ninja gaiden 3: RAZOR'S EDGE discussion

Ryubusa

Super Forum Ninja
Sep 11, 2013
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I finally got around to playing and beating Ninja Gaiden 3: Razor's Edge [360], and thought it was only fitting that I, your resident Gaiden fanboy, make a thread to discuss the game. I don't think it'll be news to anyone at this point that it doesn't live up to the stellar level of its predecessors, but you may be pleased to learn that the core gameplay nonetheless still offers a great amount of exciting fun that provides an entertaining challenge for any fan of the series or genre.

I never played the original/vanilla 3 version. After hearing so many less-than-ideal things I wasn't particularly excited to grab it right away, then I heard about the Razor's Edge edition - with all sorts of gameplay improvements and additions over the original - coming to the Wii U. I didn't have a Wii-U and didn't plan on getting one, so I waited for the inevitable 360 version to be released. Fast forward a bit and it recently went on sale for $24.99 at Gamestop, so it was definitely time for me to dive in.

The general gameplay in Ninja Gaiden 3: Razor's Edge involves your character, the legendary Super Ninja himself, Ryu Hayabusa, melee-combating his way through carefully paced gangs of progressively dangerous enemies en route across linear levels, with minor platforming/traversal and a few quick QTE-like cinematic sequences conservatively dispersed throughout. There's little-to-no exploration or puzzle-solving involved. The game strongly and purposefully focuses on the combat, and is all about defeating everything the game throws at you in an effort to survive to the end of each level, capped off with a boss fight for good measure.

Despite a lack of OVERALL gameplay complexity and design, RE (like Gaiden #2 before it) still succeeds (to a large extent) because the CORE gameplay focus - that being the action/COMBAT and all the mechanics, precision, and technicality it encompasses - is absolutely awesome in the truest sense of the word (and extremely fun); more complex and well-designed than any other game in the genre's, imo.

The quality and threat of the enemy A.I. means that the combat requires a certain level of skill and finesse that discourages 'button mashing'. Defensive tactics are just as important to your success as offensive ones, and Ryu has a vast arsenal of both. The depth of the moveset available to you at any given time with any given weapon is already highly impressive, as is the quality and challenge of the enemy A.I., but the icing on the cake that makes Gaiden a truly exciting experience, to me, is the actual graphical presentation, animations, and overall LOOK of these moves as Ryu adeptly pulls them off with devastating effect and blinding speed. Many of his moves and combos just look super cool, as does everything else involved in battle as limbs are removed, bones are pulverized, blood sprays and bodies fly. The sheer sense of adrenaline, satisfaction, and joy that comes when you enter that instinctual, reflexive, zen-like smooth 'flow' of Gaiden combat is utterly unmatched. Of course, attaining this flow only comes with practice and skill, but once you do get there, it's f*cking beautiful. I probably sound like a sadistic psycho right about now, hahah, but what can I say, it's just kick-ass; like watching the best martial arts action movie ever.

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While it seems to fall JUST short of feeling as smooth and good as Gaiden #2's (due to some enemy targeting issues and seemingly random [and luckily VERY rare] unresponsiveness of control), the combat in RE remains mostly unchanged. This is at once a good thing but also a bit of a downer since RE does nothing to advance the series in any meaningful or particularly good ways (much unlike the changes we saw in #2's, which improved over #1's significantly [as impossible as that may have seemed at the time!]). That's not to say there aren't ANY changes though.

For one, the 'dash' dodge move from #2 (that replaced the 'roll' from #1) has now changed to a 'slide' dodge that works in the same fashion albeit with a different animation, and can also now be used as an offensive maneuver to break enemies' guards (by sliding into them). This was a welcome, though minor, addition.

