Title: Ninjahtic Mind Tricks
Genre: Action, Adventure, Indie
Developer:
Blaze Epic
Publisher:
Blaze Epic
Release Date: 16 Jul, 2015
English
A less than mediocre ripoff of Ninja Gaiden
Platforming: 6\/10 Nothing intuitive, with quirky controls
Combat: 2\/10: A slap fight with terrible AI and only 2 attacks
Boss fights 0\/10: Imagine Mega Man where the bosses have only 2 attacks, which cover the screen with projectiles or cover the boss itself in an almost inpenetrible shield... Without a ranged attack, where the boss has a ludicrous ammount of speed. No need for strategy, just hit and run away for the counter... rinse and repeat
Overall: 3\/10
Not even worth the sale price. If you've played a Blaze Epic game, then you're likely familiar with the common elements of their brand DNA. You're going to run, jump, and take on hordes of enemies in a screen-at-a-time retro platformer world straight out of a third-gen-console's heyday. You're going to encounter some interesting freerunning, wall-rebounding and midair mechanics, as there are notes of flight to be found in every game. Some people just don't get along with gravity, and I sense with every new Blaze Epic title that Blaze himself -- coder\/musician Larry Stover -- dreams of momentum as an expression of will and spirit, and of horizontal surfaces as just a little boring, frankly.
Some people just want to run, gravity be damned, and if you're one of them, I think you're going to like Ninjahtic Mind Tricks.
Its predecessor Ninjahtic featured some splendid conservation-of-motion wall jumps, and introduced to the Blaze Epic game stable simple but significant stealth elements -- enemies spot the protagonist, wait for a clear shot, and take it, when in range. Careful planning of timing, sneaking up behind enemies, yielded easier kills with less risk, and careful timing of jumps even allowed our hero to springboard off of "stomped" enemies and gain extra air time.
Ninjahtic Mind Tricks sees our hero return with expanded parkour chops, now able to run up vertical surfaces, double-jump, dash, and execute two types of attacks -- both offering slightly different strategic advantages, and best explored carefully during the introductory test battle. The action's springier, wilder, and twitchtastic -- the game regularly moves at speeds that require one to commit sequences to muscle memory, and those "unlimited lives" will come in handy -- as will the opportunity to sit at screen's entrance on many levels, study the enemies, and plan one's attack carefully. Once you commit to act, once you leave the safety of being unseen and leap out to strike, to travel, to act, you will need to execute exactly what you committed to muscle memory. The game is magnificently unforgiving of indecision from its player, of pausing to think, mid-leap. Think first. When you act, act with a polished inner mirror, its surface free of dust.
It's really rather uncanny, how quickly this game pulls you into that headspace, forces you to think and react like the ninja you're playing. While Ninjahtic Mind Tricks has superficial resemblence to other Blaze Epic titles, this isn't the sublime swordsmanship and crowd-brawl tactics of Shin Samurai Jazz, nor is it the weighty, meaty, Prince of Persia-esque freerun-and-fight of Way of the Pixelated Fist. It's even quite different from the first Ninjahtic, faster, twitchier, wilder, even more anchored in plan-then-execute clarity. Going back to Ninjahtic after playing it, I feel heavy, and a little slow.
The game's static level-screens don't scroll, and you'll be glad for that -- you can see all the action at once, track all the obstacles, enemies, and environmental variables at once. You'll also be glad for that life bar; it makes mistakes a touch more forgiving, but you'll likely soon aim for no-damage runs through each stage. (That ranges from plausible to hair-tearingly hard, in places.)
Of the stable of Blaze Epic games, this one's the fastest-moving, requires the most planning per stage, and once you enter its zone and commit its moveset to twitch-memory, conveys the sense of impossible, breakneck flowing motion and GO GO GO GO GO like none of its siblings. This game is, I think, Blaze Epic's current masterpiece, even if my personal favorite remains Shin Samurai Jazz. I love Jazz for its atmosphere, particularly evocative soundtrack, and curious juxtaposition of noir and late Tokugawa\/early Meiji ronin stories. It was a thematic masterpiece and a solid game besides, but Ninjahtic Mind Tricks features a solid narrative and a downright masterfully tuned game that, I believe, commands even greater attention. It's a joy to play, and the feeling of guiding our protagonist at speed, translating plans to finger-twitches, and executing them in a moment of hyperattention followed by a gasp of "I'm...still alive, wow!" -- well, it really captures a bit of that breakneck ninja experience.
