History Videogame / NinjaGaiden

7th Feb '17 12:29:38 PM Saurubiker
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Following the release of ''Ninja Gaiden II'', Itagaki stepped down from Team Ninja and left the now merged Tecmo Koei. Current series director and producer Yosuke Hayashi took over and released an UpdatedRerelease of ''Ninja Gaiden II'' on the [=PS3=] as ''Ninja Gaiden Sigma II''. Notably, the game partly resolves the nonsensical nature of the plot in the 360 original, but also throws in new characters ([[CanonImmigrant Ayane]] from the ''Videogame/DeadOrAlive'' series and [[TookALevelInBadass Momiji]], plus the return of Rachel) and scenarios, a co-op mission mode, a "Chapter Challenge" mode and a prologue that links ''Dragon Sword'' to current continuity (''Ninja Gaiden II'' never makes a mention of ''Dragon Sword''). It also significantly tones down the 360 game's gore and the number of enemies, making them more resilient instead.

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Following the release of ''Ninja Gaiden II'', Itagaki stepped down from Team Ninja and left the now merged Tecmo Koei. Current series director and producer Yosuke Hayashi took over and released an UpdatedRerelease of ''Ninja Gaiden II'' on the [=PS3=] as ''Ninja Gaiden Sigma II''.2''. Notably, the game partly resolves the nonsensical nature of the plot in the 360 original, but also throws in new characters ([[CanonImmigrant Ayane]] from the ''Videogame/DeadOrAlive'' series and [[TookALevelInBadass Momiji]], plus the return of Rachel) and scenarios, a co-op mission mode, a "Chapter Challenge" mode and a prologue that links ''Dragon Sword'' to current continuity (''Ninja Gaiden II'' never makes a mention of ''Dragon Sword''). It also significantly tones down the 360 game's gore and the number of enemies, making them more resilient instead.



** [[spoiler:[[VideoGame/DeadOrAlive Kasumi]]]] gets a [[TheFaceless faceless]] cameo in ''Sigma II''. [[spoiler:[[VideoGame/DeadOrAlive Hayate]]]] is name-dropped in ''III'' and certain characters in ''Dragon Sword'' appear on-screen in the same game.

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** [[spoiler:[[VideoGame/DeadOrAlive Kasumi]]]] gets a [[TheFaceless faceless]] cameo in ''Sigma II''.2''. [[spoiler:[[VideoGame/DeadOrAlive Hayate]]]] is name-dropped in ''III'' and certain characters in ''Dragon Sword'' appear on-screen in the same game.



** Within the franchise, ''Sigma II'' gives many throwbacks to previous games, such as the inclusions of Rachel from ''Ninja Gaiden'' and Momiji from ''Dragon Sword'', something ehe original release ''Ninja Gaiden II'' for the 360 didn't trouble itself with. Similarly, a number of enemies in ''II'' were taken directly from ''Dragon Sword'' (the Rasetsu ninjas and the red dragons, among others).

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** Within the franchise, ''Sigma II'' 2'' gives many throwbacks to previous games, such as the inclusions of Rachel from ''Ninja Gaiden'' and Momiji from ''Dragon Sword'', something ehe original release ''Ninja Gaiden II'' for the 360 didn't trouble itself with. Similarly, a number of enemies in ''II'' were taken directly from ''Dragon Sword'' (the Rasetsu ninjas and the red dragons, among others).



** The Tengu brothers in ''Sigma II'', although it's an odd example since you alternatively fight them alone and together several times throughout the game (see RecurringBoss below).

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** The Tengu brothers in ''Sigma II'', 2'', although it's an odd example since you alternatively fight them alone and together several times throughout the game (see RecurringBoss below).



** Irene became a walking {{Retcon}} herself [[spoiler:when "Sonia" was confirmed to be another one of her codenames she uses on the field ''Dead or Alive''. Now it seems Ryu actually knew Irene before the NES series in ''Ninja Gaiden II''/''Sigma II'', while in the first NES game he certainly doesn't find "Sea Swallow" familiar to a certain Sonia he met earlier. Irene's appearance [[SarcasmMode of course was always]] that of a blond buxomed babe with pale skin instead of a brunette with modest body proportions; maybe she was [[WildMassGuessing wearing a disguise]] in the NES series]]?

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** Irene became a walking {{Retcon}} herself [[spoiler:when "Sonia" was confirmed to be another one of her codenames she uses on the field ''Dead or Alive''. Now it seems Ryu actually knew Irene before the NES series in the 360 version of ''Ninja Gaiden II''/''Sigma II'', while in the first NES game he certainly doesn't find "Sea Swallow" familiar to a certain Sonia he met earlier. Irene's appearance [[SarcasmMode of course was always]] that of a blond buxomed babe with pale skin instead of a brunette with modest body proportions; maybe she was [[WildMassGuessing wearing a disguise]] in the NES series]]?



*** ''Sigma 2'''s case is a bit special though. Due to an exclusivity contract with Microsoft, ''II'' could not be ported onto the [=PS3=]. The only way to do it after Itagaki left was to add, remove and change so many things that ''Sigma II'' would be considered an independent game rather than a mere port. It worked: although the levels, combat system and enemies are pretty much the same, the playing experience is quite different.