Two, there's a new technique called 'Steel on Bone' that allows you to insta-kill an enemy attempting to 'grab' you (an unblockable move) by hitting them with a heavy-attack either just before they grab you or just after their grab misses you (if you managed to dodge). The more upgraded your equipped weapon, the more insta-kills in a row you can chain together, effectively eliminating a horde of 3 or 4 enemies with just one execution of the technique. Not only that, but SoB refills some of Ryu's life energy each time as well. SoB is an intriguing mechanic as it adds something extra to consider in combat (plus it looks pretty badass), but it really doesn't alter or improve the existing formula much at all, not like 'Obliteration Techniques' did in #2 (which are still here in all their marvellously gory glory, btw).

Speaking of health, SoB is actually somewhat of a necessary addition since there are no health potions or health orbs to speak of in RE. Like in #2, your overall health-bar length will decrease as you take a lot of damage. If you survive the battle your health energy will recharge, but only up to the length of the shortened bar that remains, thereby leaving you with a shorter overall health-bar for the next battle. The only way to reset your entire life bar to its full length in RE is by reaching the next save point. Otherwise, to regain health in MID-battle, you must either successfully execute SoB, initiate an 'Ultimate' technique (found in the previous games) once your arm starts to glow red (new to this game, which occurs after simply killing a certain number of enemies) OR use a Ninpo spell, for which you must fill a separate gauge (by attacking enemies).

This change in the health system decreases the challenge compared to the previous games. There's no longer any strategy or tension involved with the delicate balance between saving-up currency for potions and saving the potions themselves for when you might need them most. It's pretty simple to execute SoB when needed, and the 'red-arm' and Ninpo bar is quick to fill, so more health is often readily available. Similarly, the fact that you no longer need to buy or save 'devil elixirs' (the potions needed to refill your Ninpo in previous games) means that you can be much more liberal in the use of your screen-clearing Ninpo techniques in RE, which naturally eliminates some degree challenge.

To those who found the previous Gaiden games too hard, I suppose these health-system changes would be a good thing, while those who live and die for the infamous Gaiden-level of challenge would find it bad. Honestly, it didn't make that much of a difference to me as I still had a lot of fun with the game, and there are always harder difficulties to play on, as well as a slew of additional 'challenge' levels that are a ton harder than the campaign. While I certainly found the campaign to be a lot easier than the previous entries (even the bosses are much less difficult), it still does provide a very decent challenge. I completed the campaign on 'Normal' difficulty in around 6 hours, so unfortunately the fun doesn't last very long, but keeping in mind the other modes, as well as online stuff, there are plenty more hours of fun to be had.

Not so fun, however, is the severe lack in variety of different enemy types throughout the campaign. This is a very large negative factor for me. There should have been many more different kinds of enemies to fight, in order to keep things more fresh and interesting. Plus, many of the enemies are returning models and/or movesets from previous games, so nothing much new to see here.

Indeed, my biggest problem with RE is that it just doesn't bring enough new to the table. You'll use pretty much all the same weapons as you did in #2, pretty much all the same moves and animations, fight many of the same enemies, etc. Yes the game does have new environments and a new storyline (more on that in a bit), and some other new gameplay changes like minor QTE-like cinematic sequences (which are actually kinda neat and don't get much in the way imo), but generally the game is just a re-skinning of #2 and sorely lacking the same level of heart & soul. It just feels lazy. #2 is one of my favorite games of all time, so more of that IS welcome in a sense, but it's hard to get particularly excited for something that I've already played a ton of before, especially when this doesn't feel particularly inspired, is lacking enthusiasm for the source material, and is less polished than its forebears (even hard-locking my 360 a couple times, though the framerate was always solid). However, I suppose if you haven't even played those before then none of these feelings will apply to you and I imagine you'll probably think it's actually all pretty fantastic, what with it being your first time experiencing the majesty of Gaiden and all (haha).

