-KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
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evil_ash_xero
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Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
Despite my quibbles with the controls, it is really fun. I have played through it multiple times. I like the effort they put into those robots from the original.
As said above, you can barely tell this is a remake of the original. Almost a completely new game with little references to the NES game. I cracked up when the
monkeys came back.
As said above, you can barely tell this is a remake of the original. Almost a completely new game with little references to the NES game. I cracked up when the
monkeys came back.
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Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
I'm glad all these Natsume classics are being revived. They weren't something I thought to see as much as we have been. I haven't gotten to play this demo, but the others were the best remakes I've played recently.
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Volteccer_Jack
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Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
Unfortunately can't say I'm a big fan of this demo. Much like Metroid Zero Mission, it preserves about 0% of the appeal of the game it is supposedly a remake of. It's pretty much a totally different game, and a worse one.
You have access to the sword and kusarigama at all times, which seemed nice at first, but the sword is so worthless this time around that I wonder why they bothered including it. The large variety of consumable items is a neat idea, but most of them are worse than even the level 1 kusarigama, so what is the point?
The pace of gameplay is a lot slower. If it was meant to be a more methodical kind of game, I could get on board with that, but if anything, the remake is less cerebral than the original, so the slowness doesn't have any benefit that I can see. It just makes the game feel like a memorizer.
You have access to the sword and kusarigama at all times, which seemed nice at first, but the sword is so worthless this time around that I wonder why they bothered including it. The large variety of consumable items is a neat idea, but most of them are worse than even the level 1 kusarigama, so what is the point?
The pace of gameplay is a lot slower. If it was meant to be a more methodical kind of game, I could get on board with that, but if anything, the remake is less cerebral than the original, so the slowness doesn't have any benefit that I can see. It just makes the game feel like a memorizer.
There's 3 levels of power, just like the original. It can be hard to tell the difference since all 3 levels of sword are equally terrible, but the kusarigama has 3 distinct appearances.Sumez wrote:As far as I can tell, there's only one level of powering up
It's become more severe. In the original you needed to get hit 4 times to downgrade your weapon one level, in this remake it's only 2 times.the powerdown has become a lot milder
"Don't worry about quality. I've got quantity!"
Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
This was my thought for the first few seconds with the game. But after having played the demo through numerous times, I'd say I used the sword at least as much as the kuso..sari..ga.. the ninja chain. Probably more, as well. The chain is nice for its versatility and distance, but it's also really slow which makes it tedious if you want to use it while grounded, and also leaves you open. The powered up sword is extremely fast and powerful, and it's only really useless when you aren't powered up.Volteccer_Jack wrote: ↑Thu Aug 08, 2024 10:16 am Unfortunately can't say I'm a big fan of this demo. Much like Metroid Zero Mission, it preserves about 0% of the appeal of the game it is supposedly a remake of. It's pretty much a totally different game, and a worse one.
You have access to the sword and kusarigama at all times, which seemed nice at first, but the sword is so worthless this time around that I wonder why they bothered including it.
Some of the ninja tools seem pretty damn powerful too. The chaingun takes down the first boss in three volleys, but isn't very helpful against regular enemies. I'll say though, I barely used the weapons outside of that. I'd use some of the healing items, but the game definitely wants you to not use them, so honestly I'm happy it's not designed expecting you to use them. I would hate the game's primary focus being hunting for items and switching out inventory all the time. That's not fun. Not using them is fun.
Probably because you're only using the chain

No, picking up additional powerups increases the number of times you can take a hit before you lose it. So as long as you get ahead of that curve, you should realistically never power down. And getting a single powerup item is enough to get you going again.Volteccer_Jack wrote: ↑Thu Aug 08, 2024 10:16 am It's become more severe. In the original you needed to get hit 4 times to downgrade your weapon one level, in this remake it's only 2 times.
balance sword
I used the new kabuto-wari tech (jump down+attack) on the 1-1 gate "captain" while he slides. Otherwise I found it hard to use in the demo, maybe with more applications in the full game.
Holding it, tsuba-dai, vulnerably sticking out.
