

As I say, the levels are very linear, and tend to present an awful lot of similar enemies, variations on the theme of zombie ninjas. Hotsuma, in sum, has plenty to do, but the game falls down a bit when presenting opponents for him to do it to.
#Shinobi ps2 protagonist full
Keep its energy full and it deals more damage in battle, and as a further encouragement, it actually saps Hosuma's life if he doesn't keep killing at a rapid pace.

After a certain point, Hotsuma's sword develops the power to suck the life (or yang energy, or something like that) from fallen opponents. Other wrinkles add further depth to combat - paralyzing shuriken become a vital assist, and the cursed sword Akujiki is a nifty idea. Using the game's lock-on feature to take out enemies one at a time works for a little while, but when there are five or six or more bad guys closing in, you'll be chopped to hash unless you can freely move around them and take out multiple enemies at once. This works better than the similar evasion maneuvers in something like Z.O.E, because it still requires skill to apply correctly. This is a vital evasion tactic in combat - the deft of thumb can instantly put themselves in a position to strike from behind, which does far more damage to enemies and breaks through almost any defenses. Tap the X button along with a direction and zap, Hotsuma suddenly jumps from point A to point B, leaving a spectral double where he originally stood. The stealth dash descends from classic ninja-movie cliches (when I asked director Noriyoshi Ohba where he got the idea, he replied with a look that expressed considerable amazement at Western ignorance). Shinobi builds on the old dash and double-jump with 3D wall-running, wall jumps, and a speedy stealth dash maneuver.

It's odd to compare the limited environments to the amount of options available for navigating them - ninja hero Hotsuma has all the mobility the third dimension grants him and then some. Though some open areas are present, they're relatively infrequent in comparison to long stretches of straight, narrow corridors. Gameplay Though its presentation is entirely 3D, Shinobi's level designs remain not very far removed from the series' side-scrolling roots. As a reward for your suffering, you'll see and experience some pretty cool stuff, but make no mistake, you will suffer. Things like frustration, repetition, and falling into bottomless pits just inches away from the end of a stage, which boots you all the way back to the beginning. For all the modern flash exhibited by its cutscenes and magical attacks, this is very definitely a relic of the old school, and players should go into Shinobi expecting all the things that nostalgia usually makes you forget.
