Truth be told, a few of these embarrassing remarks were included in early drafts of this very same review. However, a critique's 'professional integrity' aside, it's not like Team Ninja doesn't deserve such extolment. Immediately hitting you in the face like a ninjitsu-driven trout, the aesthetics of Ninja Gaiden Dragon Sword are what's going to provoke the foremost bouts of gasps in the average consumer. Graphics as shiny as a spandex-clad ninja's behind, with a technically-wise Resident Evil styled combination of lovingly animated 3D characters cast upon meticulously drawn pre-rendered backdrops. Proving the DS is also no slouch in the audio department when it puts its micro-processing mind to it, Dragon Sword’s music and sound effects are more than satisfying, with oriental ninja-butt-kicking tunes and slashes, mixed with timely ambient set pieces, instilling the perfect moods all round.
Of course, this superficial extolling is all buckley's and none if there wasn't a justifiably great game design behind the pretty face -- and as Tecmo's fortune cookies would have it, Dragon Sword delivers a equally matched frenetically paced gameplay experience. A different breed of action game when compared to the established (not to mention, unforgiving) Ninja Gaiden third-person-perspective proceedings on consoles, Dragon Sword embraces the DS format wholeheartedly -- and isn't any worse for portable entertainment as a result.
Played by holding the DS on its horizontal side like a makeshift book, the DS stylus is the main interaction tool, with Dragon Sword's action depicted and manipulated on the right touch screen, while a useful map of the current play area resides on the left (and vice versa through thoughtful inclusion of left-handed player support). With basic movement, jumps, flips, shuriken throws, special moves, Ninpo magic, combos -- and anything else you can somewhat literally shake a makeshift miniature katana at -- all controlled by various quick and simple taps and strokes of the DS stylus, there's enough in Ryu's physical lengths and arsenal to accommodate both the 'casual' and 'hardcore' player's discerning needs; and that's not even mentioning the opportunities to upgrade and add to Hayabusa's all-round killing machine capabilities. As daunting as all that sounds, be assured that Team Ninja has thoughtfully implemented a well-rounded and subtle tutorial system to guide the newbie through the enemy hordes.
Fortunate too, considering the mystical creature-filled underworld journey franchise protagonist Ryu Hayabusa is faced with. Following on from the events of the original Xbox Ninja Gaiden (or the re-releases/next-gen ports thereof), Dragon Sword begins with the 'simple' objective of rescuing of a certain ninja maiden, escalating into typical Ninja Gaiden ‘evil cult behind it all’ mythos. Pulp comic fodder to be sure, but pleasingly so. Indeed, Ninja Gaiden's chapter divided areas are bookended and broken up with high quality still-image cut scenes. In general, what this classy exposition means is even more rewards for the already rewardingly satisfying gameplay.
The yins to Dragon Sword's yangs are the inevitable moments when the cracks in the supposedly 'perfect' design are evident -- and not just on your aging DS's touch screen hinges, either. As most ambitious DS stylus driven games of the sort are wanton to do, there are times when Dragon Sword's controls lose any semblance of elegance and preciseness. Like a desperate manic cat left out in the wet cold, players will be met with moments of seemingly uncontrolled successful progress -- in short, tapping and stroking the screen randomly (as questionable as that sounds) can sometimes breed almost equal amounts of success than any thoughtful precision could hope for. Other times, the game's 'platforming' and 'puzzle' sections -- involving the dodging of environmental obstacles and/or the hunting down of a door-opening switch and the like -- may come across as underdeveloped distractions between the game's fighting set pieces. Likewise, the majority of Dragon Sword's screen-filling bosses are pushovers, with many their AI preoccupied with its constricting placement in equally pupil-glazing 3D arenas, rather than the nimble and deadly Hayabusa warrior standing before them.
This assumed 'over-easiness' is prevalent throughout the game's default 'Normal' difficulty -- and while its true the hardened Ninja Gaiden fans will be quick to cry foul of Dragon Sword's lowered masochism levels, the game's overall length will no doubt be the main deterrent for most. Clocking in at 6 to 8 hours of gameplay time, dedicated players will be able to see Dragon Sword ending scenes in a weekend's worth of concentrated play. However, the short total playtime capitalises on the Wi-Fi enabled ranking of single-player 'karma points' and progress -- this is turn allows for replayable competitive high score play, while unlockable harder difficulty modes up the ante in challenge and fellow Wi-Fi player skill measurement. But it's still fundamentally the same game being played.
A game whose range of enemy fodder can sometimes become a bit samey. A Ninja Gaiden title that a large chunk of can be experienced in the same amount of time it takes to endure an unfairly designed console boss battle. Heck, there's the chance that your stylus arm might just very well grow tired after prolonged gameplay sessions. But now the nitpicking becomes self-evident. If overall length and challenge is how you decide your long-term game-related purchases, by all means, pass up Dragon Sword for any number of suitably padded gameplay experiences elsewhere. However, for those up to the satisfying progression of playing a game for sheer, dare it be said, "robust and visceral" enjoyment, Ninja Gaiden Dragon Sword is just waiting to be unsheathed.

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