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*** ''Sigma 2'''s case is a bit special though. Due to an exclusivity contract with Microsoft, ''II'' could not be ported onto the [=PS3=]. The only way to do it after Itagaki left was to add, remove and change so many things that ''Sigma II'' 2'' would be considered an independent game rather than a mere port. It worked: although the levels, combat system and enemies are pretty much the same, the playing experience is quite different.



* {{Bowdlerise}}: While ''Sigma II'' brought great additions such as new playable characters, game modes and a multiplayer option to warrant its deserved critical acclaim, it also got some vocal criticism from some due to the direction of removing the potential bloodbath present in the 360 version. Rather than see gallons of blood, dismembered limbs and body parts were turned into purple mist, which creates a rather odd effect because Ryu still performs brutal actions against enemies, only to see them gush out purple-colored smoke.

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* {{Bowdlerise}}: While ''Sigma II'' 2'' brought great additions such as new playable characters, game modes and a multiplayer option to warrant its deserved critical acclaim, it also got some vocal criticism from some due to the direction of removing the potential bloodbath present in the 360 version. Rather than see gallons of blood, dismembered limbs and body parts were turned into purple mist, which creates a rather odd effect because Ryu still performs brutal actions against enemies, only to see them gush out purple-colored smoke.



* CameraScrew: In the modern trilogy, specifically the ones released on Microsoft platforms, the camera will often be your toughest opponent, chosing the most impractical angle possible, zooming in without reason and putting {{mook}}s or even Ryu himself off-screen. Surely ''Sigma'' and ''Sigma II'' have fixed this problem, haven't they? Er...well, no.

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* CameraScrew: In the modern trilogy, specifically the ones released on Microsoft platforms, the camera will often be your toughest opponent, chosing the most impractical angle possible, zooming in without reason and putting {{mook}}s or even Ryu himself off-screen. Surely ''Sigma'' and ''Sigma II'' 2'' have fixed this problem, haven't they? Er...well, no.



* ChainsawGood: Spriggans (zombies in ''Ninja Gaiden II''/''Sigma II'') with chainsaws and cannons for arms

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* ChainsawGood: Spriggans (zombies in ''Ninja Gaiden II''/''Sigma II'') 2'') with chainsaws and cannons for arms



* CheckPointStarvation: ''Sigma II'' has a few passages where you have to go through several long, tough fights without the possibility to save in-between, most notably the last parts of Chapter 13 (including the very grueling stairway fight), 14 (the graveyard fights) and the first half of Chapter 16 (the very long straight corridor). The latter two have an appearance of {{Recurring Boss}}es out of nowhere without the usual auto-save. These passages are stressing in Normal but get ''really'' sadistic in Master Ninja.

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* CheckPointStarvation: ''Sigma II'' 2'' has a few passages where you have to go through several long, tough fights without the possibility to save in-between, most notably the last parts of Chapter 13 (including the very grueling stairway fight), 14 (the graveyard fights) and the first half of Chapter 16 (the very long straight corridor). The latter two have an appearance of {{Recurring Boss}}es out of nowhere without the usual auto-save. These passages are stressing in Normal but get ''really'' sadistic in Master Ninja.



** Also used for the girls in ''Sigma II'': Rachel is the MightyGlacier, Ayane the FragileSpeedster, while Momiji's a JackOfAllStats.

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** Also used for the girls in ''Sigma II'': 2'': Rachel is the MightyGlacier, Ayane the FragileSpeedster, while Momiji's a JackOfAllStats.



* DamnYouMuscleMemory: In ''Sigma II'', the bow is aimed and fired with the triggers instead of the face buttons for ''Ninja Gaiden'' and ''Ninja Gaiden II''. Justified since it allows to throw shurikens even with the bow equipped but it does take a bit of time to get used to it. The opposite is even worse: in ''II'', many ''Sigma II'' players will try to throw shurikens mid-jump and fire an arrow; it won't work.

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* DamnYouMuscleMemory: In ''Sigma II'', 2'', the bow is aimed and fired with the triggers instead of the face buttons for ''Ninja Gaiden'' and ''Ninja Gaiden II''. Justified since it allows to throw shurikens even with the bow equipped but it does take a bit of time to get used to it. The opposite is even worse: in ''II'', many ''Sigma II'' 2'' players will try to throw shurikens mid-jump and fire an arrow; it won't work.



* ElaborateEqualsEffective: Used for every weapon in the modern trilogy, except for katanas. In a variation, [[spoiler:the True Dragon Sword and Blade of the Archfiend]] replaces a maxed-upgraded Dragon's Claw and Tiger's Fang in ''II''/''Sigma II'', since it's the strongest weapon in the game.
* ElevatorActionSequence: Rachel's chapter in ''Sigma II'' has one of these.

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* ElaborateEqualsEffective: Used for every weapon in the modern trilogy, except for katanas. In a variation, [[spoiler:the True Dragon Sword and Blade of the Archfiend]] replaces a maxed-upgraded Dragon's Claw and Tiger's Fang in ''II''/''Sigma II'', 2'', since it's the strongest weapon in the game.
* ElevatorActionSequence: Rachel's chapter in ''Sigma II'' 2'' has one of these.



