Click for more screens from Ninja Gaiden: Dragon Sword
As you can imagine, many were worried when Itagaki showed off the DS entry in his beloved Ninja Gaiden series. Would the groundbreaking new control scheme set the bar for action games on the system or would it be an unresponsive and unrefined mess, causing you to contemplate throwing your DS against the wall? Well, I'm happy to report that none of these fears ever pan out in Ninja Gaiden: Dragon Sword, which is a pretty great game overall.
It turns out, the game is pretty much everything we hoped it would be: a benchmark for how to do an action game on the DS and how other developers can create a great DS entry in their own respective franchises.

Combat is surprisingly intuitive and easy to get a hold of. What amazed me even more was that, compared to the console versions of the newer Ninja Gaiden game, Dragon Sword has you handling just about the same load and features a startlingly similar amount of polish. You're often fighting several opponents at once, which are usually a mixture of close combat bruisers, archers and other projectile-chucking jerks. Whereas the DS might have received games that released on other consoles in a dumbed-down, stripped format, Ninja Gaiden: Dragon Sword plays like a console game on a smaller device.
This is another thing that absolutely shocked me: the controls are fantastic. Sure, you might miss a jump or a slash now and then, but, for the most part, the touch screen is amazingly responsive to your inputs. Jumping about, slashing at enemies in the air and performing special maneuvers are a snap. I don't know how you could possibly improve on something as simple as pressing a button, but it feels like Dragon Sword has. In every way it has maximized the features of the touch screen to create a game that has tight and responsive controls.
That isn't to say the controls don't have flaws, though. Platforming can be a bit of a pain, since pixel-perfect precision jumping is fairly difficult. On top of that, every single button handles block. If you're right-handed (like me), then choosing which button you will use as block while holding the DS as book is a no-brainer: the R button is the best solution. The only other solution, really, is the L button, but holding the DS from the bottom like that can get tiresome. So cradling it with your left hand and using the R button to block is the way to go, but still can cramp your hand up some over time. Of course, you could use the d-pad, but holding the DS in that manner and using it to block mid-fight can be kind of difficult. I actually dropped my DS once while attempting just that.
But, as said, those are fairly small flaws. The game really doesn't have any more issues than that, aside from the fact that it's a fairly brisk game, as well as very easy compared to the other games in the franchise. As a DS title, though, this all may be seen as good things. We all like the pick-up-and-play nature of the handheld, as we can take it anywhere and at anytime to play, so maybe the shorter play time is a good thing. As for the ease of the title, that makes it more accessible to the wide range of people that enjoy the DS, so perhaps that too is a good thing.

I could go on praising this game for days, but know that even with its few flaws, it's an overall great game. Any fan of action titles or the Ninja Gaiden line-up of games needs to own this. It also shows what a careful approach to the hardware can do, as Team Ninja took into account everything the DS had to offer and used it to create a fun and exciting product. We're hoping that this is the first of many Ninja Gaiden games on the DS, and we can't wait to see how Team Ninja improves upon what they've built here. Hopefully, other developers will take note of how to do an action game correctly on the DS, because Team Ninja has done just that.
Final score: 9/10
Reader Comments (Page 1 of 2)
4-07-2008 @ 10:54AM
Kassu said...
Awsome game - yes.
But WTF at the blocking? R or L? What about the D-Pad?
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4-07-2008 @ 9:15PM
e1even25 said...
you can use any button to block the R button is just the easiest to push while holding the DS vertically.
4-07-2008 @ 11:25AM
David Hinkle said...
I mentioned the d-pad.
"Of course, you could use the d-pad, but holding the DS in that manner and using it to block mid-fight can be kind of difficult. I actually dropped my DS once while attempting just that."
4-07-2008 @ 12:02PM
Kassu said...
K, then one of us was doing it wrong.
Using the dpad was really comfortable and I couldn't imagine using the shoulders instead.
:)
4-07-2008 @ 2:43PM
David Hinkle said...
Well, I just cradled it in my palm and used the inside of my thumb on the L button. Worked pretty well.
4-07-2008 @ 3:30PM
Kassu said...
NOW i see what you did there. :D
4-07-2008 @ 11:14AM
LeChuck said...
With Team Ninja interested in doing a Wii game I hope (and expect) they raise the bar for action games the console as well as they have for the DS.
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4-07-2008 @ 11:31AM
alxfbn said...
awesome game above all.
a very fine example of how to use the DS hardware capabilities in an action hack and slash fest.
the story doesn't convince me though. i think it needed a bit more of narrative even if it would have not been in cut scene form, a little reading would have done the trick.
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4-07-2008 @ 1:04PM
Ry Guy said...
I was disappointed. All the Ninpo moves were pretty much pointless, since they were all just flashy ways to kill enemies on screen with barely any sort of unique uses, the story was mind numbingly plain, and you weren't allowed to skip cutscenes, and it was just real damn short, with no good unlockables. I tried playing on hard mode, but it just wasn't fun enough for a second go, the lame story slowed everything down too much.
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4-12-2008 @ 1:42PM
driven2sin said...
you are being stupid - i guess you hacked through the web with your teeth?
what the hell do you expect - it is a hell of a first effort to use the stylus - go back to contra and castlevania if you dont want something new
4-22-2008 @ 3:19PM
BlackDS said...
Maybe the reason the game wasn't fun for you Ry Guy ... is because you suck at it. LOL.
BTW, the cut scenes are not very long, IMO, and the only reason you would have to see them alot is if you died alot. So if you suck at Ninja Gaiden Dragon Sword, then ... yes, you will have to watch to cut scenes again.
