This all culminates at the final boss, easily the hardest part of the game for me, but a satisfying sendoff once I finally managed to beat it. At that point, I was getting absolutely slapped by certain rooms, some of which don’t even look that difficult on the surface until you’ve actually played them. I was actually tricked at first, because I was breezing through the first third or so of the game and was like “is this really it?” only for that difficulty to steadily ramp up as the game went on and reach very high levels by the end of it. That brings me to the difficulty, as this is anything but an easy game. Ranged, melee, divebombing, there’s a good amount there and definitely enough that at least one will bring you pain whenever you see it. This same kind of variety can be seen with the enemies too. The level design in general though has some nice variety to it, taking you from a city overrun by robots to the depths of a reactor and then back to the docks for a fight on top of the water.Įach of these comes with their own matching boss fight, fights that are both challenging and unique in their own way. The permanent health upgrades, for example, are just one of the things that can be found in these secret areas. Hidden walls, secret rooms, and even Mario-style out of level paths, the game has a good amount of hidden stuff to find. This same style of progression can be seen with the movement, such as the unlockable dash attack and wall slide that not only help with combat, but with exploration as well.Īnd on the topic of that exploration, there’s a nice of touch of it to the level design. That may not sound like a lot, but using all of these effectively can take some getting used to, at which point the combat really shines. You start out with just your basic attack, but eventually get ranged attacks, rising attacks, airstrikes, and even parries. It is simple, but it is fast, polished, and incredibly satisfying, especially once you’ve got all of the abilities to work with. The overall combat has a similar feel to it. For example, you’re not locked into a direction when jumping – you can freely move around when in the air and even do dash attacks back and forth without touching the ground. However, it loses that NES stiffness in the process, offering some more responsive controls and movement. Not just with Ninja Gaiden, but with NES game design in general, pulling from other classics like Mega Man and even a bit of Castlevania. So right off the bat, the inspiration behind Cyber Shadow is very clear.
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