* TheFaceless: [[spoiler:Kasumi]] in ''Sigma II''

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* TheFaceless: [[spoiler:Kasumi]] in ''Sigma II''2''



** As stated above, some of the female characters manage to abandon the FauxActionGirl category eventually. The best example is Momiji, who gets captured in ''Dragon Sword'', but gets to be a full-blown ActionGirl in ''Sigma II''. And by the time of ''Ninja Gaiden III'', she spends a whole level [[BackToBackBadasses fighting alongside Ryu]] almost as an equal.

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** As stated above, some of the female characters manage to abandon the FauxActionGirl category eventually. The best example is Momiji, who gets captured in ''Dragon Sword'', but gets to be a full-blown ActionGirl in ''Sigma II''.2''. And by the time of ''Ninja Gaiden III'', she spends a whole level [[BackToBackBadasses fighting alongside Ryu]] almost as an equal.



* ForMassiveDamage: In ''II/Sigma II'', the Tonfa's Ultimate Technique is ''devastating'', more than those of any other weapon. Even the extremely resilient Underworld clawed ninjas of ''Sigma II'' Master Ninja Mode fall apart instantly with only a half-charged Ultimat. It's surprising since apart from that, the Tonfa is arguably the weakest weapon in Ryu's arsenal. Back in the Xbox ''Ninja Gaiden'', there was the [[DesperationAttack Unlabored Flawlessness on low health]], capable of near [[OneHitKill one-combo kills]] on the weaker bosses ([[http://www.youtube.com/watch?v=XIBguVheGyw see for yourself]]).

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* ForMassiveDamage: In ''II/Sigma II'', 2'', the Tonfa's Ultimate Technique is ''devastating'', more than those of any other weapon. Even the extremely resilient Underworld clawed ninjas of ''Sigma II'' 2'' Master Ninja Mode fall apart instantly with only a half-charged Ultimat. It's surprising since apart from that, the Tonfa is arguably the weakest weapon in Ryu's arsenal. Back in the Xbox ''Ninja Gaiden'', there was the [[DesperationAttack Unlabored Flawlessness on low health]], capable of near [[OneHitKill one-combo kills]] on the weaker bosses ([[http://www.youtube.com/watch?v=XIBguVheGyw see for yourself]]).



* HardLevelsEasyBosses: This is also the case in ''Ninja Gaiden II'': while the levels are basically massive gauntlets with endless hordes of cheap {{mook}}s, most bosses are surprisingly easy to take down. Even the four Greater Fiends and the FinalBoss pose little threat. ''Sigma II'' balanced things by reducing the amount of on-screen {{mook}}s but made most of the bosses harder, improving their AI and health.
** Played straight in Ayane's chapter in ''Sigma II'', though; Onibaba is considerably easier than the mooks you have to get through first, particularly at higher difficulty levels.

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* HardLevelsEasyBosses: This is also the case in ''Ninja Gaiden II'': while the levels are basically massive gauntlets with endless hordes of cheap {{mook}}s, most bosses are surprisingly easy to take down. Even the four Greater Fiends and the FinalBoss pose little threat. ''Sigma II'' 2'' balanced things by reducing the amount of on-screen {{mook}}s but made most of the bosses harder, improving their AI and health.
** Played straight in Ayane's chapter in ''Sigma II'', 2'', though; Onibaba is considerably easier than the mooks you have to get through first, particularly at higher difficulty levels.



* ImmuneToBullets: Many higher-level {{mook}}s in the modern trilogy are immune to standard shuriken or can block them if you throw them off-the-cuff instead of as part of a combo. In the weapon description of Rachel's sidearm in ''Sigma II'', it states high-level fiends are immune to her magic-laden ammunition, crafted specifically to give her an edge in fighting them.

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* ImmuneToBullets: Many higher-level {{mook}}s in the modern trilogy are immune to standard shuriken or can block them if you throw them off-the-cuff instead of as part of a combo. In the weapon description of Rachel's sidearm in ''Sigma II'', 2'', it states high-level fiends are immune to her magic-laden ammunition, crafted specifically to give her an edge in fighting them.



** In ''Sigma II'', he also has an infinite amount of arrows. In the first game and ''II'', there's a limit, but there will always be a body bristling with arrows nearby when you need it.

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** In ''Sigma II'', 2'', he also has an infinite amount of arrows. In the first game and ''II'', there's a limit, but there will always be a body bristling with arrows nearby when you need it.



* JigglePhysics: Itagaki is very fond of this in his games. ''Sigma II'' gives us the ability to control this with the Sixaxis controller.

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* JigglePhysics: Itagaki is very fond of this in his games. ''Sigma II'' 2'' gives us the ability to control this with the Sixaxis controller.



* LighterAndSofter: ''Ninja Gaiden Sigma II'' when compared to the original ''Ninja Gaiden II'', graphically speaking. Most of the blood and gore is removed and it uses noticeably brighter color tones and a bloom effect, thankfully the Vita version - ''Sigma Plus 2'' restored all the gore.
* LivingStatue: In ''Sigma II'' you fight a giant Buddha statue as a WarmUpBoss; a few chapters later, ''the freaking UsefulNotes/StatueOfLiberty''.
* LoadsAndLoadsOfLoading: An issue in ''Sigma II''. For example, you have a loading at the chapter screen, then if you want to change costumes you have another loading, and after you've selected the outfit, you have to go through the chapter screen loading ''again''. In ''Ninja Gaiden III'', the "world map" animation would be cool if it wasn't so long and if you didn't have to watch it every single time you load the game or get to the next day. Sometimes you even have to watch it ''twice'' between two events.