How many games can we say that about, really? Many game immerse us, yes, and present challenge, but how often does a game successfully translate the experience of being its protagonist to the player? This is no first-person shooter; this is a tiny retro platformer with chunky graphics. That it manages to convey something meaningful about the world it depicts, that it's immersive at all, to any degree, is quite an achievement.
This is quite possibly the best expression of the ninja platformer I've ever played, and I'm really blown away by how much nuance is crammed into such a tiny game with such a straightforward, finite move set. This isn't a genre I realized was lacking anything, mind you, until Blaze Epic came along and started writing new games. I didn't think there was anything left unsaid by the many historical titles past. Ninjahtic Mind Tricks isn't just a great ninja platformer, it's a reason to revisit the entire genre of ninja platformer games, because there's more to say about 'em, and Blaze Epic just said it.
This is absolutely worth the two bucks, and a one-man game shop who's this devoted to bespoke, mastercraft little platformers like this is worth watching very closely.. Didn't like it. This game tests your patience, not skill. To progress, you have to kill every monster in the screen, which is tedious rather than fun, and not challenging at all. The fact that the game forces you to go through almost every screen twice just doubles the tediousness and completely ruins the game's flow. Oh, and did you accidentally fall to a previous screen? Congratulations, you have to go through it all over again to go back!
Can't say much about level design either. All screens seem pretty much the same thing over again. Very easy to forget whether you've been in a particular screen already or not. Not much monster variety either. And worst of all, the game isn't even hard, just time-consuming. Beating the final boss is just stand slightly in front, press z, press x four times, repeat. Would not recommend.. My exerpience was, get told EVERYTHING, siriously, jumps take u up high style basic.
So I start ignoring the text cos its just repetetive and such.
Go through the level, consisting of enemies which u have to wait to come to u to kill them.
Have no idea what to do next.
Give up cos it isnt fun anyway.. Over all review:
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Ugh... well all i can say is DONT MARATHON THESE GAMES BACK TO BACK!
Lets just "cut to the chase" and spare the audience and spoil the review here. Its a good game, and my favorite in the ninjahtic series. Im going to give it a thumbs up, because based on this games objective level of quality, even for being a screen based wall jump platformer its good, and i recamend it for its movement system and screen based save system and a means of restrictions that are more for challenge than to be a\u2665\u2665\u2665\u2665\u2665\u2665to the players.
i was actually pleased to see "ninja" on the streets of futuristic honcong, or Japan, or whatever, meaning that this wont be too easy to compare the game to any of the tomb raider games at any rate. And now there's a more freeform movement system, although you can only double jump or jump dash ONCE PER JUMP, or untill you hit the ground or wall. But as stated above thats meant for challenge more than anything else.
Also, kind of a pull over from the last game, there are stealth elements, where in if you can attack a guard before he sees you, he will die instantly. i like this concept better here because in ninjahtic 1 there was a huge chance that enemies would see you just walking into the room, here the humanoid gaurds walk faster and you actually have a chance at sneeking around them entirely.
The world around you is drawn from the self titled "psudo 8 bit" retro style, but this time there appears to be more contrast in the art style and the outlines of the characters and objects, so everything looks like a pixelated cartoon. Theres still no map but just like my last review the levels lock you out of finished areas, and there's very few repetitive or confusing screens, so you really don't need one.
Some of my gripes from the first ninjahtic have been fixed, and the game play is actually somewhat fun, with no HUGE TRIPS just to get to a dead end
My only problems smokers with this ninjahtic game come from the story and the writing... and maybe some of the boss fights, but i'll get to that later.
(Spoilers)
This game is meant to follow the first where in "ninja" finds a ton of ancient alien technology at a dig site, and opts to bring it back. in this game you first wake up at some science lab, and are told that you now have newly acquired abilities for movement. you can just run up walls whenever, like a really slidy version of spiderman, and the aforementioned jump dash techniques. But then the story starts to go down hill as they outright tell you that they've programmed a rival for you. No joke, these scientists have outfitted you (deus ex style) with newly discovered alien technology, just so they could do the same thing to someone else with the intention of making you two fight during important business like an impromptu version of rockem sockem robots.
Hes not a partner, or someone there to police you and he isn't really brought up more than once or twice... its entirely pointless.
