April Edition Live Magazine - April 2014 Issue. | Page 80

6.5/10 PROS and flail strikes. These weapons are all assigned to three different buttons and combos are executed via a simple mixture of these three buttons. Sometimes though, combat does not go as smoothly as one would hope, and it feels as though the more unique zombies that appear (and end up appearing in mixed groups quite frequently) only create frustration, due to Yaiba’s paperrock-scissors style of combat. Some zombies are vulnerable to punches, but almost immune to sword attacks. Some are weak to fire, and others are just about fireproof. At first, this adds strategies to individual encounters, but eventually (when you’re fighting a hundred zombies at once) it just makes you attack the wrong zombie with the wrong weapon, or waste a hard-earned weapon on a zombie that required a single strike. In this regard, Yaiba: Ninja Gaiden Z feels sloppy, and not a knee-deep in zombie guts kind of sloppy. A bad one. Throughout the game, Yaiba has numerous chances (via a combo or distracted zombie) to improvise and gain a new-but-temporary weapon. These are quite often the result of the horrifying execution of an enemy, such as ripping a clown’s arms off (yes, I said clown) and creating “nun-chuckles” (nunchaku made from dismembered arms) or ripping the spine out of an electric zombie and creating the “spinal-zap”, an electric spine-whip. Creating these weapons is usually extremely gory and within the context of Yaiba, absolutely hilarious. Unfortunately for Yaiba: Ninja Gaiden Z, its level design is all over the place. At times, it can be competent, but boring (a graveyard, really?) and at other times, it seems to be an absolute mess. You won’t get lost, but you will get frustrated that you can’t leap and wall-run throughout the levels as gracefully as, well, a ninja should. Unless, of course, you count the scripted wall-running and flailswinging moments, which are actually pretty damn cool. Throughout his journey, Yaiba will have to think of his feet to quickly traverse numerous obstacles or escape certain death. These stunt sequences function as QTEs (quick-time events), where players will have to press a certain button at an exact moment to successfully navigate through a level. Let me put you at ease: these aren’t the extremely worn-out and/or annoying QTEs you’re used to, and you will probably only die a handful of times. I didn’t encounter a QTE that held me back, and managed to beat most on the first attempt. This was no thanks to Yaiba’s camera system, which at times seems to hate you like you slept with its girlfriend. It’s not a constant onslaught of camera hiccups, but is enough to annoy you more than once, particularly in urban levels. After my time with Yaiba, I’m left a little confused. I don’t feel like it aimed for a mass audience, but rather the small group of people who enjoy Ninja Gaiden games and the enjoyable button-mashing offered by Japanese hack-n-slashes. On one hand, I enjoy the combat and the B-grade characters, but on another hand, it feels like yet another dated Japanese actio