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* LighterAndSofter: ''Ninja Gaiden Sigma II'' 2'' when compared to the original ''Ninja Gaiden II'', graphically speaking. Most of the blood and gore is removed and it uses noticeably brighter color tones and a bloom effect, thankfully the Vita version - ''Sigma Plus 2'' restored all the gore.
* LivingStatue: In ''Sigma II'' 2'' you fight a giant Buddha statue as a WarmUpBoss; a few chapters later, ''the freaking UsefulNotes/StatueOfLiberty''.
* LoadsAndLoadsOfLoading: An issue in ''Sigma II''.2''. For example, you have a loading at the chapter screen, then if you want to change costumes you have another loading, and after you've selected the outfit, you have to go through the chapter screen loading ''again''. In ''Ninja Gaiden III'', the "world map" animation would be cool if it wasn't so long and if you didn't have to watch it every single time you load the game or get to the next day. Sometimes you even have to watch it ''twice'' between two events.



* LosingYourHead: Inverted with the zombies and Spriggans in the first two modern games. They continue their attacks even after being decapitated, although doing so renders them blind and they just swing randomly. The flare fiends in ''Sigma II'' can also fight headless, and they are ''not'' blinded.

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* LosingYourHead: Inverted with the zombies and Spriggans in the first two modern games. They continue their attacks even after being decapitated, although doing so renders them blind and they just swing randomly. The flare fiends in ''Sigma II'' 2'' can also fight headless, and they are ''not'' blinded.



* MookDebutCutscene: Generally averted in the modern trilogy, with a few exceptions like the [=MSATs=], the zombies and the flare fiends in ''Ninja Gaiden''/''Sigma'', or the Van Gelfs in ''II''/''Sigma II''. In both cases, the "rank" of the enemy introduced will actually change depending on the difficulty: a purple (immature) Van Gelf will come out of the hole in Accolyte, a green one (winged) in Warrior and a golden one (the strongest type) in Mentor.

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* MookDebutCutscene: Generally averted in the modern trilogy, with a few exceptions like the [=MSATs=], the zombies and the flare fiends in ''Ninja Gaiden''/''Sigma'', or the Van Gelfs in ''II''/''Sigma II''.2''. In both cases, the "rank" of the enemy introduced will actually change depending on the difficulty: a purple (immature) Van Gelf will come out of the hole in Accolyte, a green one (winged) in Warrior and a golden one (the strongest type) in Mentor.



* MultiMookMelee: The so-called Fiend Challenges in ''Ninja Gaiden''/''Sigma'' and the Tests of Valor in ''II'' (but removed in ''Sigma II'') and ''Razor's Edge''. ''II''/''Sigma II'' has infamous stairway fight in Chapter 10/13, where you face a ridiculous number of enemies at the same time and take down a good hundred of them. Hell, in Master Ninja Mode for ''II'', the game is pretty much a 12-hour long MultiMookMelee!

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* MultiMookMelee: The so-called Fiend Challenges in ''Ninja Gaiden''/''Sigma'' and the Tests of Valor in ''II'' (but removed in ''Sigma II'') 2'') and ''Razor's Edge''. ''II''/''Sigma II'' 2'' has infamous stairway fight in Chapter 10/13, where you face a ridiculous number of enemies at the same time and take down a good hundred of them. Hell, in Master Ninja Mode for ''II'', the game is pretty much a 12-hour long MultiMookMelee!



** Incendiary Kunai in ''II'' systematically dismembered enemies the first time and killed them with a second one. In ''Sigma II'', those used by Ayane are quite effective in normal difficulty, but are about as useful as shuriken at higher difficulties. ''Sigma II'' also removes the ability to charge arrows. Then again, since projectiles are rendered infinite in use, keeping them as powerful would've turned them into Game Breakers.

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** Incendiary Kunai in ''II'' systematically dismembered enemies the first time and killed them with a second one. In ''Sigma II'', 2'', those used by Ayane are quite effective in normal difficulty, but are about as useful as shuriken at higher difficulties. ''Sigma II'' 2'' also removes the ability to charge arrows. Then again, since projectiles are rendered infinite in use, keeping them as powerful would've turned them into Game Breakers.



* NewGamePlus: Used in ''Ninja Gaiden II''. ''Sigma II'' and ''Razor's Edge'' subvert this a bit with Chapter Challenge Mode: once you beat any difficulty, you can redo the chapters individually with all your weapons and Ninpo upgraded (not unlike ''Franchise/DevilMayCry''), and can choose your character. So while it's not ''technically'' this trope, it functions as one, except your life bar's length depends on the chapter you play. The game is also slightly more difficult in this mode.
* NiceJobBreakingItHero: A minor example in ''II''/''Sigma II'' (so minor that Ryu [[DidYouJustPunchOutCthulhu fixes it pretty fast]]) [[spoiler: While escaping Mt. Fuji with Sonia, a drop of Ryu's cursed Dragon Clan/Fiend blood revives the Archfiend Vazdah into its OneWingedAngel form]].