Then you are immediately called out into the city, where all of the alien drones and samurai bots are going haywire and attacking people. also there are a bunch of creatures hanging around, most are hostile aliens, but some look like ghosts or something from previous games.
But then the story goes a little far off the rails when, apparently, you're following some woman around town that has the ability to teleport... im sorry who!? You only see this woman right before boss fights, and once after its established that alien invasion has taken place. Shes obviously connected to the aliens, but ive kind of got bigger things to do lady than chase your sorry\u2665\u2665\u2665\u2665\u2665
But no, this must be the tastiest\u2665\u2665\u2665\u2665\u2665in the galaxy, as some gargoyle weirdo keeps showing up to rimind you that she's way out of your league. and at one point the "level boss" just shows up and its your rival, who also has the ability to teleport and hes here to fight you for the love of the alien princess in a red dress... WHAT THE \u2665\u2665\u2665\u2665!? IM TRYING TO SOLVE THE ALIEN MYSTERY NOT GET WITH ALIEN PRINCESS DAISY!!!!!
But you're following her...
HOW DO YOU FOLLOW SOMEONE WHO CAN TELEPORT EXTREMELY LONG DISTANCES. I actually started looking for her after a while, and no i didn't see her guiding\/stalking you like the g-man from half life either.
And the game even goes out of its way to ACCUSE YOU of being in lust with her... i ask again \u2665\u2665\u2665\u2665ING WHO!!?? AN ALIEN GIRL IN A RED DRESS?!?! you never showed a bigger picture of her, never bothered to establish a connection beyond 2 sentences and blinking out of existance.
as i matter of fact, i thought it was a really weird looking trash can when i first saw her, and beyond that just from the few other times i saw her she looks like a cheerio stacked in top of a small end bit of a twizzler.
Don't \u2665\u2665\u2665\u2665ING tell the player that they are absolutely interested in this character and then chide them for lust when the real question is WHAT THE \u2665\u2665\u2665\u2665 ARE YOU ACTUALLY TALKING ABOUT, I THOUGHT I WAS PLAYING CYBER COP IN THIS, NOT CAPTAIN KIRK.
And once again the ending comes from way out of left field, except instead of the usual twilight zone esk ending, the princess shows up and says shes real sorry for leading you on. she then teleports away and the gargoyle shows up and puts the ninja into a coma for following the alien princess.
.... thats absolutely stupid and poorly handled story telling, blaze. thats really far beneath you, and you know it.
Also its another room based wall jump platformer, its a continuation of the last game and now its really similar to shin_samurai jazz, but its so stupid. a lot more NEW OBSTACLE COMBINATIONS are put into this game which keeps it from feeling too stale, but its still the same type of game as the last 2 before it.
You proved before with the SJ series that you could change the base game play and still make it feel like a continuation...
Near 5he end of this game, i was starting to get bored.. what is this game?. FUNNY GAME !!! I LIKE IT. Really cool game. (TLDR fix is at the bottom of the page)
It's like ninja gaiden on NES but improved by a lot combat and movment wise. You jump from wall to wall, dash through tight spaces ( or to reach long distances) attack enemis on ground and in the air. You can use a heavy attack to even send enemies flyin up, down and forward. You can one shoot kil enemis form behind, jump on there head so they fall in to a pit\/spike and etc.
For it's price this game is without a doubt worth it. It's somewhat short, but verry satesfying game...to bad there is not much to it after you beat the game. I feel like this game coudl expand and evolve in to somethign beautiful and fun.
Though, there is one elephant in the room that need's to be addresed and that is the boss battels. There not that great. There patterns is so ridicolusly easy to exploite. The strategy is pretty much the same for all bosses to. If I where to make a cross examination, take the game "volgarr the viking". All the bosses have diferent patterns and you have to use all the space around you and your knowlage to avoid the bosses attacks. In this game all you do for prety much all the bosses is "touch him really quick and go". Then there a few minor issues. Evert time you enter a room you have to kill all the eneims, I'm fine with this, but when you accidentally enter a room and have to kill all eneimes again it can be a bit annoying. Another thing is the way you progress dialog. Sins you can continue the dialog just by hittng your movment buttons\/keys, you can by accident skip some of the conversation. The dev should have just made it the jump button.
Here is the TLDR version: Get this game, it's short and there is not much to it other then to go straight forward (no collectibles and etc) But it's definently worth it for it's price. It is rough around the edges, but it's a really solid hack and slash platformer
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