Ninja: Shadow of Darkness is an action beat 'em up platform video game developed by Core Design and published by Eidos Interactive for the PlayStation. The story follows a warrior named Kurosawa, who is tasked of ridding Feudal Japan of an unspeakable evil.
Ninja: Shadow of Darkness | |
---|---|
Developer(s) | Core Design |
Publisher(s) | Eidos Interactive |
Producer(s) | Troy Horton |
Designer(s) | Joby Wood Brian Tomczyk |
Programmer(s) | Martin Jensen Derek Leigh-Gilchrist Dan Scott |
Composer(s) | Martin Iveson |
Platform(s) | PlayStation |
Release | |
Genre(s) | Action, beat 'em up, platform |
Mode(s) | Single-player |
Gameplay
editThe player character, Kurosawa, can combat enemies with hand-to-hand moves, magic spells, or weapons such as swords and throwing star that appear as item pick-ups.[2] There are also pick-ups used to recover health.[2]
Development
editThough Ninja was developed immediately following the popular Tomb Raider, Core Design did not want to be restricted to the Tomb Raider engine's interiors-only nature, and instead built the game engine for Ninja: Shadow of Darkness from scratch.[3]
The game was announced for release in August 1997 on Sega Saturn, PlayStation, and PC, and a near-complete beta of the Saturn version was unveiled at this time.[2] The PlayStation version was a port of the Saturn version. Mid-development, programmer Derek Leigh-Gilchrist commented that the port "has involved taking a lot of C code across from Saturn and modifying the 3D-specific bits to use the GTE [Geometry Transfer Engine]. This all worked fine, but it still wasn't fast enough to run the game at 30 frames per second, so I then converted the C code into optimized R3000 assembler with inline GTE code, which halved the processing time. Ninja now easily runs in 30 fps and has enabled us to start adding more detail to the game environment".[4]
The Saturn version created floor surfaces with the Saturn's Mode 7-style scaling,[3] a feature unique to the console which allows it to perform scaling effects without burdening the CPU with geometry calculations, whereas the PlayStation must construct floors out of polygons, a task which lowers the frame rate.[5] Using the resulting performance benefit, the team tagged objects in the Saturn version with depth-cues, allowing them to create transparency effects in the game's water bodies.[3]
The PlayStation version was delayed for over a year, and the Saturn and PC versions were cancelled entirely.
Reception
editAggregator | Score |
---|---|
GameRankings | 66%[6] |
Publication | Score |
---|---|
AllGame | [7] |
Consoles | 83%[8] |
Computer and Video Games | [9] |
Edge | 6/10[10] |
Electronic Gaming Monthly | 3.5/10[11][a] |
Game Informer | 2.5/10[12] |
GameRevolution | C[13] |
GameSpot | 5.3/10[14] |
IGN | 6.5/10[15] |
Official U.S. PlayStation Magazine | [16] |
The game received mixed reviews according to the review aggregation website GameRankings.[6] Game Informer panned the game for its bad graphics and controls and not having a story, and recommended to play Tenchu: Stealth Assassins instead.[12] GamePro however was more positive despite its problematic controls.[17][b]
Notes
edit- ^ Four critics of Electronic Gaming Monthly gave the game each a score of 3.5/10.
- ^ GamePro gave the game 5/5 for graphics, two 4.5/5 scores for sound and fun factor, and 3/5 for control.
References
edit- ^ IGN staff (8 October 1998). "Ninja Ships Today". IGN. Ziff Davis. Retrieved 8 July 2022.
- ^ a b c Rider, David; Semrad, Ed (April 1997). "Core: Ninja" (PDF). Electronic Gaming Monthly. No. 93. Ziff Davis. p. 74. Retrieved 8 July 2022.
- ^ a b c "NG Alphas: Ninja". Next Generation. No. 30. Imagine Media. June 1997. pp. 102–4. Retrieved 8 July 2022.
- ^ "Sony PlayStation: The People's Choice". Next Generation. No. 30. Imagine Media. June 1997. pp. 54–57. Retrieved 8 July 2022.
- ^ "Sega Saturn: The Coder's Machine". Next Generation. No. 30. Imagine Media. June 1997. pp. 58–60. Retrieved 8 July 2022.
- ^ a b "Ninja: Shadow of Darkness for PlayStation". GameRankings. CBS Interactive. Archived from the original on 25 May 2019. Retrieved 9 July 2022.
- ^ White, Jason. "Ninja: Shadow of Darkness - Review". AllGame. All Media Network. Archived from the original on 15 November 2014. Retrieved 9 July 2022.
- ^ Spy; Ahl (November 1998). "Ninja [Shadow of Darkness]". Consoles (in French). No. 82. pp. 100–1.
- ^ Davies, Paul (October 1998). "Ninja: Shadow of Darkness". Computer and Video Games. No. 203. EMAP. p. 56. Retrieved 9 July 2022.
- ^ Edge staff (October 1998). "Ninja: Shadow of Darkness" (PDF). Edge. No. 63. Future Publishing. p. 91. Retrieved 9 July 2022.
- ^ Williams, Ken "Sushi-X"; Davison, John; Hsu, Dan; Smith, Shawn (January 1999). "Ninja [Shadow of Darkness]" (PDF). Electronic Gaming Monthly. No. 114. Ziff Davis. p. 227. Retrieved 9 July 2022.
- ^ a b "Ninja [Shadow of Darkness; Import]". Game Informer. No. 66. FuncoLand. October 1998. p. 69.
- ^ Dick, Kevin (October 1998). "Ninja: Shadow of Darkness". GameRevolution. CraveOnline. Archived from the original on 6 February 2004. Retrieved 9 July 2022.
- ^ Mollohan, Gary (4 November 1998). "Ninja: Shadow of Darkness Review [date mislabeled as "May 2, 2000"]". GameSpot. Red Ventures. Archived from the original on 16 January 2005. Retrieved 9 July 2022.
- ^ Perry, Douglass C. (12 October 1998). "Ninja: Shadow of Darkness". IGN. Ziff Davis. Retrieved 9 July 2022.
- ^ "Ninja: Shadow of Darkness". Official U.S. PlayStation Magazine. Vol. 2, no. 3. December 1998.
- ^ Four-Eyed Dragon (December 1998). "Ninja: Shadow of Darkness". GamePro. No. 123. IDG. p. 180. Retrieved 9 July 2022.