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The Confusing, Quick Timey World of Ninja Gaiden 3

If you like button prompts, you're gonna love this game.

Before I tell you what I think of Ninja Gaiden 3, let me say something up front: exploding shurikens suck. Their introduction was when I stopped playing Tomonobu Itagaki's Ninja Gaiden, as it was clear this was not my thing. With Itagaki having left Tecmo to work on Devils' Third, the Ninja Gaiden series is under new design management, lead by Metroid: Other M's Yosuke Hayashi.

Ninja Gaiden 3 was at E3 in its first playable incarnation, even making a splash at Nintendo's press conference, confirming that, yes, Wii U owners will also be able to join the bloodbath. But it was running on Xbox 360s and PlayStation 3s in Los Angeles, wherein Hayashi was making his pitch for the series' new direction. At a glance, not much has changed; you're still smashing buttons, dudes are falling apart alongside blood geysers and everything's moving really fast.

There don't seem to be as many weird demon dudes this time around.
There don't seem to be as many weird demon dudes this time around.

It's when you start actually hitting those buttons, however, it's clear Ryu Hayabusa's changed.

There are button prompts everywhere now, with quick time events now regularly incorporated into combat. It's not entirely clear how the button prompts are triggered, as it didn't happen in every encounter. Moreover, the prompts don't appear early enough for you to actively process them. In every instance, I engaged the button prompt by accident--I was hitting square anyway. When the prompts do appear, you can rest assured the enemy's about to meet a quick death.

The prompts extend to traditional quick time events, too, like ducking underneath a truck or tapping shoulder buttons to scale a wall. But as this demo is Ninja Gaiden 3's coming out party, it's hard to not have one's takeaway be plastered top to bottom with memories of button icons.

Blood. Blood never changes.
Blood. Blood never changes.

The other major mechanic introduced in the demo involved Hayabusa's mutated arm. Nothing in the demo made it clear how the arm's introduced narratively, but as story was never the stand out feature in previous Ninja Gaiden games, who cares? You're only given the ability to quickly execute a handful of guys at once in the demo, the assumption being there will be more options in the final game. The power itself is a stringing together of the automated button prompt kills without all the button prompts. It only takes moments to charge up the arm's use, however, which means it can be spammed over and over again. Eventually, I was just slashing dudes in order to waste time in-between using the arm.

The reason I backed away from the original Ninja Gaiden was the realization Itagaki had designed something more akin to a fighting game than a traditional action romp. You can (and I do) happily button mash through the God of War series. That wasn't the case in Ninja Gaiden at all, which is why the players who it clicked for found the experience so rewarding. Itagaki had made an action game where pressing each button had an important consequence and maintaing flow was crucial.

It's difficult to say whether Ninja Gaiden 3 is completely moving away from that, but the constant interruption of combat in favor of elaborate, scripted kills makes the case. Maybe if there was a way to make such kills optional, letting people indulge their own preference for how to play. By the end of the demo, though, I was definitely using these gameplay constructs as a go-to crutch to finish sequences faster and move onto the next one. The whole experience felt a bit automatic--quick time kill, charge up arm, kill room of dudes with charged attack. Rinse, repeat.

This is not how I remember Ninja Gaiden.

Patrick Klepek on Google+

119 Comments

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Dixavd

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Edited By Dixavd

This article is wrong the button promps only appear during the tutorial level - which is what they were showing at E3 - in the final game there will bo no button promps appearing after this only the change in camera angles and the fast-paced killing

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radioactivez0r

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Edited By radioactivez0r

The thing I hate about QTEs is that you're so focused on pressing the right button that you can hardly pay attention to the cool shit happening in the game as a result of your button pressing.  GoW 3 helped a little with the peripheral prompts. 
 
This comment has little to do with NG, though.

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TehCHef

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Edited By TehCHef

Another Great franchise getting screwed with. *sigh* Well at least there's dark souls there to kick my ass.
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ahoodedfigure

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Edited By ahoodedfigure

My memory of Ninja Gaiden was confusing translations, harsh, unforgiving  memorization on levels that would somehow force you to scream at the television to make progress, and just when you thought the game was over: "he was just a pawn. I am the true villain. ha-ha-ha."
 
As far as I know, Ninja Gaiden games where never NOT about alienating the player in some way. :)

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AddyMac

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Edited By AddyMac

At least we still have Itagaki working on Devil's Third.

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zityz

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Edited By zityz

Ok so the first game kicked your ass hard.

2nd one wasn't as bad, tough but much more manageable.

