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Reviews \ Mini Ninjas Review

Written By Predat0r & Wrecker

When it was announced that IO Interactive were releasing a ninja game, one might have been forgiven for thinking it would be based on cold blooded assassins in the same style as their ‘Hitman’ series. But this is not the case with their latest game, ‘Mini Ninjas’, a G-rated, ‘Kung-Fu Panda meets Zelda’ adventure with anime style characters. But fear not, it seems that Mini Ninjas is proof that IO Interactive can balance two entirely different genres.

Mini Ninjas’ comic-like introduction explains that the old Ninja Master (who lives on Ninja Mountain of course) is troubled by the recent spate of storms and earthquakes that has broken the 300 year era of ‘peace and tranquillity’. In addition to this, shadowy figures have been capturing animals for mysterious reasons. In a bid to discover the cause of the dark events the Ninja Master sends his best ninja to investigate, then his second best ninja and so on, until he has only two left.

This is where the action picks up with players taking control of young (mini) ninja’s Hiro and his best friend Futo. They soon discover that the Evil Samurai Warlord has returned and is using ‘Kuji’ magic to build an army of samurai from those cute little animals roaming the woods to (you guessed it) take over the world.

Hiro leaves his little wooden hunt (complete with Bonsai) to learn the basics from the Ninja Master at the dojo down the road. Players move Hiro around using the nunchuck while pressing ‘A’ to jump and ‘B’ to attack with his sword. The interface in the game is simple and effective with a health bar in the lower left of the screen and the currently equipped spell, item or weapon in the right. The lack of a map feature (which would have been useful) actually encourages more detailed exploration.

While there is no co-operative play in the game, players can switch between Hiro and Futo and up to 4 other ninja’s who are ‘collected’ throughout the game with each ninja possessing different strengths and weaknesses. The interface for switching characters and items is well designed and funnily enough is similar to the ‘Nano-Suit’ control system from Crysis. Pressing left or right on the D-Pad brings a circular menu up on screen and the nunchuck can be used to select a character or item. Pressing up on the D-Pad pulls up the inventory from which items can be assigned to the selection ‘circle’.

As Hiro defeats samurai baddies they turn back into the cute little animals they once were and leave behind red energy, blue magic or currency. The red energy can be amassed to earn up to three ‘power attacks’ which are executed by holding ‘A’ and ‘B’ together. Each ninja has a unique power attack with Hiro’s being the most impressive, resembling the iconic slow motion 360 degree attack from ‘The Matrix’. Time freezes (complete with suspended enemy arrows), Hiro targets certain enemies with the Wii remote pointer and a release of the buttons unleashes a devastating attack.

In true ninja form, a stealth system has also been built into the game by using the ‘Z’ button to creep through the grass or hide in bushes or shadows but it never seems to consistently work as sometimes enemies will spot you while others won’t. ‘Z’ is also used to block during battle which is used more as enemies gradually get more difficult. There is also a ‘stun’ manoeuvre executed by flicking the Wii remote, but it isn’t nearly as effective as just slamming the ‘B’ button to attack.

As you progress through the game, the ninja’s are able to ‘level-up’ and improve or gain new skills (such as the ability to ‘sprint’ by using the ‘c’ button). Players can increase skills in various areas such as health, power attacks, sprint ability and magic limits. Gaining magic allows the ninjas to cast spells which are often found at shrines which require certain object (such as flowers) to be deposited first. In addition to attack spells (such as fireball) one spell allows players to possess animals to sneak past enemies or ‘sniff’ out hidden items. This is a particularly good addition to the game (even if it may have been lifted from The Wind Waker), but it seems to be a little under utilised as birds don’t fly and frogs don’t swim.

There is a decent amount of ‘environment interaction’ in Mini Ninjas. Hiro can shimmy along ledges, back flip off walls execute ‘Prince of Persia’ style walls runs to access hard to reach places. The ninjas can also shake trees (by shaking the Wii remote) to drop fruit and replenish energy. Another amusing feature is Hiro’s ninja hat, which is not only the ultimate ninja fashion statement, but can protect against incoming enemy arrows and even be used as a boat to paddle across water.

While there is some decent thought put in here, it does seem to just stop shy of expectations – you have wonderful grass, bamboo and sunflowers, but unlike Zelda, you cannot chop them down with a slash of the sword. Animals are abundant but you cannot pick them up. Mini Ninjas does have other good features in this respect and a nice feature of the game is that you are not always limited by environmental boundaries, and slipping of a cliff into water can often lead to the discovery of new places. Players can also locate mushrooms and flowers to create potions or buy items with coins collected from enemies.