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* NewGamePlus: Used in ''Ninja Gaiden II''. ''Sigma II'' 2'' and ''Razor's Edge'' subvert this a bit with Chapter Challenge Mode: once you beat any difficulty, you can redo the chapters individually with all your weapons and Ninpo upgraded (not unlike ''Franchise/DevilMayCry''), and can choose your character. So while it's not ''technically'' this trope, it functions as one, except your life bar's length depends on the chapter you play. The game is also slightly more difficult in this mode.
* NiceJobBreakingItHero: A minor example in ''II''/''Sigma II'' 2'' (so minor that Ryu [[DidYouJustPunchOutCthulhu fixes it pretty fast]]) [[spoiler: While escaping Mt. Fuji with Sonia, a drop of Ryu's cursed Dragon Clan/Fiend blood revives the Archfiend Vazdah into its OneWingedAngel form]].



* OneHitKill: Master Ninja Mode's ungodly difficulty in ''Sigma II'' relies on the fact that the player has very little room for mistake. Several enemy attacks like fire geysers, and any boss grapple or {{mook}} suicidal attack will kill you instantly regardless of your lifebar's length.

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* OneHitKill: Master Ninja Mode's ungodly difficulty in ''Sigma II'' 2'' relies on the fact that the player has very little room for mistake. Several enemy attacks like fire geysers, and any boss grapple or {{mook}} suicidal attack will kill you instantly regardless of your lifebar's length.



* OnlyAFleshWound: A game mechanic in ''II''/''Sigma II'', where enemies act differently depending on how they've been dismembered. In some ways, they become more dangerous when they've lost a limb, and will liekly do a grab/suicide attack that's very hard to avoid and heavily damaging.

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* OnlyAFleshWound: A game mechanic in ''II''/''Sigma II'', 2'', where enemies act differently depending on how they've been dismembered. In some ways, they become more dangerous when they've lost a limb, and will liekly do a grab/suicide attack that's very hard to avoid and heavily damaging.



* PainfullySlowProjectile: Averted in ''Ninja Gaiden II'', where white ninja archers fire explosive arrows so fast you can't possibly dodge them in time; they're also unblockable and can hit you underwater. In Master Ninja Mode, you fight them right at the beginning, waiting for you across gaps or targeting you while running on water. [[FakeDifficulty Everyone's got their four-leaf clovers]]? Thankfully, they are fewer and a bit slower in ''Sigma II''.

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* PainfullySlowProjectile: Averted in ''Ninja Gaiden II'', where white ninja archers fire explosive arrows so fast you can't possibly dodge them in time; they're also unblockable and can hit you underwater. In Master Ninja Mode, you fight them right at the beginning, waiting for you across gaps or targeting you while running on water. [[FakeDifficulty Everyone's got their four-leaf clovers]]? Thankfully, they are fewer and a bit slower in ''Sigma II''.2''.



** [[RedOniBlueOni The Tengu Brothers]] in ''Sigma II'': you fight one alone in Chapter 5, who flees in the middle before you can finish it off; you fight them together at the end of the same chapter. At the beginning of Chapter 14, you fight the two but one of them escapes. You kill the other, and the one that escaped reappears at the end of the chapter, [[FlunkyBoss with a few other ninjas]]. Finally, the two reappear in Chapter 16. What's interesting is that you almost ''always'' have to fight them after going through several long and harsh fights, [[CheckPointStarvation with no possibility to save between the fights]], meaning you'll rarely confront them at full health.

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** [[RedOniBlueOni The Tengu Brothers]] in ''Sigma II'': 2'': you fight one alone in Chapter 5, who flees in the middle before you can finish it off; you fight them together at the end of the same chapter. At the beginning of Chapter 14, you fight the two but one of them escapes. You kill the other, and the one that escaped reappears at the end of the chapter, [[FlunkyBoss with a few other ninjas]]. Finally, the two reappear in Chapter 16. What's interesting is that you almost ''always'' have to fight them after going through several long and harsh fights, [[CheckPointStarvation with no possibility to save between the fights]], meaning you'll rarely confront them at full health.



* RefugeInAudacity: The boob-jiggling feature in ''Sigma II''; you can even do it during ''cutscenes''.

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* RefugeInAudacity: The boob-jiggling feature in ''Sigma II''; 2''; you can even do it during ''cutscenes''.



* SequelEscalation: ''Ninja Gaiden Black''/''Sigma'' are NintendoHard with moderate gore, playthroughs are done at a relatively slow pace, you never fight more than three or four enemies at once and the strongest techniques are restricted in use. ''II'' takes the gore to [[LudicrousGibs ridiculous levels]], is considerably faster, requires offensive strategies and you frequently fight insane number of {{mook}}s. Combos, weapons and Ultimate Techniques are cranked up to the point they would've been absolute {{Game Breaker}}s in the first game. ''Sigma II'' toned down the gore and number of enemies, though increased AI and boss/{{mook}} resilience, ''Sigma Plus 2'' included all that in addition to restoring the gore.
* SerialEscalation : ''Sigma II'' features a co-op based Mission Mode with five levels - Acolyte, Warrior, Mentor, Master Ninja and Ultimate Ninja. The latter has missions that make even the most experienced players have a HeroicBSOD the first time, like fighting the Four Greater Fiends ''simultaneously''. You won't be able to do anything in those missions without an experienced human partner.

