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Ninja Gaiden: Dragon Sword
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Publisher Region Released Tecmo NA 03/25/2008 |
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Welcome to the site's Ninja Gaiden: Dragon Sword page. We have reviewed thousands of games since the site launched, and there are a growing number of news posts available. Check below for Ninja Gaiden: Dragon Sword currently available on the site. If our coverage hasn't yet reached the point you'd like, remember that you can always sign up for a free user account and submit a review, or start a conversation on the site forums.
Review
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Staff review by Jason Venter (April 14, 2008) 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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Staff review by Mike Suskie (May 18, 2008) 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 review by Chacranajxy (April 15, 2008) 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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Reader review by JANUS2 (August 12, 2008) 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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