It tends to miss a killing strike unless you’re at the perfect distance. I don’t think I’ve ever seen another game that so seamlessly blends visual design and gameplay. Light and darkness change the level, the Ninja, and his enemies, and the sound (as perceived by the guards) is clearly communicated visually. But it’s the overall design that leaves a lasting impression. Mark of the Ninja’s 2D presentation is eye-popping, as you’d expect from Klei, a developer still shunning trendy pixel art in favor of hand-drawn animation. The game’s puzzles will utilize all of your available equipment. Mark of the Ninja is undoubtedly aware of this: poke around its levels enough, and you’ll find at least one obvious allusion to the stealth genre’s heavy hitter. The whole thing is reminiscent of a side-scrolling Metal Gear Solid. The game encourages you to try this, with optional equipment, armor, as well as weapon loadouts and bonuses in every level you get through without being detected or resorting to lethal force. There’s rarely a situation that isn’t solvable via several means-lethal, or otherwise. That sort of creative freedom is pervasive in this game. Aside from a few bosses, you can go through the entire game without killing anyone. You could also view the Ninja as an uninvited freelance surgeon. You’re given various techniques and tools to accomplish this, including classic darts, a grappling hook, smoke bombs, flares, and your sword. And the way to solve those puzzles is, in keeping with the theme, murdering a bunch of bad guys. While you do control a single character, who runs back and forth in classic 2D fashion, the setup is more like an extended series of puzzles. Calling this game a “platformer” is, appropriately, a bit of a misdirection.
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