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As for the story... it's terrible. Fortunately, there isn't much of it; you'll get a cutscene at the start and end of each level, plus maybe some dialogue/radio chatter during missions, but that's about it. With that said, there is certainly much more of a 'story'-focus in RE compared to the previous games. I never had a problem with Gaiden being light on story. It was all about the gameplay, and the mysterious badassery of Ryu Hayabusa. That's all I needed - and wanted - to know. The story presented in RE does nothing but weaken the character of Ryu, by making him come across as more 'human' and 'emotional' and 'vulnerable' and a wannabe 'family-man'. The circumstances of the origins of the final boss are pretty interesting, as are certain elements of seeing more about Ryu, but everything else about the narrative - from the concept to the dialogue to the presentation - comes across as lame, not cool as it should. Whatever, it's easy for me to ignore it though as I couldn't give two flips about a story in Gaiden. Just know you're a super ninja kicking all kinds of butt.

I played with the Japanese dialogue option on and I highly recommend doing so as I think it does help to add a bit more to the 'cool factor', and the horrible writing won't be as noticeable or turn you off as much. Plus, during gameplay the soldier enemies will call out/say certain things that I'm sure get annoying and sound stupid in English, but it's not very distracting at all hearing it in Japanese and actually contributes a more retro, authentic Japanese game feel, which I enjoy. I played through #1 and #2 this way as well, actually; it's the best way to experience Gaiden, imo.

Oh, btw, to those who played the Ninja Gaiden 3 demo and were worried by the 'stealth-section' that occurs in it... that's the one and ONLY stealth section in the entire game of RE, so worry not, as it's no big deal. The sections where you are forced to play as Ayane in the RE campaign are no big deal either; she only has two levels out of the entire thing, and surprisingly she is almost just as fun and cool as Ryu to play as.

In the end, my feelings on Razor's Edge are pretty "meh", as I've "been there done that" and it doesn't bring much of anything new or improved. Disappointingly, it's hard for me to highly recommend it to the general gaming population (unlike #2 or #1/Black which I would still SUPER highly recommend). But if you're a fan of the previous Gaiden games, or if you're a big fan of the character-action genre in general, or maybe even if this is your first character-action game ever, then I DO think you should check it out because it IS still a lot of fun (the combat is just SO good). Otherwise, never mind (or play #1 or #2 instead). As a big fan of Gaiden myself I thought RE was ALRIGHT but it didn't knock my socks off anywhere even close to the intensity that #1 and #2 did, and really only serves to weaken the franchise.

Have you guys played through it yet? If so, share your thoughts! Or to those that haven't yet played, feel free to ask any questions!
 
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I didn't read your essay yet, but I will. I picked up Razors Edge on clearance for $9 for WiiU. I haven't even opened it yet but am definitely looking forward to it.
 
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I didn't read your essay yet, but I will. I picked up Razors Edge on clearance for $9 for WiiU. I haven't even opened it yet but am definitely looking forward to it.
I think it may have taken longer to write that then finish the game?
 
Good write up. Honestly after I finished RE, I felt that it was the weakest of the series, and quite honestly did NOT live up to its stellar predecessors. Which is why anything from here on out released by Team Ninja no longer gets an insta-buy from me.
 
Good write up. Honestly after I finished RE, I felt that it was the weakest of the series, and quite honestly did NOT live up to its stellar predecessors. Which is why anything from here on out released by Team Ninja no longer gets an insta-buy from me.

Agreed. I liked RE a lot, but still felt that the first two games were way better.
 
I wrote a review awhile ago for it:

Ninja Gaiden 3: Razor’s Edge (hereafter Razor’s Edge), the once exclusive Wii U title, arrives on PlayStation 3 and Xbox 360 shortly after its release on Nintendo’s console, and perhaps, much to the chagrin of Ninja Gaiden 3 owners. It’s one thing to have to read about the debacle that was Ninja Gaiden 3, but for gamers who purchased the title at launch, the mere existence of Razor’s Edge may have soured any attempt for Team Ninja to redeem themselves.

The plot still centers around a terrorist organization, led by a masked man with a taste for the theatrical, who demands the absolute surrender of all the nations within seven days; if the world doesn’t comply, the world will die. And if that wasn’t daunting enough for Ryu Hayabusa, the protagonist throughout all the Ninja Gaiden titles, a curse is brought upon him, infecting his arm, and soon his entire being, with the deaths his Dragon Sword has delivered.

