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Showing posts with label Ninja Gaiden. Show all posts
Showing posts with label Ninja Gaiden. Show all posts

QUICKIE -- The Messenger (2018 video game)


The Messenger is a sidescroller action-platformer, developed by Sabotage Studio and published by Devolver Digital. It draws inspiration from the Ninja Gaiden series and other retro games.




Plot:


The game begins with a village of ninjas being attacked by a Demon King. It is then that a supposed "Western Hero" appears and gives a scroll to one of the surviving ninjas, appointing him as "The Messenger" and telling him to deliver it to the top of a mountain. During his journey, the Messenger is aided by a mysterious blue-robed shopkeeper, who provides him with upgrades, and a demon named Quarble, who helps to save him from death. After traveling through various areas and meeting a variety of foes turned friend, the Messenger arrives at the Tower of Time and encounters more blue-robed figures, who send him 500 years into the future to defeat the Demon King's general, Barma'thazël. Upon doing so, the Messenger loops around the world to the ninja village, where he, having reached the point of a cycle where he becomes the Western Hero himself, passes the scroll onto a new Messenger and takes up the role of a shopkeeper providing him with upgrades.

When this new hero ends up dying due to the previous shopkeeper's negligence, however, the blue-robes aim to break the cursed cycle, tasking the Messenger with collecting the notes of a mysterious music box in the Tower of Time. After the Messenger succeeds in this task, defeating the Demon King in the process, it is revealed that the music box is the prison of a man known as the Phantom who had become inflicted with a curse and created the time-traveling scroll in an attempt to stop it. This resulted in a 500-year-old mission passed down to several Messengers from various eras. Venturing inside the music box, the Messenger finds the Phantom, defeats the curse possessing him, and rescues him. The curse breaks loose, but the Messenger and the blue-robes team up together to destroy it, putting an end to the curse.




Gameplay:


The Messenger is a side-scrolling action-platformer, inspired by the classic Ninja Gaiden series. Players control a ninja known as "The Messenger" as he goes on a quest to deliver a scroll. The Messenger initially possesses a technique called "Cloudstepping", which allows him to perform an extra jump in mid-air after attacking an enemy, object, or projectile. As the game progresses, the Messenger gains new abilities such as climbing walls, gliding in the air, long-range shuriken attacks, and using a grappling hook to propel himself through obstacles and enemies. By collecting Time Shards earned by defeating enemies or hitting lamps, the player can purchase additional upgrades such as health bonuses or extra attack moves. If the player dies, however, a demon named Quarble will appear and automatically claim any Time Shards the player collects as payment for a short amount of time.

The game initially presents itself as a linear level-based adventure split across two eras; the past, which is presented with 8-bit graphics and audio, and the future, which uses 16-bit presentation. Later on, however, the game becomes a Metroidvania-style game, in which the player revisits past eras in any order and direction in order to find key items. In this section of the game, the player can use special warps to instantly move between the past and present, instantly changing the layout of each level and allowing them to access new areas. Hidden in some areas are green medallions (called Power Seals), earned by completing a challenging platforming section, with a bonus unlocked for collecting all 45.




The Verdict


For any fan of Ninja Gaiden-style NES style action, look no further than The Messenger. The first half of the game is clock full of action and platforming heavily inspired by that series with a few great boss battles to top off each level. When you reach the end of this portion of the game and defeat the "final boss" of sorts, the entire game opens up completely, Metroidvania-style, to revisit the previous areas of the game to retrace your steps and discover things you may have missed while accessing new alternate paths with the abilities that you have acquired along the way. What really makes this portion of the game truly unique is the ability to switch between the past (8-bit graphical style) and future (16-bit graphical style) and take stock of how the environments have changed as a result of the passage of time. 


Once you gain the ability to travel between the past and future, that's when the game truly opens up to you in terms of exploration.