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* SequelEscalation: ''Ninja Gaiden Black''/''Sigma'' are NintendoHard with moderate gore, playthroughs are done at a relatively slow pace, you never fight more than three or four enemies at once and the strongest techniques are restricted in use. ''II'' takes the gore to [[LudicrousGibs ridiculous levels]], is considerably faster, requires offensive strategies and you frequently fight insane number of {{mook}}s. Combos, weapons and Ultimate Techniques are cranked up to the point they would've been absolute {{Game Breaker}}s in the first game. ''Sigma II'' 2'' toned down the gore and number of enemies, though increased AI and boss/{{mook}} resilience, ''Sigma Plus 2'' included all that in addition to restoring the gore.
* SerialEscalation : ''Sigma II'' 2'' features a co-op based Mission Mode with five levels - Acolyte, Warrior, Mentor, Master Ninja and Ultimate Ninja. The latter has missions that make even the most experienced players have a HeroicBSOD the first time, like fighting the Four Greater Fiends ''simultaneously''. You won't be able to do anything in those missions without an experienced human partner.



* StealthPun: This one's a bit of a stretch, but "Florentine" is both an Italian identity (via its city) and a term used for DualWielding. In ''Sigma II'', Ryu receives dual katanas in the Venice-based chapter (Venice being a city in Italy).

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* StealthPun: This one's a bit of a stretch, but "Florentine" is both an Italian identity (via its city) and a term used for DualWielding. In ''Sigma II'', 2'', Ryu receives dual katanas in the Venice-based chapter (Venice being a city in Italy).



* UnexplainedRecovery: Ryu's adventures in New York end with an animated Statue of Liberty using up its last moments of movement and first moments of freedom extending its hand to helt him escape before sinking into the sea. Rachel's chapter in ''Sigma II'' sees said statue right back where it should be as the sun rises.

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* UnexplainedRecovery: Ryu's adventures in New York end with an animated Statue of Liberty using up its last moments of movement and first moments of freedom extending its hand to helt him escape before sinking into the sea. Rachel's chapter in ''Sigma II'' 2'' sees said statue right back where it should be as the sun rises.



* WrestlerInAllOfUs: Guillotine Throw and Izuna Drop. Ayane in ''Sigma II'' has a scissors lock in place of the Guillotine Throw.

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* WrestlerInAllOfUs: Guillotine Throw and Izuna Drop. Ayane in ''Sigma II'' 2'' has a scissors lock in place of the Guillotine Throw.
6th Jan '17 1:41:25 AM ChrisX
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* HighlyVisibleNinja: Who said ninja games need a stealth mechanic?

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* HighlyVisibleNinja: Who said ninja games need a stealth mechanic?mechanic? Considering Ryu has the access of the Dragon Sword and he's constantly facing demons and fiends that might not be fooled by stealth easily, perhaps stealth wasn't that necessary.
1st Jan '17 3:50:58 AM Morgenthaler
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* BattleCouple: Ryu the {{Badass}} OneManArmy {{Ninja}} and Irene/[[spoiler:Sonia]] [[TheGunslinger the Girl With Guns]] then later ''MissionControl''; still together in the ''Dead or Alive'' series.

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* BattleCouple: Ryu the {{Badass}} badass OneManArmy {{Ninja}} and Irene/[[spoiler:Sonia]] [[TheGunslinger the Girl With Guns]] then later ''MissionControl''; still together in the ''Dead or Alive'' series.



** Sonia in ''Ninja Gaiden II'', plays the badass CIA agent a little more convincingly. While she manages to get captured and needs rescuing at the start, she repays the favor by showing up like a {{big damn hero|es}} and saving Ryu from a battle against impossible odds, and later by strolling around the Daedalus, casually dispatching ninja {{mook}}s with a rocket launcher. Unfortunately, she gets demoted by getting captured ''again'', put into a dress marginally ''less'' {{Stripperific}} than her regular attire, and fails to do anything useful from that point on (although admittedly, it's kinda hard to do anything [[spoiler: in the Underworld]] if you're not a {{Badass}} {{Ninja}}.

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** Sonia in ''Ninja Gaiden II'', plays the badass CIA agent a little more convincingly. While she manages to get captured and needs rescuing at the start, she repays the favor by showing up like a {{big damn hero|es}} and saving Ryu from a battle against impossible odds, and later by strolling around the Daedalus, casually dispatching ninja {{mook}}s with a rocket launcher. Unfortunately, she gets demoted by getting captured ''again'', put into a dress marginally ''less'' {{Stripperific}} than her regular attire, and fails to do anything useful from that point on (although admittedly, it's kinda hard to do anything [[spoiler: in the Underworld]] if you're not a {{Badass}} badass {{Ninja}}.
4th Dec '16 2:02:25 PM WillKeaton
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* ComicBookAdaptation: The ''Magazine/NintendoPower'' Strategy Guide for ''The Dark Sword of Chaos'' followed the game's story between gameplay tips and tricks as a fully drawn comic book. [[https://www.hardcoregaming101.net/ninjagaiden/nintendopower-1.jpg Ryu's encounter with Ashtar]] is a stand-out moment.

