Publisher: Tecmo
Genre:
Action
Year of Release: 1989
Date Reviewed: 5-15-99
In
early 1989, the notion of programming a unifying plot into an action game (or
any, for that matter -- RPGs hadn’t yet come into their own) was so unanimously
rejected as to be considered occult. At best, such a game would supply a few
sentences of slow-scrolling, poorly translated text if the player left the title
screen alone long enough.* These paragraphs would draw out the entire point of
the game, supposedly giving meaning to everything that was to take place. For
the most part, though, they were forgotten as soon as play began. The
action was the thing. All game producers accepted out of hand the fact
that a well-constructed, symbolic plot simply wouldn’t work in this genre. A
group of folks at Tecmo, however, thought differently. Cashing in on and, in
ways, amplifying the time’s marketability of Japanese covert assassins (aka
“ninjas”), they turned out a product that can to this day be counted among the
most influential video games ever made. Ninja Gaiden broke ground in
story-forwarding with its aptly cut cinema scenes, put an end to the taboo
stating that no action game could pull off a complicated plot, and propounded
some of the most frenetic, exciting action ever seen on the NES to boot.
It always unsettles me to hear the hypothesis that the plot exists only
to give purpose to the cinema scenes, but I must admit that it’s possible. Even
if that was Tecmo’s intent, though, they made the plot sufficient to shine in
its own light. Whereas past installments in the genre were accompanied by
stories whose gists could be accurately predicted from the first sentence,
Ninja Gaiden gifted the world with a tale so laced with intrigue and
foreshadowing that the player actually rushed through the action to see what
would develop next in young Ryu Hayabusa’s path.
That path is forged as
such -- the day after his father’s midnight defeat, Ryu discovers a note saying
that, in the event of dear ol’ dad’s failure, he is to take the sword of the
fabled Dragon Clan (of which he is the last member) to the United States and
seek out the archaeologist Walter Smith. Ryu does so, thereby initiating himself
into a web of deceit so perplexing and, from an external vantage point,
endlessly fascinating that both he and the player feel compelled to see it
through to the end. At every stage, just enough information is supplied to goad
one’s curiosity without seeming vague or incomplete. The story is reflected in
the action scenes, as well. Every venue at which Ryu fights is in some way a
continuation of where he previously was, and relevant to what is actually going
on in the story. Why Tecmo couldn’t do this in Ninja Gaiden III I don’t
know, for it was achieved to perfection here.
The story also deserves
high marks for lending a touch of viability to its demonic and mystical
overtones. The infamous “Demon” with which Ryu eventually does battle is not
introduced as a one-dimensionally sadistic creature, as so many other action
games seem bent on painting their evil beings. No, Ninja Gaiden’s
characters don’t claim to understand the beast so completely. All accounts of it
are supplied in an objective, historical context, right down to Smith’s
retelling of all the deaths it caused. Honestly, once the Jaquio shows up and
tries to resurrect it, the player begins to think of the Demon more as an abused
race horse than some personification (or should I say, “demonification”) of
cruelty. Not that I’m trying to say the creature is defensible (though it is a
possible interpretation -- akin to the belief that it just stumbled into our
universe and got scared), only that Tecmo presents it and pretty much everyone
else in this work with several shades more dignity than the horde of bad-ass
aliens and quasi-Hitlers that populate so many of these types of games.
My one complaint of the plot is so trifling (that is to say,
“characteristic of me”) that it doesn’t compel me to drop the rating by even
half a point, but I must state it to complete this evaluation. Midway through
the game, a legend pertaining to the Demon is disclosed to Ryu. It says,
”When the Black Moon shines, light and dark break apart. The King of Darkness
howls.” Sounds eerie and metaphoric, right? It did to me as well, until I
reached the end and discovered that the writers applied it literally.
I’ll not spoil the plot for those who haven’t gotten that far, but let’s just
say that there are no symbols in that statement. Everything it mentions actually
happens in one way or another. That does not affect the plot’s value, but it
does sap all the mystery and fun from that particular bit of prose. To quote my
good friend Oscar Wilde for the bazillionth time, “the man who could call a
spade a spade should be compelled to use one. It is the only thing he is fit
for” (The Picture of Dorian Gray). If the rest of NG were equally
hackneyed and unemotionally materialistic, I’d think Wilde’s quote perfectly
applicable to whomever wrote the game. But I know otherwise, so I’ll let it go
without penalty.
Now, having declaimed upon one facet of the game for
four paragraphs, I unapologetically (the plot was what really sold the game,
from my point of view) move on to discuss what is widely considered Ninja
Gaiden’s salient influence on the gaming world -- the cinema scenes. Nothing
of their kind had ever been attempted before the release of this game. Yet they
were such a simple innovation that I imagine their unveiling inspired a chorus
line of “why didn’t we think of that?” To avoid straying from the subject, I’ll
forego spelling out the impact they had on the course of the industry, and just
discuss them objectively. For one thing, the way in which Ryu’s face is animated
is an achievement. His expressions clearly depict various emotions, as do those
of the other characters to a lesser degree. The many faces are shaded well, and
the characters’ mouths move when they speak. Additionally, this innovation
enhanced the gaming medium’s potential for dramatic effect -- allowing the
screen to highlight various things as they came under discussion, and
withholding important information until specified moments (e.g. when the player
realizes that a skeleton is holding a knife to Irene’s neck in the interchange
after Act IV).