3rd one is going to be generic QTE button taps? PROGRESS!

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ProfessorEss

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Edited By ProfessorEss

yuck.

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Tesla

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Edited By Tesla

The exploding shurikens were incredibly easy to deal with in the first NG on Xbox.

All you have to do is....block. You can even do it after they stick to you, you'll still take damage but won't go flying.

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sammo21

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Edited By sammo21

Sounds like a lot of longtime and hardcore fans are going to get hit the hardest by this. I played the first one and liked it but is the second one worth playing? I heard extremely mixed opinions on it.

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SatelliteOfLove

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Edited By SatelliteOfLove

Ninja Gaiden: Why Dont You Buy A Platinum Games Title Instead Edition

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MindChamber

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Edited By MindChamber

 NG 1 was basically a fighting game with an adventure mode. it was pure genius. 
 
this sounds like Ninja Blade, which was pretty hilarious and bad.

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Belmont_Shadow

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Edited By Belmont_Shadow
@s0mah said:

@Curufinwe said:

Patrick adds a lot to the site, but it's a pity that Giant Bomb added a 5th main person and they still don't have anyone with the skills or the interest in the genre to really go in depth on games like this or Bayonetta. All we can ever hope to get is the once over lightly treatment, whereas Brad can actually go in depth on Starcraft 2, and Jeff can go in depth on fighting games. It's a shame.

In depth tactical analysis of recent gen Ninja Gaiden series:

spam IZUNA DROP

In depth tactical analysis of Bayonetta:

spam/farm CH 7 BOSS

I'm clearly qualified. Sign me up thx!

 
Someone needs to play it past Easy modes.
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blueduck

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Edited By blueduck
@Belmont_Shadow said:
@s0mah said:

@Curufinwe said:

Patrick adds a lot to the site, but it's a pity that Giant Bomb added a 5th main person and they still don't have anyone with the skills or the interest in the genre to really go in depth on games like this or Bayonetta. All we can ever hope to get is the once over lightly treatment, whereas Brad can actually go in depth on Starcraft 2, and Jeff can go in depth on fighting games. It's a shame.

In depth tactical analysis of recent gen Ninja Gaiden series:

spam IZUNA DROP

In depth tactical analysis of Bayonetta:

spam/farm CH 7 BOSS

I'm clearly qualified. Sign me up thx!

 Someone needs to play it past Easy modes.
Ha, that's what I was thinking.
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fox01313

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Edited By fox01313

This reminds me of the game Indigo Prophecy where the QTE were so demanding that I was paying so much attention that, I was missing most of the action going on behind it. Considering how hard the NG games have been in the past, I've learned to not play them as there's a fine line between being challenging yet fun & challenging as tossing the game out the window.

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LobsterCrunk

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Edited By LobsterCrunk

Maybe I just don't get it, but it seems utterly stupid and/or lazy for any developer to put quick-time events in a game because all they have to do is make the cutscene they were going to make anyway and then put button prompts in when the character does something.  Honestly, I would rather just watch the cutscene.  Quick time events just get on my nerves.
 
One of the reasons I loved Ninja Gaiden 2 was because it let you play sections of the game that would've been cutscenes if it were Devil May Cry and QTE's if it were God of War.  Ninja Gaiden 2 was more of a 'game' than it was anything else, and I'm incredibly disappointed to hear that they're taking the sequel away from that concept.

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Krakn3Dfx

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Edited By Krakn3Dfx

Quick Timey...Wimey*?

* Doctor Who Reference

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doe3879

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Edited By doe3879

If it has newgame+ and play similar to the 1st two. It's a buy.

No newgame+ on higher diffitulty. Then it's a rent

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WorkingTavo

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Edited By WorkingTavo

Here are a couple of things I'm worried about:

 

Stealth and game mechanics. 
The previous games were not about being stealthy. Ryu is a killing machine and given the skill you could face anything. I don't see why Ryu would need to sneak up on three  random ninjas only to face right up front a giant armored spider looking robot. It makes zero sense. 
Then there are some mechanics shown in the demo that don't add up. Why would us need to use kunai to climb a wall if you can use your NINJA skills to jump from wall to wall and reach the top of a building much faster! It's like Ryu is taking steps back on his already give skills!

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MormonWarrior

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Edited By MormonWarrior
@sammo21: I've played the first one extensively (well, NG Black technically) and I'm working through the harder modes. I appreciate it too. I played a few hours of the second one and it's technically sort of the same thing, and I like some of the new weapons, but...I dunno, it feels really sloppy compared to the first. I'd say rent it. PS3 or 360?