Holding it, tsuba-dai, vulnerably sticking out.
Tengu
'tude
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BurlyHeart
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Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
Played the demo and loved it 
I have no idea about the intricacies of speed running and am not familiar with the original, but I had a lot of fun with the demo Of course, it looks gorgeous.

I have no idea about the intricacies of speed running and am not familiar with the original, but I had a lot of fun with the demo Of course, it looks gorgeous.
Now known as old man|Burly
YouTube
Shmup Difficulty Lists:
Japan Arcade - To Far Away Times - Perikles
YouTube
Shmup Difficulty Lists:
Japan Arcade - To Far Away Times - Perikles
Re: balance sword
I kept forgetting that was a move. It got me killed a few times at those big guys with a gun that will guard when they aren't about to fire. After jumping over a low shot, I'd try to immediately duck and continue slashing, but since holding down early triggers a downstab, that would result in me standing around on top of the sword, extremely vulnerable to the exact attack I was trying to duck under XD
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Volteccer_Jack
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Re: balance sword
It doesn't leave you open because none of the enemies can reach you. It's absolutely really slow and makes the game tedious, but that's not my fault, it's the devs fault for making the obvious best weapon unfun and annoying to use.The chain is nice for its versatility and distance, but it's also really slow which makes it tedious if you want to use it while grounded, and also leaves you open.
There's not a single point in the demo where being close to an enemy provides an advantage, and being up close is the only place where the sword outshines the kusarigama. The original game understood this, which is why point-blanking was often very useful, and also why the level 3 sword had greatly increased range in the original.
The enemies in this demo all have as much or more health than their counterparts in the original. It is substantially slower than the original game, even if you are using the sword exclusively. The boss at the end of the demo is particularly annoying because all of the changes from the original seem designed to prolong the fight yet not make it any more interesting.The fact that enemies aren't massive damage sponges makes it flow a lot better than the original game IMO.
The damage spongy 'tackle' guys are gone, yes, but they've been replaced by the equally spongy stationary cannons. Which is a problem in itself, because the tackle enemies encouraged proactive play and favored the sword. The stationary cannons are yet another thing pushing passive play, and yet another enemy that favors the kusarigama.
You can stand on the sword intentionally to dodge the low shot. ...Or just use air kusarigama lol.After jumping over a low shot, I'd try to immediately duck and continue slashing, but since holding down early triggers a downstab, that would result in me standing around on top of the sword, extremely vulnerable to the exact attack I was trying to duck under XD
"Don't worry about quality. I've got quantity!"
Re: balance sword
The upgraded sword in this game has massive range, almost as far as the ksugusksrma. You don't need to be close to the enemies at all. Did you even try using it?Volteccer_Jack wrote: ↑Mon Aug 12, 2024 3:48 pm There's not a single point in the demo where being close to an enemy provides an advantage, and being up close is the only place where the sword outshines the kusarigama. The original game understood this, which is why point-blanking was often very useful, and also why the level 3 sword had greatly increased range in the original.

how to hover
Got a grip now, for what it's worth.
So cool that the demo contains the HARD M0DE, too. Getting the changes from Norm for first stage is interesting, with the range of certain machines.
I like the hover ( in jump down+j button ), feels neat, if only to get back from that under spot right before the boss. Is the area flooding time-based? Seems to me it can be done easy without getting wet.
So cool that the demo contains the HARD M0DE, too. Getting the changes from Norm for first stage is interesting, with the range of certain machines.
I like the hover ( in jump down+j button ), feels neat, if only to get back from that under spot right before the boss. Is the area flooding time-based? Seems to me it can be done easy without getting wet.
Tengu
'tude
Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
I think I've seen the area flood twice ever? Once you get the boss down, it'll die long before the place starts flooding. So it must definitely be timing based.
What effect does the flooding have? I was a little surprised to learn I didn't take any damage, and seemingly was able to move freely.
What effect does the flooding have? I was a little surprised to learn I didn't take any damage, and seemingly was able to move freely.
Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
Still wondering about this.Sumez wrote: ↑Tue Aug 06, 2024 9:16 am Btw - on my first playthrough I found (I think) two instances of an item which looks like a can of energy drink or something. I'm not sure what it does, but I think it increased my damage output (or maybe it's similar to just picking up a powerup?). But I haven't been able to find it since. Does anyone have any idea where I found them? I figured it had something to do with me using continues on the first run, which I haven't done since. But I tried experimenting with that, and it didn't seem to affect anyhing.
Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
I guess it is kind of a consolation gift provided after using a continue. For what it does, as you have said, it has the same function as collecting a power up.
Sumez wrote: ↑Wed Aug 21, 2024 12:21 pmStill wondering about this.Sumez wrote: ↑Tue Aug 06, 2024 9:16 am Btw - on my first playthrough I found (I think) two instances of an item which looks like a can of energy drink or something. I'm not sure what it does, but I think it increased my damage output (or maybe it's similar to just picking up a powerup?). But I haven't been able to find it since. Does anyone have any idea where I found them? I figured it had something to do with me using continues on the first run, which I haven't done since. But I tried experimenting with that, and it didn't seem to affect anyhing.
Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
I tried dying on purpose to use continues though, and didn't seem to see it? So I don't understand the circumstances
Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
Tried and obtained again after the first continue. Quite baffling it is not the case with you. Seems that it is powering up your sword/chain fully rather than just a level.
Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
Preorder shipped today. I'll probably have this in hand tomorrow. So fucking excited. Can't wait for my kid to fall asleep at like 23
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evil_ash_xero
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Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
I ordered the PS5 JP version from Play-Asia. I guess they'll ship when it comes out.
I also got some PSN points, and am ready to purchase it digitally on release. I'm getting the JP version of that,
as I think it has a different title (I think). And I kind of want to stick to the OG names with these. I bought Ninja Warriors Once Again for that, and Pocky and Rocky since it
was uncensored.
I believe it's called "Kage: Shadow of the Ninja" in Japan, and "Shadow of the Ninja Returns" everywhere else. Correct me if I'm wrong.
I'm assuming the PS5 version will have slightly faster load times, and maybe it'll take advantage of the haptics a tad? I mean, Blasphemous II did, so it's
not impossible.
I'm looking forward to it! That being said, I really wish you could turn the voices off. They're so consistent.
I also got some PSN points, and am ready to purchase it digitally on release. I'm getting the JP version of that,
as I think it has a different title (I think). And I kind of want to stick to the OG names with these. I bought Ninja Warriors Once Again for that, and Pocky and Rocky since it
was uncensored.
I believe it's called "Kage: Shadow of the Ninja" in Japan, and "Shadow of the Ninja Returns" everywhere else. Correct me if I'm wrong.
I'm assuming the PS5 version will have slightly faster load times, and maybe it'll take advantage of the haptics a tad? I mean, Blasphemous II did, so it's
not impossible.
I'm looking forward to it! That being said, I really wish you could turn the voices off. They're so consistent.
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evil_ash_xero
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Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
Let us know how the full game is.
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ExitPlanetDust
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Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
I’m waiting on PA to ship my order. Hopefully the PS4 Japan version isn’t canceled (Bitmap Bureau EU was, sadly).
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evil_ash_xero
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Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
I've played thru the first 3 stages, and have had a lot of fun with it.
For fans of the original, it plays and looks so different that it may not please you. But it's a really fun old school game.
For fans of the original, it plays and looks so different that it may not please you. But it's a really fun old school game.
My Collection: http://www.rfgeneration.com/cgi-bin/col ... Collection
semantic pedantic
Uh, look at this topic's title (YOUR NEW PERSONAL FAVORITE!!), it's the name for all of Asia. I picked it for more flavour.evil_ash_xero wrote: ↑Wed Aug 28, 2024 2:46 am I believe it's called "Kage: Shadow of the Ninja" in Japan,
Shadow of the Ninja REB0RN in the West. 'Reborn' doesn't tickle me as such.
There. Done.
Tengu
'tude
Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
I didn't get to spend that much time with the game yesterday, but played through a single playthrough on Normal with lots of credit feeding. From a playthrough like that the game appeared a lot tougher than Reshrined (but also with a lot of mechanics built-in making the difficulty palatable to newbie players, with additional healing to back you up after using a Continue).