However, what could have been a straightforward, effective narrative becomes convoluted, with contrived plot twists, and a perfunctory attempt to humanize Ryu. There isn’t anything wrong with evolving a character, but I’m not sure if anyone was asking for the stoic ninja to contemplate what life would be like being a father.

If you’re wondering if the derided “choice” sequences have carried over from Ninja Gaiden 3, or any of the life-begging soldiers which Ryu would cut down apathetically, the answer is, thankfully, no.

The campaign does have its moments, mainly with the cutscene direction, and because of Ryu, who’s simply a magnetic character. His cool demeanor and ninja excellence are on full display, and occasionally, he exhibits some dry humor as well. There is also a fantastic reference to the original Ninja Gaiden, and long-time fans of the series will definitely appreciate it. In fact, the nods to previous Ninja Gaiden titles and, more than ever, Team Ninja’s Dead or Alive series, are the most enjoyable aspects, such as when Hayate, from Dead or Alive, loans Ryu his sword (though unfortunately, Hayate doesn’t personally make an appearance). Cameos from fan favorites, like Joe Hayabusa and Muramasa, are nice touches.

The chapters act as days during the campaign, with two additional chapters devoted to Ayane, who isn’t just playable, but also has her sections woven into the story. The other two playablecharacters, Momiji and Kasumi, can be selected for chapter challenges, and the ninja trials.

Razor’s Edge doesn’t leave Ryu with only his trusty Dragon Sword, which was the case in Ninja Gaiden 3, and you’ll find virtually all the weapons that have graced the previous installments, with only Emma’s Fang, the broadsword, not being available. Add the unique weapons and move sets for Ayane, Momiji, and Kasumi, and you have a variety of ways to slaughter your foes.

You do not, however, have a variety of engaging environments to do so in, at least in the campaign. Levels are flat and lifeless, with little in the way of activity. Razor’s Edge is linear to a fault, and I’m not looking for anything that would defy the genre, but the formula of shuffling Ryu from area to area, throwing countless enemies in his direction, and repeating this for the entire game, does get old rather quickly. Scarabs are scattered about for you to collect, along with skulls (which allow access to campaign trials), but uninspired environments do not encourage exploration, and it isn’t much fun to comb the areas to collect them all. Couple that with the lack of any interactive objects–no chests to open; no pottery to break; etc.–and you’re left with only killing. A lot of killing.

Razor’s Edge does not hesitate to inundate Ryu with commandos, ninja, fiends, and mutants to dismember, and by the end of the campaign, you should have amassed a body count more in line with Dynasty Warriors than Ninja Gaiden.

Speaking of dismemberment, it returns in Razor’s Edge. Finishers are also found here, and with them, an astonishing amount of arterial spray. The Steel on Bone mechanic has been revamped, and now works as an offensive counter: if you hit an enemy with a heavy attack while they’re bursting red, indicating they’re about to perform a hold, you’ll execute them with a brutal attack; Steel on Bone can be chained to obliterate multiple enemies in sequence, leaving Ryu awash in blood, and you feeling like an all-powerful ninja–it’s a win-win.

The biggest change would be health management. Health restoration items have been removed, and in order to refill the bar, Ryu must resort to using ninpo attacks (three are available, as opposed to Ninja Gaiden 3′s lone attack), which restore a bit of health upondamaging enemies. Meditating, which is also new, transfers meter from ninpo to health. Save points will fully restore the meter, and karma points can be spent to upgrade, and restore, the health meter. Overall, monitoring your health leads to a more mindful approach to ninpo use.

In regard to the upgrade system, Razor’s Edge allows you to upgrade weapons and ninpo at any time through the menu, as long as you have the appropriate amount of karma points, which are acquired by killing enemies. Ryu also has abilities he can learn, along with costumes that can be purchased.

If you have an interest in tackling the harder difficulties after completing the single-player, it’s only the costumes that carry over when starting a new game, and it is tedious to go through the entire unlocking process again.