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* ComicBookAdaptation: The ''Magazine/NintendoPower'' Strategy Guide for ''The Dark Sword of Chaos'' followed the game's story between gameplay tips and tricks as a fully drawn comic book. [[https://www.[[http://www.hardcoregaming101.net/ninjagaiden/nintendopower-1.jpg Ryu's encounter with Ashtar]] is a stand-out moment.
4th Nov '16 8:31:35 PM Synthesis
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Alas, while ''Ninja Gaiden III'' was successful commercially, it wasn't as much critically with players criticizing the aforementioned dumbed-down difficulty, excessively streamlined gameplay and a lack of replay value. Many fans of the earlier two titles particularly panned it: its attempt at story unwelcomed, its "cinematic and dramatic feel" was panned as needlessly boring ''and'' nonsensical (watch super-ninja Ryu Hayabusa [[GoodIsBoring ride around the desert in a jeep!]], whereas ''II'' at least was entertaining and nonsensical and those who'd enjoyed the fast-paced, unforgiving but fair combat of the previous titles particularly blasted the decision to remove all other weapons and inject [[ProtagonistCenteredMorality poorly-done moral choices]] in their place.

to:

Alas, while ''Ninja Gaiden III'' was successful commercially, it wasn't as much critically with players criticizing the aforementioned dumbed-down difficulty, excessively streamlined gameplay and a lack of replay value. Many fans of the earlier two titles particularly panned it: its attempt at story unwelcomed, its "cinematic and dramatic feel" was panned as needlessly boring ''and'' nonsensical (watch super-ninja Ryu Hayabusa [[GoodIsBoring ride around the desert in a jeep!]], jeep!]]) whereas ''II'' at least was entertaining and nonsensical and those who'd enjoyed the fast-paced, unforgiving but fair combat of the previous titles particularly blasted the decision to remove all other weapons and inject [[ProtagonistCenteredMorality poorly-done moral choices]] in their place.
4th Nov '16 8:30:55 PM Synthesis
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Alas, while ''Ninja Gaiden III'' was successful commercially, it wasn't as much critically with players criticizing the aforementioned dumbed-down difficulty, excessively streamlined gameplay and a lack of replay value. The game had a re-release in late 2012 on the WiiU (January 2013 in Europe) entitled ''Razor's Edge'', with Team Ninja addressing the flaws, such as re-adding back dismemberments, brutal difficulty, fleshed out gameplay, weapon acquisitions and upgrades and additional playable characters (Momiji, Ayane and the first appearance of [[CanonImmigrant Kasumi]] from ''Videogame/DeadOrAlive''). Also, some of the most disliked cutscences were eliminated. Ports for the [=PS3=] and [=Xbox 360=] were released in April 2013. Both versions include all the downloadable content from the Wii U version already on the disc.

to:

Alas, while ''Ninja Gaiden III'' was successful commercially, it wasn't as much critically with players criticizing the aforementioned dumbed-down difficulty, excessively streamlined gameplay and a lack of replay value. Many fans of the earlier two titles particularly panned it: its attempt at story unwelcomed, its "cinematic and dramatic feel" was panned as needlessly boring ''and'' nonsensical (watch super-ninja Ryu Hayabusa [[GoodIsBoring ride around the desert in a jeep!]], whereas ''II'' at least was entertaining and nonsensical and those who'd enjoyed the fast-paced, unforgiving but fair combat of the previous titles particularly blasted the decision to remove all other weapons and inject [[ProtagonistCenteredMorality poorly-done moral choices]] in their place.

The game had a re-release in late 2012 on the WiiU (January 2013 in Europe) entitled ''Razor's Edge'', with Team Ninja addressing the flaws, such as re-adding back dismemberments, brutal difficulty, fleshed out gameplay, weapon acquisitions and upgrades and additional playable characters (Momiji, Ayane and the first appearance of [[CanonImmigrant Kasumi]] from ''Videogame/DeadOrAlive''). Also, some of the most disliked cutscences were eliminated. Ports for the [=PS3=] and [=Xbox 360=] were released in April 2013. Both versions include all the downloadable content from the Wii U version already on the disc.
27th Oct '16 1:06:12 PM morenohijazo
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Added DiffLines:



Added DiffLines:

* GravityIsPurple: The Art of The Piercing Void, one of Ryu's most powerful ninja techniques, allows him to control gravity in order to create a black hole surrounded by purple energy.
12th Oct '16 2:00:40 PM ChaoticNovelist
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* CrueltyIsTheOnlyOption: ''Ninja Gaiden III'' has sequences where you're forced to slowly descend on helpless, disarmed {{mook}} and mercilessly cut them down. While the first instance is a {{mook}} who just watched you dozens of his comrades and drops his gun, pleading for his life (and scared shitless), other situations has the {{mook}} dare you to kill them while [[HannibalLecture lecturing you]]. The game cannot progress unless you kill them. [[IncrediblyLamePun Mercifully]] removed in ''Razor's Edge.''

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* CrueltyIsTheOnlyOption: ''Ninja Gaiden III'' has sequences where you're forced to slowly descend on helpless, disarmed {{mook}} and mercilessly cut them down. While the first instance is a {{mook}} who just watched you dozens of his comrades and drops his gun, pleading for his life (and scared shitless), other situations has the {{mook}} dare you to kill them while [[HannibalLecture [[BreakingLecture lecturing you]]. The game cannot progress unless you kill them. [[IncrediblyLamePun Mercifully]] removed in ''Razor's Edge.''