The story is good enough for Ninja Gaiden, this is an action game, not Phoenix Wright.
As far as the unlockables, there are 45 Wooden Amulets to collect, which unlocked character profiles, secret character diaries, and all the cut scenes.
Just because you suck at action games, doesn't mean the game sucks.
It's Ninja Gaiden, some of us are cut out to play it ... and some people don't have the skills. Maybe Cooking Mama is more your speed/style.
Peace.
4-22-2008 @ 4:06PM
BlackDS said...
If you played the game enough, you would know that certain Ninpos damage your enemy more than other Ninpos. Also, some Ninpos only damage one enemy, while others can damage multiple enemies.
The best Ninpo (the Art of Divine Life IIRC [the blue one]) doesn't kill anyone at all, it restores Ryu's Health bar.
So the Ninpos are NOT pointless (as you stated). And they are NOT all the same.
Peace.
4-22-2008 @ 10:44PM
Ry Guy said...
You're kidding, right? The game was a breeze compared to other games like Devil May Cry 3. I didn't use the Ninpo because they had no real uses for puzzles aside from the webs and the rocks, and I never actually needed them for anything else.
I hated the cut scenes because they were the epitome of boring, and I'm used to GOOD stories that I actually WANT to watch. So it was most annoying simply out of the principle that they don't allow you to skip these mediocre cut scenes, where I have to sit around bored SEVERAL times in a row if I replay the game.
Mind you, if they make a sequel, I will buy it, because indeed the controls are perfect, and there's a lot of potential for a great series here, but that's all this game really was to me. Potential.
I'm gonna go play God Hand now. That's an action game with entertaining cut scenes there.
4-23-2008 @ 5:59PM
BlackDS said...
Devil May Cry is easy, you're just putting together combos.
You actually have to block and be evasive in Ninja Gaiden.
So don't give me that Devil May Cry ****.
Peace.
4-25-2008 @ 2:26PM
Ry Guy said...
You're gonna tell me Devil May Cry is easy, when I'm calling Dragon Sword easier? Sir, do you understand that such a thing hurts your defense of the game, not help it? You're officially wandering into fan-boy territory, blindly defending this game without being able to acknowledge it has faults.
You have to be able to realize that games have their flaws, and that spotting them is the first step to improving future games. I've already said I think this series has a lot of the potential on the DS. Why don't you just acknowledge that what I've mentioned would lead to improvements and hope for a better game?
4-07-2008 @ 3:41PM
burgerbat said...
I mean, really, who play NG for the story? So I agree, you should be able to skip cutscenes, but thankfully there's not much of them and they're not long. I mean, can anyone really complain about story in a NG game? Isn't it all about the ninja action? This game delivers that in spades, and is a technical marvel as well. Controls are very nearly flawless, and it truly does feel like a console title for a handheld. Great review David and DSF.
Reply
4-07-2008 @ 4:58PM
J.K. said...
I'm going to have to disagree with that 9 let alone the mid 8s I've seen the game get about too. One thing really does work against this game is in fact the stylus controls and the level of imprecision with jumping, rolling, and to a lesser extent strikes. While I admit this would be a personal issue, that's something no one ever bothers to bring up in write ups at all which is sad, they just googoo over things. I've seen enough comments online to where I think it is warranted to call the score average online a tad bit high. Strikes work well enough, but jumping to where you want to land, and trying to stop a mid move roll is a real chore and lacks total precision causing some mild to death dealing screw-ups during gameplay.
That said though the game at the core, and then the eye/ear candy end of it are exceptionally top notch stuff...but without solid gameplay control mechanics throughout you just can't give this game a rosy high end score like a mid 8 or better.
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4-12-2008 @ 1:46PM
driven2sin said...
maybe you just ain't as \33t as you think - so it doesn't play like a button masher - i took a step back and gave the controls a chance and if you move and attack within the limits of the controls you can get the job done pretty amazingly
think writing in cursive instead of keyboard and your mind might accept it
4-22-2008 @ 3:29PM
BlackDS said...
The controls are spot-on perfect. I KNOW.
I have beaten the game on all four difficulties (Normal, Head Ninja, Master Kunoichi, and Master Ninja), and I've collected all 45 Wooden Amulets (which means I beat all the fiend challenges).
The controls are very precise, and Ryu has enough variety in his moveset to beat all the adversaries and bosses that you will come across in the game.
And the comment about stopping mid-roll ... please! I never had to do that and I completed the entire game. If you put time into planning your attacks/evasions and knowing your enemie's attacks/tactics, you don't need to resort to ridiculous stuff like that. And I always can jump to where I want to go, so that issue is your ability, not the game's controls.
Peace.
4-07-2008 @ 11:58PM
simon said...
Man some of you people pick up the stupidest things to hate in this game.
Jumping was pretty damn easy for me, so i think perhaps you're doing it wrong. To jump in ninja gaiden, you slide the stylus up *where you want to jump to* eg. if you want to jump onto a ledge, press the stylus on the place where you want to jump and slide it up. You do not slide it up and then click on where you want to jump to. you can, but it dont work very well...
Ninpo magic... well sure it kills enemies... thats what its used for. it also destroys things like spider webs and rocks. sure there aint much of that, but perhaps that has something to do with the fact the backgrounds are pre-rendered and thefore cannot be animated?
whats the problem with the cutscenes? Do you expect a novel out of game designers? rofl. Next time maybe they'll hire Raymond E Feist for them and we'll spend 30 minutes reading the introduction before we get to play. oh hang on, most of you would probably complain about that.
overall i think its a great game, but maybe a little too easy. Ninja Gainden does have a rep to uphold, after all.
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