As unique that the past/future gameplay element brings to this game, it's also a tad problematic in a sense as this Metroidvania portion of the game is the most problematic. Where the first half of the game was linear in terms of going to point A to point B, the second half gives players no sense of direction nor idea of what the hell that they should be doing. You're tasked with collecting all of the music notes to play the music box, but offered little to no idea on how to find them. Players can purchase "hints" from the shopkeeper, but they are as vague as the in-game texts that describe your objectives in this portion of the game. Eventually, I grew tired of aimlessly wondering around the previous locales and resorted to referencing the good ol' Google machine to consult a walkthrough guide to complete this portion of the game. I understand that the developers wanted to recapture the magic that made games, such as Super Metroid and Castlevania: Symphony of the Night so iconic for this genre, but that archaic gameplay style of not providing the player with any concrete idea of where or what they should be doing is a bit much for gaming in 2020. Not every player is going to appreciate that deal of retro/old school gaming nostalgia, especially when modern players 

Quarble's jokes to comment on every single one of your deaths range from hilarious to downright infuriating. I was at least 250+ deaths in the game and they definitely recycle some dialogue, but never did they not suit the occasion. The only thing you can do is shake your head and keep going. Quarble disappears out of fear during boss encounters, so you don't have to worry about him eating your precious currency in those encounters. 

In relation to Ninja Gaiden and retro gaming in general from the NES era, this game shares a lot of beats with the sheer brutality of how "cheap" and punishing some of the platforming and enemy placement in certain areas of the game are laid out. It's fortunate that players have crisp, responsive controls to fall back on as you have no one but yourselves to blame for not being able to maneuver through those areas with pinpoint accuracy and precision. 


A small glimpse of this game's movement and platform in action by use of the Rope Dart to accelerate vertically. 


Movement in this game is a thing of beauty to behold once truly mastered and something that's required if players hope to collect all 45 Power Seals. Each one is safely hidden in various portions of the map throughout the game that require players to navigate a challenging platforming section to obtain the Power Seal. Once you obtain all 45 Power Seals, you can open the green treasure chest in the shopkeeper's room to obtain the Windmill Shuriken. Take it from me that completing all of these trials and obtaining all of the Power Seals is no easy feat. I found and obtained 28 out of 45 as of this posting and I seriously doubt that I'm motivated enough to hunt down the remaining 17 Power Seals. 

I will definitely applaud this game for its wealth of unforgettable boss encounters that put your skills to the test one after another. Each one requires you to put whatever new ability or weapon that you have acquired to the test, similar to how The Legend of Zelda series does with the bosses of each dungeon. Kudos to the developers to how creative they were with a lot of the bosses' weaknesses too as that crap wasn't obvious for a lot of them. 

There's a lot of love for the Metroidvania genre as a whole too here, from the Sun and Moon Crests operating like the Clock Tower in Castlevania: Symphony of the Night to the Ordinary Wax Candle to navigate your way through the Dark Cave (which ironically made me think of the multiple visors in the Metroid Prime series). If that wasn't enough, there's a wealth of hilarious and insightful stories to listen to from the shopkeeper if you have the time to chat with them during your adventures. A lot of that dialogue is worth the price of admission to play this game alone. It's great that the blue robes don't lose that sense of humor when it comes to their role in the game's overall narrative either. 

I would be doing this write-up a disservice if I didn't mention the excellent soundtrack to this game. 


One of my favorite tracks in the game - only one of many memorable tracks in this excellent soundtrack. 


Downloadable Content: "Picnic Panic" Add-on Expansion


As of this posting (10/5/20), I'm still playing through this additional content in an alleged alternate timeline from the events of the game's main quest line. It provides more of the same, but with some new enemies and challenging bosses to overcome. 

I will update this post with my thoughts upon completion at a later date. 

UPDATE (11/10/20): I finished the DLC add-on last night and I'll offer my thoughts on it briefly. 

The DLC can be accessed at anytime in any of the shopkeeper's huts and interacting with the corresponding idol. You will be teleported to an alternate timeline, similar to the one of the main adventure with slightly different outcomes to events to hilarious effects. It's better that I don't spoil them but the new region has it's own challenges to conquer (mask fragments and feathers) to collect in terms of optional challenges like the Power Seals, but the new adventure offers some new challenges that will test your mastery of the skills you've acquired in the main adventure to their limit. You don't gain any new powers/abilities here, but I felt that this DLC add-on almost forces you to master all of your abilities by the time it's all said and done. I thought the bosses here were some of the most challenging in the game, but at the same time, they were the most fair - to an extent anyway. The developers maintain their callbacks to NES-era gaming, with the final boss of this DLC taking a page straight out of Mike Tyson's Punch-Out!! and Super Punch-Out!! in terms of mechanics to that final climatic battle. 