Players are presented with creative ways to tackle the levels (such as stealthy climbing a castle wall or attacking the main gate) but often brute force is the method of choice as players can quickly make their way through by hammering the attack button madly. It would also have been nice to make more use of possessing animals (even though some of the larger ones can be used to attack) or forcing players to use the potions they can make to solve puzzles.

As players draw close to each of the enemy castles, an end of level boss usually greets them, and although they get harder to defeat, the game tends to offer hints on how to defeat them (such as using Koto’s hammer) before you have a chance to figure it out. For this reason it is probably best to play with the difficultly set to maximum.

It is obvious from the title screen of Mini Ninja’s that the graphics are beautifully done with the simple title screen flanked with waving bamboo and swaying grasses which are saturated with colours. The cut-scenes which introduce the game (from the title screen) are excellent and show rain splashing off cherry trees and nicely animated characters and the game-play itself is also impressive.

The iconic cell shaded, cartoon graphics which are almost synonymous with the Wii are at home here and again do seem to pay homage to the Zelda series – in particular ‘The Wind Waker’. The manner in which the smoke effects and clouds that the enemies disappear is very familiar. This being said Mini Ninjas does hold its own with lush fields, snowy peaks, pink cherry blossoms, Japanese lanterns, fireflies, bugs, butterflies and other effects and attention to detail which bring the game alive.

The draw distance is reasonable given the amount of grass in the foreground, but seems to struggle a little when ‘sprint’ in engaged (although it is still much better than the likes of ‘Overlord – Dark Legend’). The level design has been clever in this respect by implementing hills and curves to never give too much of the ‘big picture’ away.

There are still some minor issues with the lighting and shadows in the game which seem to more to opposite extremes as Hiro moves through the certain areas of the game, but this is largely unnoticeable. Other effects such as the water surfaces are also a little lack lustre, but again are balanced by other features such as the excellent in-game use of rain pelting down at different angles or the transparent fade of objects as they get too close.

Mini Ninjas also features a worthy array of music and sound effects. The title and background music are a soothing arrangement of traditional Japanese instruments which seem to ‘carry over the wind’. The in-game music seems to cut in and out and is implemented in such a way that seems to imply a geisha is sitting somewhere in the grass, sipping green tea and occasionally strumming a ‘Samisen’ or ‘Koto’. The intensity in the music does also shift in tone during battles where the delicate ‘Samisen’ gives way to some thumping ‘Taiko’ drum beats.

The ambient effects in the game are noteworthy such as the wind through the trees, water passing through the towns and the authentic recreation of thunder, lightning and lashing rain.

The voice-overs primarily feature the old Ninja Master which are quite genuine are key to the storytelling element of the game. The sounds effects in the game (while a little ‘cutesy’ at times) are also generally very good and are often amusing (such as the angry cries of little samurai enemies – especially when they sometimes run away). Players familiar with the Zelda series will note however that Hiro’s huffing and puffing while jumping and attacking sound suspiciously like our old friend ‘Link’.

Although the lack of co-operative play does diminish Mini Ninjas long term appeal, there is still many hours of game-play (in addition to searching for all hidden items and other collectibles) to be had, which should satisfy most single player adventurers.

The Final Verdict

Combined with a distinct Japanese flavour and its colourful, beautifully presented environments, Mini Ninjas is a surprisingly good game. While the game-play does at times feel linear, the clever level design gives a great sense of adventure. Although the critisms are few, the main issue with the game is that it sets a lot of expectations and doesn’t always deliver. The game is marketed as being for kids and adults to enjoy together and in this respect it does deliver. It is not as polished as its obvious inspiration in Zelda, and while it does ‘borrow’ some elements from its mentor, it does feature some new and innovative features of its own. Mini Ninjas stealthy sneaks up on the likes of Mario Galaxy and Zelda, but ultimately bides it’s time and stays close by in the shadows for now.

Gameplay

7.5/10

Great fun to play, although perhaps a little linear and easy in some places.

Graphics

8.5/10

Beautiful graphic style with excellent animation, some minor draw distance & lighting/shadow issues.

Sound

8.0/10

Good voice acting, great sound and ambient effects with a traditional Japanese soundtrack.

Value

7.5/10

Engaging single player adventure, but lack of co-operative play or other modes means less replay value.

Overall

7.9/10

6 votes 15/10/2009 Schrekdog

Comments

  • renagadez
    renagadez (18,437) 16/10/2009

    Wow! This didn't look appealing at all....might get it.

  • ssbbbro
    ssbbbro (1,123) 19/10/2009

    Sooo cool!

  • Silant
    Silant (4) 19/10/2009

    looks funny

  • Skidmark
    Skidmark (3,706) 29/10/2009

    I just played the PS3 demo of Mini Ninjas. It was actually quite good but I think i'd prefer the Wii version (more fun to aim my slo-mo attacks with the pointer controls i think)

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