With the release of Nintendo’s new console, the Wii U, rapidly approaching (November 18th, for those not in the know), fans interested in picking it up will no doubt want to look into what titles to purchase to complement it. While Nintendo’s launch window is absurdly long (spanning from November to March of 2013), there are over 20 great-looking titles hitting store shelves on day one. One such title, Ninja Gaiden 3: Razor’s Edge, is an enhanced port of Ninja Gaiden 3, released for the PS3 and Xbox 360 earlier this year. Ninja Gaiden 3 suffered from grievous design flaws, including bland enemies and levels, simplified combat mechanics and weapon options, unresponsive controls and a forced and melodramatic storyline. For an action game of Ninja Gaiden‘s caliber, the direction Team Ninja went with Ninja Gaiden 3 was utterly baffling and insulting for long-time fans, who had come to cherish the technical combat and brutal difficulty of previous titles. Ninja Gaiden 3: Razor’s Edge is Team Ninja’s attempt at correcting the issues that ruined the original release, and I’m pleased to report that they’ve made huge strides on that front. While there are still a few niggling technical issues with Razor’s Edge, I’d argue that it is a truer sequel to Ninja Gaiden 2 than 3.
Team Ninja surprised me during E3 earlier this year with its Wii U version of Ninja Gaiden 3. While it had a few rough edges, Razor’s Edge felt radically different from the PS3 and Xbox 360 version. It was smoother, harder, more responsive, and chock full of new and interesting content. While I won’t reiterate too much, (you can read my E3 impressions here), the latest build reveals just how far along the title has come since its surprisingly positive showing back during E3. I played this new build during the Wii U event in New York a few weeks back, and again during the New York Comic Con this past weekend.
If you’ve read my initial E3 impressions, you’d know that Razor’s Edge reintroduces dismemberment as a core gameplay element. Ryu’s attacks have the chance of dismembering his opponent, crippling them and leaving them vulnerable to flashy instant-kills called Obliteration Techniques. Crippled enemies go kamikaze and will try and destroy themselves and Ryu with them, making obliterations a handy way of removing them as a threat. Much like in Ninja Gaiden 2, obliterations are initiated with the heavy attack button near a crippled enemy. Light attacks no longer initiate obliterations, which was a frustrating control issue in the original Ninja Gaiden 3release.
Steel-on-Bone, the instant-kill chaining ability new to Ninja Gaiden 3, is still in. However, it has been re-implemented specifically as a grab-counter in Razor’s Edge. When enemies attempt to grab Ryu or Ayane, they will be surrounded by a red aura. Much like the Obliteration Technique, striking an enemy with a heavy attack when they’re glowing red will result in the steel-on-bone finisher. Nailing an enemy head-on with a heavy attack while they attempt a grab is incredibly risky, but the counter window is long enough that you can generally dodge their attack and still initiate the steel-on-bone finish. Steel-on-bone attacks can still be chained from enemy to enemy, so long as they’re in range of the attack.
But that’s enough for the refresher. Let’s move on to the content that the latest build of Ninja Gaiden 3: Razor’s Edge presents, which I’ve compiled into a handy dandy list.
- Perhaps the most significant change of all is the fact that Ryu is actually responsive in Razor’s Edge. Ryu’s recovery has been shortened greatly, so players can easily cancel into a dodge or block as the situation demands.
- Enemies have been improved. They are more aggressive, and some have access to new moves. The basic terrorist grunts and alchemists are the most obvious examples.
- Combat has been redesigned to have a more technical feel. Enemies have more stagger animations (including wall damage/stuns). Both playable characters now have a universal grab (the Guillotine throw).
- Charge attacks are extremely fast. Ninja Gaiden 3 introduced a charge mechanic, whereby holding down the heavy attack resulted in a powerful combo extension. The length of time needed to charge this attack has been reduced dramatically.
- There are six weapons available to Ryu in Razor’s Edge right from the get-go. Ryu now has access to the claws, scythe, dual katanas, staff, and an as-of-yet unrevealed weapon, on top of the standard katana.
- Karma has been redesigned to function as both the point/ranking system, as well as currency.
- Collectible items have been reintroduced. The Golden Scarabs from the original Ninja Gaiden, and Crystal Skulls from Ninja Gaiden 2 are strewn about each stage, and can be collected for an instant Karma bonus.
- Players can use this Karma currency to purchase upgrades for weapons and magic (Ninpo) as well as unique combat abilities and even in-game costumes.
- The new “Cicada Surge” teleportation ability has been polished greatly since its reveal back during E3. It is an incredibly handy way to get out of overwhelming situations.
- A new ability, called “Four Rings” has been introduced. It is a 360º shuriken attack that stuns enemies surrounding Ryu, and can be tacked on to combos on-the-fly, much like ordinary shuriken attacks.
- Ultimate Techniques can be used even when Ryu/Ayane’s weapons aren’t glowing red, simply by holding down and charging a heavy attack (much like in Ninja Gaiden 2). Ultimate Techniques have two charge levels once again.
- Ninpo is still earned through combat. However, you can keep your Ninpo charge between encounters now, allowing you to cast magic or save it as you see fit.
- Bosses have life gauges now. You can see their health on the bottom of the screen.
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