Sega shinobi ps28/2/2023 ![]() Camera can be awkward during vertically-descending areas, though these are luckily very rare. The corresponding lack of checkpoints and abundance of instant pit deaths is infamous and potentially frustrating, though it'll probably not worry veterans of harder gaming. ![]() Unfortunately the level designs tend to be a bit overlong for this kind of simplicity, which can make things monotonous. Controls are razor-sharp, with a near-unshakeable 60fps framerate. Levels involve zero fetch questing, just linear A to B progression with some nicely tough bosses. There are no weapon or inventory upgrades whatsoever, you're given all your tools at the start. Like all good arcade action this is more hectic in practice than it sounds. Technique boils down to using the shadowing dash to slip behind enemies for 2x-damaging backstabs, instead of bashing away from the front. This speedkilling is vital at higher difficulties*, the sword will eat a hesitant or shaky player alive. They appear in distinct waves, and taking down several small fry in quick succession will both power up your attacks to better slaughter the remainder, and also yield more chi for your sword. Much simpler, arcadier type of 3D combat in comparison to DMC, NG etc - enemies are more swarming obstacles to be destroyed swiftly than lethal threats in their own right. Game design is mostly complementary to this. Failure to keep a high enough pace will see your demonic sword start eating into your health. The basic system revolves around speed, both in quickly navigating dangerous platforming environments and efficiently taking down waves of enemies. Shinobi (2002) is quite good, if a bit flawed.
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