The action scenes are not quite so impressive, but far
from terrible. The sprites are appealing enough, and the player’s surroundings
are drawn quite nicely for the time. However, the isometric perspective is not
implemented well, and as a result the backgrounds tend to encroach on the active
area a bit. Nothing ever gets lost in them, per sé. They are just distracting at
times; and in a game where precision jumping and projectile avoidance are of
absolute necessity, distraction is one thing the player cannot afford. I suspect
this could have been rectified if Tecmo had done something to curb the game’s
frequent overuse of black, but that’s just a hypothesis. The action is so
frenetic and up-tempo that one won’t have much time to worry about the game’s
appearance anyway -- so it doesn’t make too huge of a difference.
Of
necessity in a game with action this fast-paced is quickly responsive play
control. Thankfully, the player is supplied with just that. Of course, as we’re
dealing with the makers of Tecmo Super Bowl, that comes as little
surprise, but it’s still damn pleasing. Ryu jumps, slashes, and invokes special
maneuvers precisely on command. Moreover, pressing up and right/left at the same
time does not stop him from running, meaning that the player can invoke one of
the “Arts” without having to stop and attract enemies for several seconds.** His
recoil, however, is ridiculous. Even if it weren’t accompanied by that annoying
“bash” sound, it would still be a terrible pain -- especially when one considers
the number of enemies that are on the screen at once, and how much of the game
is waged over pits (those boxers snap like rattlesnakes, too.)
That
never makes for the excessive challenge it potentially could have, though. True,
the player gets knocked into quite a few chasms, and certain enemies (the hawks,
and those damn leaping demons) do more damage than they probably should, but
every level is patterned. Even at the game’s quick pace, one can figure out how
to make it through the stages without taking an excess of hits (including 6-2,
if you can believe that.) NG is tough, make no mistake, but the challenge
is plotted in such a fair way that it is manageable -- unlike other games of
this kind, in which there are too many enemies on the screen at once for the
player to realistically avoid being massacred. Infinite continues further
curtail the difficulty, though I don’t recommend using them like an unlimited
lottery, hoping that on one lucky occasion your faulty strategy will
work.
It threw me for a loop when I first looked around the NES scene
and discovered almost unanimous adulation for this game’s soundtrack. The
instruments always struck me as mundane, and when the pace of the action was
coupled with the rather raucous sound effects, it was rendered fairly inaudible.
As a result, I never paid much attention to it, casting it off as dry and
unworkable. It took an experience of the tracks in MIDI format to redirect my
sympathies, but I now realize the soundtrack’s somewhat uncommon value. Aside
from being composed with subtle aptitude, most of the action songs quite deftly
tell a story, charting the course of an adventure within an adventure. The
cinema themes are not quite so narrative, but supplement the environments to
near perfection. In both of these cases, however, variety in the instrumentation
is somewhat scarce. Outside of the “Bazilisk Mine Field” song, the soundtrack
features two instruments exclusively. What it does with those instruments is
prevalent, though. Thus, I hardly hold that fact against NG.
In
light of everything the game started and its general quality, I’m always rather
surprised to think of how little direct progeny it has -- especially when
Mega Man, a similarly influential but, in my view, objectively inferior
game, has spawned more offsprings than John Tyler. Aside from its two NES
sequels, a Game Boy game that is really plotted after Shadow of the
Ninja, and a swarm of other republications and games that don’t continue its
plot at all, Ninja Gaiden hasn’t exactly become a dot on the horizon.
Part of this can be attributed to Tecmo’s brief commitment to the exclusive
production of sports games (how many dressed-up versions of Tecmo Super
Bowl did they expect people to buy, anyway?), but there was nothing keeping
them from making another NG after that brief spell of insanity. Granted,
this game’s contribution was one more of stylistic inspiration than its own
potential to captivate (I don’t see why, though.) Without Ninja Gaiden,
we would have neither modern-day FMV*** nor Vice: Project Doom nor
countless other fine games. ...But we wouldn’t have been made to suffer through
Astyanax, either; so I guess this is kind of a mixed blessing.
* Well, that’s not entirely true. A few games did have
talking NPCs, though few to none of them added any ambiance (Zelda II and
its umpteen people who say “Sorry, I know nothing.”)
** I should also
say, though I’ve gotten used to it to the point of not caring, that you might be
put off by the fact that you never know what Art you’re acquiring until you’ve
acquired it.
*** Overrated as it is, it could probably have been a great
contribution had the industry not been in shambles by the time it
arrived.
Plot: 10
Graphics: 8
Sound: 8.5
Play Control:
7.5
Challenge: 7
Intangibles (innovation): +1
Analytic Score: 9.2
Personal Score: 9
Sammo Hung couldn't have done it
better.
I guess all that alcohol had to
take its toll on Norm Peterson at some point.
It took an expedition to find this
place?
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