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I posted on Ninja Gaiden back in march. But much new information has surfaced since then. According to Itagaki, players will be able to fight just as fast and with as wide a set of maneuvers as previous Ninja Gaidens. He has also stated that this is the fastest Ninja Gaiden title yet. And after seeing this gameplay demonstration, I'm convinced it is.
If you aren't able to watch the video then I'll summarize for you. Ninja Gaiden plays almost entirely with the touch screen. Every actual button, face, directional, trigger or otherwise, causes Ryu to block. And thats it. When playing Dragon Sword, the DS system is held book style, ala Meteos: Disney Magic, Hotel Dusk, and Brain Age. Of course the game will allow for left or right handed play, but for the sake of simplicity lets assume we're all right handed. Players hold the main half of DS with their left hand and the stylus with their right. The left screen shows a map of the area along with the requisite indicators such as player location, and the right screen shows all the action. The whole game is played via touch screen implementation and supposedly allows for all the complexity of Ninja Gaiden Black or Sigma. Since I love control schemes so much I've created a convient description for your perusal.
Players move around by tapping and holding any area on the touch screen. Block by pushing
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Those are the controls. Simple, but effective. And that's really the whole point. A couple of quotations from a Gamespy interview with Itagaki, lead designer at Team Ninja:
The challenge for me is to make the number-one game in the genre. Whether it's fighting or action, I want it to be the best.
First of all when I looked at the DS I wanted to create something where I play while touching the screen, obviously. It could have been anything -- it could have been DOA for that matter. But I decided that it should be Ninja Gaiden.
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The other thing I should mention is the graphics. Developers have a hard time putting 3D graphics on the DS, I think, ismply because their are very few games that actually do them well. Dragaon Sword is an exception. The way they pulled off the amazing visuals is by making completely 2D backdrops. Not only are the backgrounds great looking, but this allows for more processing to be allocated towards character models and particle effects, which are 3D. And viola, great graphics solved on the DS.
Lastly, a choice quotation. Itagaki:
I’d like to show everybody some of the new stuff that we’ve been working on in the near future. The only problem with that is that when the other developers see what we’re doing, they’re going to lose all of their motivation to create any game in the same genre, because there’s no way they can beat it.You gotta love the guy.
Sources:
IGN Preview
1up Preview
Gameinformer Interview
Gamespy Preview
Gamespy Interview
Slash and Dash
Do you think that Dragon Sword would play as well with a button control system on the DS as opposed to a stylus control system?
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