You may have little interest in ratcheting up the difficulty, though. Razor’s Edge poses a stiff challenge on normal, and some of the boss battles lead to absolute frustration, and may have you screaming obscenities at your cat.

The campaign may be lackluster, but Razor’s Edge makes up for it with its ninja trials. Featuring over 100 to master, the trials leverage enemies, bosses, and stages from every Ninja Gaiden, at least the games from the previous generation of consoles and the current. The trials can be tackled with all the characters after the single-player has been completed, but I found using my custom ninja to be the most enjoyable. You can create your own character, and unlock numerous armor pieces to customize your look, and upgrade weapons and learnabilities like you would during the campaign. It’s fun and addicting. Your character can also be taken online, to either team-up with a friend for co-op trials, or joining a four versus four clan match. However, it is important to note that if your internet connection is lost during a trial, or if Team Ninja’s network is spotty, you’ll be booted from the game mid-trial. Considering the difficulty these trials pose, to be kicked near the end of an exceptionally pressing battle will no doubt bring out your own murderous intent. It’s best to disable the network features if you plan on investing any serious time to the trials.

Razor’s Edge may not be as refined as Ninja Gaiden Black, or as intently aggressive as Ninja Gaiden 2, but it cuts its own place in the series with fun, violent combat, and a lot of content to conquer. Team Ninja really went out to set things right with Razor’s Edge, insofar as to include a letter of apology in every game. Okay, that last part isn’t true, but if you have a Ninja Gaiden 3 save on your console, you do get an exclusive costume in Razor’s Edge. It all may be too little, too late, but at the least Team Ninja has acknowledged the mistakes they made, and have produced a solid installment. It’s just too bad they didn’t get it right the first time.
 
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Has there been a Ninja Gaiden title announce or hinted for next/current-gen yet?

There's that Yaiba: Ninja Gaiden Z game coming out on March 6th, but obviously it's some kind of spin-off that's not part of the main series and seems to have many fundamental differences. Nothing I've seen of it so far has been very appealing or impressive, so I don't have any high expectations for it whatsoever, but I'd love to be pleasantly surprised.
 
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Yaiba videos seem interesting but without Tomonobu Itagaki guiding the ship, I have very low expectations for the game. Ninja Gaiden 3/RE left a very bad impression. NG2 is still the champ for me. I'd love a next gen HD remake.
 
So I just realized that Itagaki's first Ninja Gaiden for the Xbox was released exactly ten years ago today (on March 2nd, 2004)!

The fresh and exciting combat system, the sprawling and adventurous level design, the epic scale and presentation, the ridiculous level of polish... it really doesn't get much better than this in the world of interactive, skill-based entertainment.

HAPPY 10-YEAR ANNIVERSARY to one of the absolute greatest games ever made, and quite probably my favorite game of all time :bang:

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Do you guys have any memories of the Xbox Ninja Gaiden? If so, share them here!
 
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ninja_gaiden___xbox.jpg


Do you guys have any memories of the Xbox Ninja Gaiden? If so, share them here!

I met Itagaki the year prior at E3. I got my pic taken with the DOA girls, watched his live demo of Ninja Gaiden, and got some Team Ninja stuff.

Hard to believe that was 11 years ago. Urgh.
 
Ryu,

Great thread. I'm a huge fan of NGB and it will forever be in my top 5 games of all time. But for some reason I just couldn't get into NG2. I couldn't get over being hit by arrows from offscreen enemies. It just made me so mad. Maybe I should go back to it.

With that said I was considering picking up RE eventually but then again I would prefer to vote with my wallet to tell Team Ninja I reject this sort of crap in NG. Get it together.
 
I know parts of that original post had to be hard to write with you being such a big fan. We deserve better. The foundation has been made.
 
Ryu,

Great thread. I'm a huge fan of NGB and it will forever be in my top 5 games of all time. But for some reason I just couldn't get into NG2. I couldn't get over being hit by arrows from offscreen enemies. It just made me so mad. Maybe I should go back to it.