Once the adventure is over, you can play through the adventure again to your leisure after accessing the idol again in the shopkeeper's hut. 

To my knowledge, this add-on is FREE to all owners of the game for no additional price. That's a steal for something that easily adds a few more hours of playtime for anyone who has already cleared the main adventure's quest line. 



Play It or Don't Bother?


If you're a fan of the retro Ninja Gaiden titles or just looking for a challenging new Metroidvania title to pick up, look no farther than The Messenger. On the other hand, I can easily see why this style of NES-era retro gaming wouldn't be for everyone though from the punishing difficulty at certain parts of the game. Regardless of the challenging spikes of difficulty at times with the platforming and lack of a general idea of what or where you should doing and/or going in the latter half of the game, there's something to enjoy here for everyone - ranging from the hilarious narrative that doesn't skip any opportunities to drop a punchline or two among the serious nature of some of these battles and situations at times to solid, crisp controls. 

The Messenger was free on Twitch Prime after it's debut in AGDQ that year and one of my biggest regrets was not experiencing the game for myself until after it made it's way onto the PlayStation 4, despite watching several speedruns of it from noteworthy runners, such as TheMexicanRunner. The Picnic Panic DLC add-on expansion is still currently free on both Steam and PlayStation Network while the base game is reasonably priced across various platforms. It shouldn't cost you more than $10-20 for this game either digitally or physical brand new - a price that's more than worth it in my eyes. 

REVIEW -- Yaiba: Ninja Gaiden Z


Yaiba: Ninja Gaiden Z is a third-person combat game in the Ninja Gaiden franchise by Tecmo Koei. Keiji Inafune produced the game, providing character designs and creating the character of Yaiba. The game was released for the PlayStation 3, Xbox 360, and Microsoft Windows platforms on March 18, 2014.

I personally remember being VERY excited for this title when it was announced at E3 a few years ago, but after the tidal wave of negative reviews and feedback came out following the retail release, I was skeptical to buy this title at launch. Now that I'm plowing through last-generation titles on my gaming backlog, I finally got around to playing this bad boy... and let's just say it didn't go as well as I expected.

(Whistles) Let's get this over with shall we?

The Plot: (FULL Spoilers)

The game follows the exploits of the powerful ninja Yaiba Kamikaze. Yaiba was once part of a clan that tested the abilities of its ninja by putting them up against a highly skilled member; in this case it was Yaiba they had to face. However, after growing weary of his work, Yaiba eventually decides to massacre his own clan and leave the survivors to their deaths. At one point he meets with the franchise mainstay Ryu Hayabusa and decides to challenge him, claiming that he is the weakest foe Yaiba has encountered thus far. During the battle he discovers otherwise as Ryu slices Yaiba's left arm and eye, killing him.

Later, Yaiba is discovered by a mysterious organization known as Forge Industries, led by Alrico del Gonzo, brings him back to life and restores his lost body parts with mechanized duplicates, thus turning him into a cyborg, with a female named Ms. Monday as his navigator. Yaiba learns that a zombie outbreak has begun and that Ryu has been searching for the source of the infection. He decides to work with the Forge Industries that resurrected him in order to exact his revenge against Ryu, agreeing to help put a stop to the spread of zombie infection.

Upon finally encountering Hayabusa again one last time, and manage to defeat him, Yaiba finds out that Forge Industries has been manipulating every events, such as unleashing the zombie outbreaks and using him as a tool and self-destruct bomb to kill him and Hayabusa to further the organization's plan. Yaiba decides instead to sacrifice himself to festry the bomb and spare Hayabusa's life in order for him to save his disciple from, Momiji. Upon his revival by Ms. Monday for the second time, she too defects Forge Industries due to Del Gonzo's attitudes and manipulative nature, having unleashed the zombies for his own purposes of seeking immortality.

Once Yaiba landed in an abandoned, yet zombie infested Forge Industries building, Yaiba finds a portal to what appears to be an Aztec-themed alternate dimension and found the real Del Gonzo, whose seems to be in dying state and inside a tube. Though unable to stop Del Gonzo from transforming into the embodiment of the Aztec god of the underworld, Yaiba manage to find a weakspot to make him mortal again. When Del Gonzo trying to escape from Yaiba's wrath, Ms. Monday appears in person and kills Del Gonzo for good. With the portal to the real world closing, Yaiba and Ms. Monday barely escape. In the end, Yaiba and Ms. Monday decide sell the data of curing zombification. Unknown to them, Hayabusa is observing them.