** Rachel's outfit. Enough said.

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** Rachel's outfit. Enough said.outfit is barely there.
12th Oct '16 12:29:44 PM DarkStorm
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* AwesomeButImpractical: The spinning slash and fire shield in the first game. The first causes you to do a spinning slash every time you attack while jumping, which can deal obnoxious damage to bosses, even killing the first one in one hit if landed correctly. The problem is it causes you to do a spinning slash every time you attack while jumping, meaning you can't control how you use your special attack energy, and will probably run out of it. The fire shield makes you invincible for a little while, but the problem is that when it times out, you lose it and get nothing to replace it.

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* AwesomeButImpractical: The spinning slash and fire shield in the first game. The first causes you to do a spinning slash every time you attack while jumping, which can deal obnoxious damage to bosses, even killing the first one in one hit if landed correctly. The problem is it causes you to do a spinning slash every time you attack while jumping, meaning you can't control how you use your special attack energy, and will probably run out of it.it (unless you know the trick: hold down while attacking). The fire shield makes you invincible for a little while, but the problem is that when it times out, you lose it and get nothing to replace it.



* HardLevelsEasyBosses: The first NES ''Ninja Gaiden''. Barbarian, Bomberhead and Basquer were all ridiculously easy once you got the pattern down, an easily-exploitable glitch could make Kelbeross a pushover, Bloody Malth is just a matter of getting close to him and mashing buttons and the Masked Devil just requires you to hit the giant clown-nose thing in the middle. Jaquio, however, is ungodly hard, and the Demon is largely luck-based. The sequels evened it out quite a bit.

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* HardLevelsEasyBosses: The first NES ''Ninja Gaiden''. Barbarian, Bomberhead and Basquer were all ridiculously easy once you got the pattern down, an easily-exploitable glitch could make Kelbeross a pushover, Bloody Malth is just a matter of getting close to him and mashing buttons and the Masked Devil just requires you to hit the giant clown-nose thing orb in the middle. Jaquio, however, is ungodly hard, and the Demon is largely luck-based. The sequels evened it out quite a bit.



* PuzzleBoss: In the Boss battle against Ryu's father, trying to strike him will get you nowhere. To win the fight, you have to destroy the statue casting orbs of energy towards him. (Which isn't hard, once you catch on.)

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* PuzzleBoss: In the Boss battle against Ryu's father, trying to strike him will get you nowhere. To win the fight, you have to destroy the statue casting orbs of energy towards him. (Which isn't hard, once you catch on.) Or if you watched the cutscene right before the fight, which shows you what to attack)



* StupidSurrender: In a cutscene in the first game, Ryu surrenders to a few CIA agents who point guns at him...right after finishing a level in which he had to defeat numerous enemies, including several of them who were armed with guns.

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* StupidSurrender: In a cutscene in the first game, Ryu surrenders to a few CIA agents who point guns at him... right after finishing a level in which he had to defeat numerous enemies, including several of them who were armed with guns.
25th Sep '16 10:59:20 AM EditorE
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* FakeDifficulty: Aside from the famed birds and pits, there's also the fact that screwing up against the bosses in Level 6 of the first game will dump you at the start of the stage for no reason. Even if it's not a Game Over, and even though this hasn't been the way things work for the entire rest of the game. The fact that once you kill a boss it stays dead even after you hike it back there doesn't fully cover for how much of a dick move this is. The hit detection in all three of the games is also pretty awful. Ryu or pretty much any enemy can be hit, damaged or killed if their only pixels away from a damaging enemy or weapon, not when they, ya know, actually get attacked by said enemy or weapon. However, there are also points when you can clearly see Ryu's knife go through an enemy, but nothing happens to the enemy. This can make trying to make quick decisions or getting into tight spots much more of a pain, therefore leading to a fair amount of cheap deaths or injuries. A good example would be trying to avoid the stars flying ninjas throw at you in stages 5-3 and 6-2 in the first game. In the third game, this hit detectio problem reaches bootleg game levels of bad. For example, if your on a platform, and a spike in a platform below comes near but is still many pixels away from your feet, it counts as a hit.

to:

* FakeDifficulty: Aside from the famed birds and pits, there's also the fact that screwing up against the bosses in Level 6 of the first game will dump you at the start of the stage for no reason. Even if it's not a Game Over, and even though this hasn't been the way things work for the entire rest of the game. The fact that once you kill a boss it stays dead even after you hike it back there doesn't fully cover for how much of a dick move this is. The hit detection in all three of the games is also pretty awful. Ryu or pretty much any enemy can be hit, damaged or killed if their only pixels away from a damaging enemy or weapon, not when they, ya know, actually get attacked by said enemy or weapon. However, there are also points when you can clearly see Ryu's knife go through an enemy, but nothing happens to the enemy. This can make trying to make quick decisions or getting into tight spots much more of a pain, therefore leading to a fair amount of cheap deaths or injuries. A good example would be trying to avoid the stars flying ninjas throw at you in stages 5-3 and 6-2 in the first game. In the third game, this hit detectio detection problem reaches bootleg game levels of bad. For example, if your on a platform, and a spike in a platform below comes near but is still many pixels away from your feet, it counts as a hit.
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