Game Classification

Shinobi Griptonite Games (U.S.A.), SEGA of America (Japan), 2011  

Informations Analyses Serious Gaming
 

Classification

VIDEO GAME

Keywords

Market

This title is used by the following domains:
  • Entertainment

Audience

This title targets the following audience:
Age : 12 to 16 years old / 17 to 25 years old
General Public

Gameplay

The gameplay of this title is Game-based
(designed with stated goals)

The core of gameplay is defined by the rules below:

Similar games


Shinobi is not necessarily a sequel nor a remake. At it's core, it's an infusion of modern technology, control and design styles combined with the classic gameplay, style, and ideals of classic Genesis-era Shinobi games. Shinobi for the 3DS it is a side-scrolling action game where the 3-D depth and visuals are used to layer challenges such as traps and enemy attacks. The gameplay world is modeled in 3D and the style is that of a modern 2.5D game. As such, when the player is moving through areas, the levels will rotate in 3-D along paths, but gameplay will remain in a 2-D plane.

Taking control of Jiro Musashi, players must utilize quick reflexes and careful planning to fight, slash, jump, and climb their way through levels. Like Shinobi III on the Genesis/Mega-Drive, Jiro has a double jump, from which a down-ward katana strike may be launched, or where Jiro may throw a swath shuriken outward in a circle covering a large area of the stage. Jiro also comes equipped with wall-jumping abilities which, in classic gaming fashion, tend to be put to the test in areas with pointy surfaces. Up to five shuriken may be thrown in quick succession, after which there is a brief waiting period where Jiro "readies" five more shuriken. Players also have the ability to block or parry attacks from enemies, and utilizing this skill becomes highly important to regular gameplay, and learning to use it becomes a necessity to survive some enemy and boss encounters. The block only activates for about half a second, so holding down the block button does not initiate continual blocking as in games such as Mortal Kombat. It's designed as a test of reflexes and skills. Like Contra 4, Jiro also has a grapple hook that can be fired upwards to reach and cling to high places, and also like Contra 4, the game is steeped in classic platforming and movement challenges, including reflex-testing jumps to small platforms (like the notorious falling-rock jumping sequence from Shinobi III), and navigation through areas where Jiro must cling to the ceiling, ropes, or other structures to navigate tricky areas. Also returning from past Shinobi games is the Ninja magic, which can be selected on the touch-screen and activated with the L button. Finally, as if all this wasn't enough, there are stealth-kill events where the player may walk up to an enemy who's back is turned and press the X button to activate a quick kill. This also comes into play during boss battles where a devastating attack from behind may be performed on a temporarily stunned boss.

With all these abilities, the game is designed to be extremely physically challenging in combat and movement, and intended to be rewarding when performed well. Shinobi has a complex points and score system, involving combos and deflected attacks. A consequence of this score system is that points are lost when Jiro takes damage. Players can test their skills later and try for personal higher scores in Free Play mode on completed stages. High scores, fastest times and a letter grade are all recorded upon completion of a stage.

Shinobi's StreetPass functionality is similar to Super Mario 3D Land, where challenge stages may be purchased with Play Coins or unlocked if communication occurs with another 3DS system with Shinobi content. Street Pass Challenges are small "virtual reality" style stages where the idea is to complete the challenge quickly and without taking damage. Despite the visible life bar, the stage ends if Jiro is hit even once.

There is a vast collection of extras in the game, including Achievements and Awards. Achievements work like typical Xbox 360-style Achievements chronicling progress, successes like defeating a boss quickly, and the occasional blunder such as being killed for the first time by an environmental object. A wide variety of cheats are also unlocked through gameplay that may be used in Freeplay mode. These include things like activating automatic parrying, infinite magic use, or different weapons, like a sword from Golden Axe. There is also a Dojo to practice moves and abilities. A large Awards section allows players to listen to music tracks, movies, and concept art unlocked through gameplay. Another feature that will remind players of Contra 4 is the History section. Like the Museum in that title, this serves as a detailed history of the Shinobi franchise with synopses and facts about each game in the series' long history.

The story is fairly straightforward tale of betrayal, with a smattering of animated cutscenes between levels to tell the story. As noted, the star of this ninja adventure is Jiro Musashi, who is the father of Joe Musashi, the star of the original Shinobi games. What's important is the hectic ninja action, emphasis on skills and reflexes... and at least one boss fight of ninja versus helicopter! [source:mobygames]

Distribution : Retail - Commercial
Platform(s) : Nintendo 3DS

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