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Ninja Gaiden: Dragon Sword

Ninja Gaiden: Dragon Sword (DS) game cover art
Platform: DS
Genre: Action
Developer: Team Ninja


Ninja Gaiden: Dragon Sword (DS) imageNinja Gaiden: Dragon Sword (DS) screenshotNinja Gaiden: Dragon Sword (DS) screenshot

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Staff Reviews

Ninja Gaiden: Dragon Sword review

Reviewed April 14, 2008

Jason Venter says: "Dragon Sword sports a three-dimensional feel that is one of the game's most striking elements. Ryu ventures through a variety of hauntingly beautiful environments. Team Ninja does here what Capcom did with the Resident Evil games and that Square did with its PlayStation-era Final Fantasy efforts. You're simply wandering across static backgrounds with points of interactivity."
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Ninja Gaiden: Dragon Sword review

Reviewed May 18, 2008

Mike Suskie says: "With Dragon Sword, Team Ninja has taken a game known for brutal, in-your-face action and made the switch to a control scheme that is far more unconventional and alien to those experienced with Ninja Gaiden. It could have been a disaster – that it’s actually a relatively smooth, entertaining action game (on a handheld, no less) should serve as a testament to the skills the team possesses, especially in an area as potentially hostile as DS development."
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Reader Reviews

Ninja Gaiden: Dragon Sword review

Reviewed April 15, 2008

Chacranajxy says: "When a developer designs a DS action game around the touch screen, they’re just asking for trouble. All too often, action games that use the touch screen as the centerpiece of the experience end up playing like a complete mess. That didn’t stop Ninja Gaiden developer, Team Ninja, from trying. Amazingly, their newest effort, Ninja Gaiden: Dragon Sword, not only makes the touch screen work – it offers up some of the DS’ best thrills to date. "
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Ninja Gaiden: Dragon Sword review

Reviewed August 12, 2008

JANUS2 says: "It seems to me that most DS games can be divided into two categories. There are those that embrace the stylus and those that treat it as a spare part, and there aren’t an awful lot of the former. Stylus functionality tends to be a burden for developers who feel obliged to cater for it but really have no clue how to implement it. It usually ends up serving as an action button, which is hardly an innovation. Having to drag a finger across the screen to pick up a block in Lego Indiana Jones ..."
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