"Ninja Gaiden Shadow (Game Boy) at Ninja Gaiden Homepage". Another (Game Boy title) to look for is Shadow of the Ninja, a Game Boy adaptation of the NES ninja thriller. ^ "Game Boy Special Feature: Coming Soon".The Nagoya division of Natsume, which developed Shadow of the Ninja, also developed Ninja Gaiden Shadow. Ninja Gaiden Shadow was originally planned to be a Game Boy adaptation of the NES game Shadow of the Ninja. Like in the NES versions, Ryu can find health potions, fire wheel stocks, and extra lives by destroying item containers. Unique to this installment, is Ryu being equipped with a grappling hook that allows him to latch onto hard-to-reach railings. While Ryu cannot stick to or climb walls like in the NES games, he can hang onto railings and move underneath them like in Ninja Gaiden III: The Ancient Ship of Doom, and use both his sword attack and the Fire Wheel art while hanging onto railings. ![]() In contrast to the variety of ninja arts and power-ups available in the NES games, Ryu only has a basic sword attack and a Fire Wheel attack that can be replenished for up to five uses. Shadow Warrior 2 runs flawlessly, even with an absurd number of effects and physics interactions appearing on-screen.Ninja Gaiden Shadow features simplified play mechanics compared to those used in the NES trilogy. ![]() And then a third medal for the team that optimized Shadow Warrior 2. Another medal should be rewarded for whoever decided that the dash feature should have no cool down, as it makes for insanely fast and stylistic combat, while also being excellent quality of life. It’s staggeringly beautiful, and features an awe-inspiring amount of verticality, which really sets the game apart from its contemporaries. And really, whoever did the level design in Shadow Warrior 2 deserves a medal. And, comparatively, Shadow Warrior 2 does a hell of a better job of its level design than the former, and the latter doesn’t have games in FPS yet. The writing is a bit of a one-trick-pony of juvenile jokes from an era lost to political correctness and faux maturity, but no more so than Borderlands or South Park. The whole thing is just too damn fun for me to care about its little faults. To be clear: Shadow Warrior 2 is NOT the perfect game-but I can’t remember a single reason why. Throughout levels are enemies that attack Lo Wang, these are killed by the player using weapons such as a katana. Players navigate the protagonist, Lo Wang, through three-dimensional environments or 'levels'. But, then you just get to blow all that stuff up again, and all is right with the world, so, swings and roundabouts, really. Shadow Warrior is a first-person shooter similar to Duke Nukem 3D as both use the Build engine. Not a huge problem in themselves, but losing an hour of progress because the game only saves content when transitioning maps or manually exiting is a bit frustrating. And we both noticed rare-but-catastrophic crashes that seemed to occur because of the physics in the game causing apocalyptic explosions with grenade or rocket launchers. That being said, there are things like a lack of large-scale map to pan around which can be a bit frustrating at times, as toggling between a mini-map and a slightly bigger mini-map just isn’t enough. Also, superhero landing! There are boatloads of quality of life features with things like the inventory, which really shine as well. It’s mildly disorienting at first, but hugely cool. Whether it’s spins, lunges, or rolls, they’re all there. Not only does Shadow Warrior 2 very successfully implement its melee combat, it’s also the first FPS I’ve seen where sword dancing is all in first-person. We were both put off by games like Fallout 4 where melee was only viable while using V.A.T.S., and not while playing in real-time mode. The first thing that stuck out to both of us was just how viable both ranged and melee weapons are. ![]() Rather interestingly, NOTMike and I share very similar opinions on the game. The second is: holy crap is this game fun. The first is that there’s a lot to play through in Shadow Warrior 2, even if tilesets do start to repeat themselves by the second act. In solo, I cleared about double the content in double the time-fancy that. All told, we clocked about 10hrs in co-op, which left us at a little over 30 per cent of the game completed. But, hey, NOTMike and I usually play in Hardcore, so it had to be done. ![]() Also, playing on the hardest difficulty that features increased loot at the penalty of massive losses on death probably wasn’t the wisest choice. Being a bit of a completionist, I spent much more time than required in missions (which play out like typical zones in an ARPG) than was necessary. As they say, “The way of Wang is long and hard.” And long and hard it was. I’ll confess that neither of us managed to finish the main story, so I can’t speak on expected features like New Game+ or new difficulties, or whatever you want to call them, but it certainly wasn’t for lack of trying.
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