, I may look all cute and all, but I can
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or whatever you kids watch these days on your satellite radio or whatever. If you want character development, stick to your soaps. He and Ninja are pretty much the only two characters that get much screen time, as every other character is a one-off appearance that is over as quick as a sneeze. Ninja's sensei tags along Ninja's adventure, providing advice, level details, and comic relief. Quick to bounce back from a setback, Ninja's sensei informs him of a nefarious evil that is planning something horrid, and needs to be stopped. It sets him off in a maddening rage, and he absentmindedly strikes down his sensei in the process. Upon attempting to rescue his sensei, our protagonist, simply referred to as Ninja, interacts with a special stone. I-Ninja's story is as basic as basic can get. It always looked fascinating and fun to me, and while the gameplay really shines, some questionable design choices left me a bit flabbergasted and disappointed.
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One of these such games is a Namco-published game called I-Ninja.
#I NINJA 2 PS2 SOFTWARE#
However, as I've grown up and prices of sixth generation software has gone down, I've been able to invest money and time into games I had missed out on. Since I was in high school, I didn't have the money to look into in a lot of games across the consoles and handhelds I had. All three consoles, the PlayStation 2, GameCube, and Xbox (four if you'd like to count the Dreamcast, too) offered an amazing variety of games. There was an immense amount of risks being taken, and the variety of software was like nothing we had every seen. I think one of the main reasons aside from it being the generation when I was in high school is that there was a great range of low, medium, and high budgeted games available to play. I love the sixth generation of gaming consoles.