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		Ninja Gaiden 3 - Razor's Edge 
 
		Originally released to 
		lacklustre reception in early 2012, Ninja Gaiden 3 raised the ire 
		of fans for downgrading the difficulty in a misguided attempt to make 
		the classic series more accessible. A franchise that’s notorious for 
		being as punishing as it is rewarding, for years the Ninja Gaiden 
		series was held up as one of the pinnacles of hardcore gaming and this 
		re-release (Originally an enhanced port for the Wii U before finding its 
		way back to current gen consoles) sees developer Team Ninja scrambling 
		to rectify the major bones of contention fans had with the initial 
		release. 
		
		
		  
		
		Aside from a few bonus 
		missions where you play as Ayane from Dead or Alive, the story 
		for Ninja Gaiden 3: Razor’s Edge hasn’t changed an iota from the 
		original release, which of course means it’s still gleefully bat-shit 
		insane. Protagonist Ryu Hayabusa finds himself pulled into attempting to 
		avert a hostage situation due to the terrorists explicitly stating that 
		he himself is their one and only demand. After the mission is botched, 
		Ryu faces off with the Joey Jordison lookalike leader of the terrorist 
		cell, getting his right arm tainted by a blood curse in the process. 
		
		Consumed by a murderous 
		rage, Ryu must locate a method of removing the curse whilst also 
		contending with the machinations of the terrorist organisation and what 
		exactly his true place is in their overall scheme for world domination. 
		Chuck in your archetypically bonkers boss fights and a healthy 
		smattering of enemy Mech-Tanks and you’re left with a pretty accurate 
		summation of all of the clichés of Japanese pop culture rolled up in one 
		pretty little package. 
		
		
		  
		
		The stories in previous 
		instalments were suitably cheesy but Ninja Gaiden 3 ramps up the 
		ridiculousness to almost uncomfortable levels of camp, especially the 
		grandiose speeches from the main villain. But, in all honesty, nobody 
		really comes for the story in a Ninja Gaiden game; ever since its 
		8-bit origins, the trump card in Ninja Gaiden’s arsenal 
		has always been its over-the-top and challenging combat. 
		
		One of the major gripes 
		with Ninja Gaiden 3 was the exclusion of iconic weapons that have 
		long become inextricably linked with the character of Ryu; The Staff, 
		Scythe and Wolverine-like claws all return this time around, but feel 
		strangely underpowered compared to their previous incarnations. Indeed, 
		after the novelty of exploring the different combo possibilities wears 
		off, you’ll find yourself sticking mainly to the more powerful Katana.
		 
		
		As for the difficulty, 
		Team Ninja has shown that they’ve been listening to long time fans of 
		the series and ramped it up exponentially in an attempt to appease the 
		hardcore. On this level, they’ve succeeded – The game is infinitely more 
		challenging than its predecessor. Unfortunately, it’s too challenging. 
		
		
		  
		
		The brutal difficulty 
		of the original entries was tempered by a delicate balance of an 
		impeccable control scheme and intelligent game design, a balance that 
		Ninja Gaiden 3: Razor’s Edge sorely lacks. In an attempt to bring 
		back the old-school fans of the series, Team Ninja has overstepped the 
		mark to the point where the game now feels like an excruciating chore to 
		play. Aside from increased damage from enemy attacks and the removal of 
		healing items, the most crippling new addition would have to be the 
		presence of what seems like a thousand soldiers with rocket launchers 
		shooting from the sidelines during each and every single fight. 
		 
		
		The control system has 
		been tweaked to resemble the more fluid style of the previous entries, 
		but instead of the exquisite thrill of chaining together devastating 
		attacks you’ll more often than not find yourself bum rushed by a group 
		of enemies, frantically spamming the X and Y buttons in an attempt to 
		disengage from the multiple Kamikaze soldiers who take a good chunk of 
		your health with them when they go. With the inability to store healing 
		herbs, you’ll have to rely on building up your Ninpo in order to 
		salvage a fight that’s quickly turned sour, as this is now the only 
		method of healing mid-fight. 
		
		Gore has also been 
		increased exponentially; visceral geysers of claret gush freely as you 
		lop off the limbs of foul mouthed soldiers. Enemies are more adept at 
		blocking and seem much more aggressive this time around, and this time 
		around also sees some familiar enemies from previous entries making an 
		appearance. 
		
		
		  
		
		Level design leaves a 
		lot to be desired, basically shunting Ryu through corridors leading to 
		the next area filled with enemies. Occasionally you’ll have to do a bit 
		of rudimentary platforming but for the most part the mechanics for wall 
		climbing – Having to repeatedly hammer the trigger buttons – takes any 
		enjoyment out of these brief respites from combat. If any game is going 
		to be attributed to the development of Carpal Tunnel Syndrome, then 
		Razor’s Edge is definitely it; it’s one of the most physically 
		exhausting games I’ve played outside of the Kinect. 
		
		Graphically the game is 
		decent looking enough but the animation, character models and low 
		quality textures all scream “Bargain Bin Effort”, which is odd 
		considering the legacy this series has. Compared even to something like
		Arkham City, which preceded Razor’s Edge by almost year, 
		the graphics fail to match the standard expected of modern releases.
		 
		
		
		  
		
		The sound design is 
		sufficiently engaging and competently handled, although the profanity 
		and non-sequitur laden dialogue is as ridiculously campy as it gets. 
		There are a nice selection of achievements, many of which are focused on 
		acquiring new skills and they unlock at a steady pace throughout the 
		game, giving achievement whores like myself an incentive to keep 
		playing. 
		
		It’s not that 
		Razor’s Edge is bad, exactly, it’s just a disappointingly hollow and 
		unrewarding experience compared to previous entries, and, more to the 
		point, the dropping of the ball in regards to the balance of difficulty 
		serves to undo much of the goodwill built on the additions that actually 
		do work to make this version a better experience.  
		
		
		Final Level 
		
		
		Despite being a solid enough game, Razor’s Edge just doesn’t feel 
		like a Ninja Gaiden game. This could be due to the myriad of 
		concessions made by the developer or the departure of long time series 
		director Tomonobu Itgaki, but in a landscape populated with recent 
		exemplary action games such as DMC and Metal Gear Solid: 
		Revengeance, merely being adequate just isn’t enough. In their 
		attempt to address the issues with the original release, Team Ninja has 
		inadvertently created a whole new set of problems that serve to detract 
		from the improvements. The difficulty is now there but the funs till 
		isn’t, and many of the additions seem superfluous. The extra missions 
		play smoother than the game proper, presumably because they were created 
		after the fact, but they add little to the experience as a whole and the 
		DOA cameos seem awkwardly shoehorned in. 
		
		
		A marginally better game than its predecessor, Ninja Gaiden 3: 
		Razor’s Edge is worthy of a rental but the development team are 
		going to have to return to the drawing board if they hope to return the 
		series to its former glory. It’s a shame to see such a beloved franchise 
		topple from such lofty heights; many a weekend was sunk into achieving 
		perfect scores on Ninja Gaiden: Black in the heady days of my 
		youth and hopefully the inevitable follow up returns the series to its 
		classic gaming roots.   |