E for All 2007 Preview
Not every game at E for All made its
consumer debut on the show floor. Some were trapped – almost secretly – within
the illusive DS download station.
The biggest download available was a
little game by the name of Ninja Gaiden. Known to adults as one of the hardest
NES classics, and known to younger generations as that Devil May Cry-crushing
action game for Xbox (and other platforms as of late), Ninja Gaiden is one of
Tecmo’s most prominent properties. Seeing the game on Xbox 360 won’t surprise
anyone – the sequel was practically confirmed before the formal announcement.
Seeing it on the Nintendo DS, however, will surprise anyone that picks up a
Stylus Gaming. With Style.
Ninja Gaiden takes the path set by
Phantom Hourglass and other recent DS sequels and does away with expected button
executions. You won’t touch the A, B, X, or Y buttons – not during this demo, at
least. Attacks are instead controlled with the stylus. Zelda fans will be
thrilled, but whether you’re a fan of touch screen gaming or not, this is one to
The D-bad – that age-old device for
character movement – is used to block. To move, touch and hold a position on the
screen, and drag your stylus to walk or run. Jumps by drawing up on the screen
twice – two quick lines are all the game needs to register your actions. Follow
that move with a downward scratch to slam your sword through an enemy when you
Attacks are intense, beautiful, and
easy to execute. Tap the screen to perform a sword swipe or to throw a
projectile. The latter occurs when an enemy is far away, on the ground or in the
air. Since jumping appears to be a big part of the game, you’ll want to take
advantage of the aerial projectiles, which are thrown at any enemy that isn’t
taken into the air during an aerial combo.
It takes several hits to kill most
enemies, and as many three attacked simultaneously during the demo. Ninja Gaiden
gives you a stellar way of dealing with any particular enemy at any time –
simply touch the one you want to fight. It even works mid-combo. The game
switches over to the next enemy, which allows players to plot their attacks and
prevent and assault from occurring.
Should you need to block, you can.
But there are times when it’s better to evade, and that’s done by touching the
screen (anywhere) while holding any of the directional buttons.
Gameplay is conducted from at least
two different gameplay perspectives: Onimusha-style 3D (real-time characters and
pre-rendered backgrounds) and full 3D. The immobile, CG backgrounds look
wonderful, as do the characters, who are rich with loads of polygons. It’s the
kind of game you’d expect to see on PlayStation 2 and GameCube but not a
handheld whose graphics processor is akin to Nintendo 64. The full 3D view –
reserved for the demo’s ending boss battle – is just as impressive.