BUT I also took a ton of deaths on my first playthrough of Reshrined, and the Hard Mode NMNB came soon after, so we'll see about this. Ultimately they are probably similar.
Strictly objectively, this is probably weaker than Tengo's earlier games.
The level design has you waiting around quite often, moreso later into the game, and the beefy enemy HP pools don't help that much. Hell, you often have to wait around a lot to be able to even start killing some enemies (there's a late-game enemy type that respawns in place twice before you can kill it, definitely just rush past these).
Some of the hitboxes are really questionable, often damaging you with hazards that don't feel like they should be able to reach you. Enemies and hazards will come at you from off-screen and definitely kill you if you don't know about them, and the game in general relies a LOT on memo.
Despite all this however, I love the game a lot. It's my kind of game, and plenty of old arcade platformers than I love have similar problems, especially in the memo department. This is a game for "our people". It's not tight and lean like a Ninja Gaiden, but it's incredibly enjoyable, and hard for me to put down.
BUT I also took a ton of deaths on my first playthrough of Reshrined, and the Hard Mode NMNB came soon after, so we'll see about this. Ultimately they are probably similar.
Strictly objectively, this is probably weaker than Tengo's earlier games.
The level design has you waiting around quite often, moreso later into the game, and the beefy enemy HP pools don't help that much. Hell, you often have to wait around a lot to be able to even start killing some enemies (there's a late-game enemy type that respawns in place twice before you can kill it, definitely just rush past these).
Some of the hitboxes are really questionable, often damaging you with hazards that don't feel like they should be able to reach you. Enemies and hazards will come at you from off-screen and definitely kill you if you don't know about them, and the game in general relies a LOT on memo.
Despite all this however, I love the game a lot. It's my kind of game, and plenty of old arcade platformers than I love have similar problems, especially in the memo department. This is a game for "our people". It's not tight and lean like a Ninja Gaiden, but it's incredibly enjoyable, and hard for me to put down.
Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
One thing I enjoy is how well balanced the chain and sword are compared to eachother, with a lot of your decision making being deciding on the best tool for the situation (again, this is all memo'able however).
The sword is essential for its ability to deflect projectiles, but also doesn't lock you in place which can become really dangerous with more enemies around.
Especially enjoyable is the fact that the sword's melee and projectile damage stacks, so you get the highest damage output from point blanking enemies.
The sword is essential for its ability to deflect projectiles, but also doesn't lock you in place which can become really dangerous with more enemies around.
Especially enjoyable is the fact that the sword's melee and projectile damage stacks, so you get the highest damage output from point blanking enemies.
Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
Got some more time to actually play the game today. Got my first 1CC down, but it relies a lot on healing items (no special weapons though).
I did have a lot more healing still in stock when the final boss went down, but I definitely want to go for a clear that doesn't use any Ninja Gear at all. Probably gonna tackle Hard Mode first, though.
I did have a lot more healing still in stock when the final boss went down, but I definitely want to go for a clear that doesn't use any Ninja Gear at all. Probably gonna tackle Hard Mode first, though.
Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
I'm missing the second and fourth item on the last row of items, did anyone find them?
It seems one key to scoring high is unlocking the cat from the final stage (hidden but easy to find, on the first platform of the final section before the boss), buying it for your load-out, and then keeping it in your inventory for the rest of the game, that alone is an added 12,000 to your score. Maybe one of the other items I didn't find is worth more as well. I'm also missing the last of the food items.
I'm pretty disappointed in Hard Mode. It's not very different from original. A few enemies got slightly different behaviors, but with very few exceptions, it's inconsequential. Some of the bosses feel the same, it seems the the only difference to the hawk guy for example is that when he does the swoop through the screen after transforming, his elevation can change. And you should only see that attack once at worst.
Hell, I think the final boss is actually easier on Hard, because there are more viable platforms to stand on. On normal mode, three columns have platforms frequent enough that you can always drop down from the top one without falling to your death, but the ones close to the edges of the screen aren't very favorable at all, and will get you trapped easily. I find that the two columns that you get on hard mode actually give me more freedom of movement.