The Verdict:

I can't believe that Keiji Inafune attached his name to something like this. I guess he wanted that cheap plug for Mighty No. 9 as that DLC costume, but still, geez man... Then again, not every Mega Man title was good either, so yeah.

At first glance, this is a VERY buggy and glitch game. Oftentimes, I could find myself getting past troublesome areas (read: difficult for most players new to the Ninja Gaiden series) due to the fact that the enemy AI would glitch up offscreen and fail to spawn more henchmen or fall through the environment and allow me to continue regardless.

In terms of gameplay, this is a VERY short game. The Story Mode spans rough 8 stages (two of those stages are entirely boss fights) while sporting a lackluster narrative, fueled by Yaiba Kamikaze's bloodlust for revenge against Ryu Hayabusa. While I found myself chuckling and laughing at most of the banter between Miss Monday, Del Gonzo, and Yaiba, the game tries TOO hard to be provocative for no reason in terms of content. As a result, Yaiba comes off a huge moron throughout the narrative.

Speaking of enemies, the game sports little to no enemy variety. You'll be spending the duration of the game fighting the same 3-4 enemy types the ENTIRE game, either the standard zombies (Stiffs - along with their elemental counterparts, Clowns, or Punchdrunks), electric Zombrides, fire Priests, or toxic hags. The game also recycles the bosses over again towards the end of the game, so you can tell that Team Ninja didn't spend much time cooking up enemies during development.

Enemy AI is cheap to the core. Be prepared for a LOT of cheap deaths due to attacks offscreen and bad camera angles. Seriously, I thought we left bad camera angles back in PlayStation 2-era gaming?

Don't get me started on that boss fight against Ryu Hayabusa that literally gave me blisters on my thumbs and almost wore out one of the buttons on my controller from the QTE mini-game during this sequence. You need a LOT of luck in that one. I've heard most players say it took them about 200+ continues to complete that level, but I lucked out after roughly 40 attempts.

EVERY in-game enemy in the game falls victim to the Mega Man-esque element weakness tree in a twisted version of rock, paper, scissors. The system is hit or miss but you're going to be forced to depend on it in the game's more difficult encounters, such as a room full of roughly 20+ fire Priests or 10+ Zombrides. Ugh...

As a result of this system, Yaiba's basic attacks don't do much damage, if at all to anything but the basic zombie types (Stiffs). Your best offensive combo is flail to sword x 4 (on X360: B,XXXX or Circle, Square x 4 on PlayStation 3) or flail to cyborg arm (B,YYYY or Circle, Triangle x 4). The first combo is great for crowd control while the later is better suited for one-on-one encounters. Don't abuse the first one too much on Stiffs as you'll have a mob of angry flying torsos after you on higher difficulties.

The lack of a lock-on targeting AND means to jump (replaced by a evasive dash in combat) is absolutely jarring. I know that the Flying Swallow technique is like one of the most OP (read: over-powered) moves in the Ninja Gaiden series (despite the fact enemies can actually block and evade it in Ninja Gaiden 2 and 3), but there's NO reason to strip away the means to jump out of combat completely. I personally found that omission to be completely moronic in terms of game design.

Buy It, Rent It, or Don't Bother?

I'm honestly swaying towards don't bother here as the first few levels will turn most players (even the most dedicated Ninja Gaiden fans) before they get to the more enjoyable parts of the game. At the same time, there's a few good things to discover with this game when you get to the latter half of the game and the Ninja Gaiden Z bonus mode was a great unlockable to give you something to do after completing the main campaign.

I highly suggest renting it if you can, because even the $7 for this game brand new is a bit much in terms of what you have to put up with in this game before it pays off and you actually enjoy it - even that is a big what-if. I'm not going to lie. Most players will throw their controllers or break them out of sheer frustration playing this game. Seriously, if you're new to the Ninja Gaiden series, skip this one. If you're a series veteran like myself, play at your own discretion. There's very few things to like here, but the bad far outweighs the good.