Thanks man. Yep NGB is amazing and the best of the series, no arguments from me there. I do think NG2 remains more than worthy of any action game fan's time, but I can also understand how the immense challenge is not everyone's cup of tea. Just know that with practice you CAN overcome it and make the game your b*tch :hehe: but if you're not having fun while practicing then, why bother. I always found it really fun though, but I have a much higher tolerance for difficulty than most people. You could always turn the difficulty down, no shame in that, just have fun.

With that said I was considering picking up RE eventually but then again I would prefer to vote with my wallet to tell Team Ninja I reject this sort of crap in NG. Get it together.

I can respect that. Honestly I wouldn't object or speak-up to anyone saying they're going to pass on RE, but anyone passing on NGB or NG2 is gonna get a piece of my mind! :tounge: Oh, btw, there are off-screen rocket-shooting enemies in RE as well, but because the bow-and-arrow now has an auto-aim feature that instantly 'snaps' to the closest projectile-based enemy, who die in one hit, they are much easier to keep under control this time around.
 
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Thanks man. Yep NGB is amazing and the best of the series, no arguments from me there. I do think NG2 remains more than worthy of any action game fan's time, but I can also understand how the immense challenge is not everyone's cup of tea. Just know that with practice you CAN overcome it and make the game your b*tch :hehe: but if you're not having fun while practicing then, why bother. I always found it really fun though, but I have a much higher tolerance for difficulty than most people. You could always turn the difficulty down, no shame in that, just have fun.



.
Agree to disagree. I had more fun with NG2 than NGB. NGB felt more defensive oriented while NG2 felt more offensive oriented. Not taking away from either game as they're both the pinnacle of what action games should be but NG2 is the king for me.
 
Agree to disagree. I had more fun with NG2 than NGB. NGB felt more defensive oriented while NG2 felt more offensive oriented. Not taking away from either game as they're both the pinnacle of what action games should be but NG2 is the king for me.

Yes, well I agree that NG2 has an even better combat system, but NGB is the more impressive game overall imo, taking into account the more epic scale of the 'adventure' gameplay elements (specifically, the grander level design that required more exploration, items/puzzle solving, navigation, and platforming), variety/content, and length. NGB is pretty much as close to the perfect 'total package' a game can get, to me. It's just an absolute masterpiece of overall action/adventure game design (and lets not forget that immaculate level of polish, mmm MMM!). For action in its purest form though, yeah, NG2 is untouchable.
 
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I'm picking up NG2 right now at Gamestop. Gonna give it another go!

It was a fun game. Probably my favorite of the new NG iterations. It was a blast just slicing away and seeing limbs go flying in all directions. XD

I still, however, have no idea what to think about this Yaiba: Ninja Gaiden Z game that's coming out this month. I don't even.... wut? Is it supposed to mimic the old-school 8-bit graphics? Seems like a design decision made to excuse the lack of effort in the visuals department.
 
I still, however, have no idea what to think about this Yaiba: Ninja Gaiden Z game that's coming out this month. I don't even.... wut? Is it supposed to mimic the old-school 8-bit graphics? Seems like a design decision made to excuse the lack of effort in the visuals department.

You just got me thinking about Yaiba's style/vibe and why it rubs me the wrong way. See, one thing I always loved about the modern Ninja Gaiden games is that they always took themselves very seriously and had a gritty, no-nonsense, dark style. Their vibe came across as brooding, dangerous, and sinister, and of course Ryu himself was always a deadly, cold, mysterious badass.

Unfortunately, some of this was done away with in RE due to the lame 'family-values' story elements and presentation of Ryu as vulnerable, which sucked. but anyways...

... Yaiba, from what I've noticed in the trailers, appears to have a very goofy vibe that doesn't take itself seriously at all, with stupid sexual references and cheesy one-liners, etc., and of course the cartoonish art-style. Not exactly the kind of stuff that revs my engine, at least not especially when it comes to something with the Gaiden name on it.
 
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