The two parts of the game that I find are most notably more dangerous, are the parts of the final stage where you are dodging those big screen-filling flame waves because they come much more frequently (honestly just makes that section more tedious IMO), and the final autoscrolling section which scrolls much faster now. On Normal Mode I could easily pick up both healing items - on Hard I'm not sure I'm able to proceed without taking damage if I take the time to get even one.
It seems one key to scoring high is unlocking the cat from the final stage (hidden but easy to find, on the first platform of the final section before the boss), buying it for your load-out, and then keeping it in your inventory for the rest of the game, that alone is an added 12,000 to your score. Maybe one of the other items I didn't find is worth more as well. I'm also missing the last of the food items.
I'm pretty disappointed in Hard Mode. It's not very different from original. A few enemies got slightly different behaviors, but with very few exceptions, it's inconsequential. Some of the bosses feel the same, it seems the the only difference to the hawk guy for example is that when he does the swoop through the screen after transforming, his elevation can change. And you should only see that attack once at worst.
Hell, I think the final boss is actually easier on Hard, because there are more viable platforms to stand on. On normal mode, three columns have platforms frequent enough that you can always drop down from the top one without falling to your death, but the ones close to the edges of the screen aren't very favorable at all, and will get you trapped easily. I find that the two columns that you get on hard mode actually give me more freedom of movement.
The two parts of the game that I find are most notably more dangerous, are the parts of the final stage where you are dodging those big screen-filling flame waves because they come much more frequently (honestly just makes that section more tedious IMO), and the final autoscrolling section which scrolls much faster now. On Normal Mode I could easily pick up both healing items - on Hard I'm not sure I'm able to proceed without taking damage if I take the time to get even one.
Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
Did you ever mess with the original? It was hardly tight and lean like a Ninja Gaiden either. Took some getting used to. Looking at videos, there are a ton of callbacks and similar stage layouts at points, which I guess makes sense given it's a remake.
You made a comment about killing an enemy later on, and another one immediately appears. That happens late in the original too. Seems they might be keeping certain aspects somewhat faithful.
I'll definitely be picking this up later in the year myself. Sounds fun!
Last edited by Austin on Fri Aug 30, 2024 3:16 pm, edited 1 time in total.
Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
I instantly turned off rankings so I wouldn't be pestered. >_>Sumez wrote: ↑Fri Aug 30, 2024 3:14 pm Hard Mode 1CC get: https://www.youtube.com/watch?v=jH6-rK9cvBI
People need to get into the game.


Game seems great so far, exceptionally smooth controls! As I'd suspected from previews, Stage 1 is way more open-plan than the original... reminds me a lot of Power Blade, actually. No bad thing though.

光あふれる 未来もとめて, whoa~oh ♫
[THE MIRAGE OF MIND] Metal Black ST [THE JUSTICE MASSACRE] Gun.Smoke ST [STAB & STOMP]
Re: -KAGE- Shadow of The Ninja: SUPER REALISTIC NINJA ACTION
Maybe it's getting older and more jaded, who knows, but every time a Tengo Project game gets announced/released, I feel like that 10 year old me again getting excited for new games. Only other game releases that do that to me are the M2 Shottriggers games. Question for those that got the physical on Switch. When I put the cart in, it asked for a download. I'm pretty sure the whole game is on the cart. What is the download for? Maybe for the online leaderboards?Sumez wrote: ↑Mon Aug 05, 2024 10:46 am They've always been cheap, but not as cheap as this one. not in Europe. It's retailing for the equivalent of $34, and the others were at least $45 going by current exchange rate.
I'm not worried about availability either, but usually I'm not in a hurry to play new games, and can wait for prices to drop. But Pocky Reshrined has been out for two years and is selling for what Shadow of the Ninja is launching at, so I see no reason to wait.
This release is my most anticipated new video game release since, well, since Pocky & Rocky Reshrined.
Last edited by Gamer707b on Mon Sep 02, 2024 4:56 pm, edited 1 time in total.