Love/Hate: Ninja Gaiden II – The Dark Sword of Chaos (1990)

Welcome back to the Ninja Gaiden Love/Hate series! In this entry, we’ll be looking at Ninja Gaiden II: The Dark Sword of Chaos, the direct sequel to the NES Ninja Gaiden! With the revolutionary success of the NES Ninja Gaiden, Tecmo set about making a grander and even more ambitious follow-up to try to eclipse it. Could they achieve this lofty goal, or would familiarity and aging hardware result in diminishing returns? Read on to find out…

Love

  • More Ninja Gaiden, But Refined – For the most part, Ninja Gaiden II is more of the good stuff that we got in the original: precise controls, satisfying platforming, and fast combat. The platforming abilities especially have been improved for the better. Being able to to climb up and down any wall you grab onto is super helpful. In addition, jumps feel a tad floatier than the first game. A floaty jump can be annoying, but they’ve tuned it well here. This makes it easier to jump off of a wall and then immediately turn around to get “up” onto a platform, and can make it a easier to land a strike at the peak of your jump. If anything, combat has become even more precise. You need to time your sword strikes just right to land a hit: even a fraction of a second too early can result in you getting hit instead.
  • More Emphasis on Story – While the actual narrative of Ninja Gaiden II is very simple (the secret bad guy behind the first game has kidnapped Irene, go take him out), the emphasis on cinematic storytelling is even greater than it was in the first game. Cutscenes are interspersed a bit more frequently to tell the game’s story, and really do a good job of making you feel like you’re part of an epic quest. As far as NES narratives go, this is about the best you could look for outside of a JRPG.
  • Graphics – Ninja Gaiden was already a pretty good looking game for the NES, but the 8-bit pixel art in Ninja Gaiden II is downright gorgeous at times. In particular, the sun-soaked approach to the demon altar is jaw-dropping stuff and really gets you in the mood for an epic showdown!
  • Difficulty – The difficulty in the first Ninja Gaiden felt downright unfair towards the end, throwing so much at you that you had to either memorize the entire level, or manipulate the game’s hardware limitations to make it through with enough health to survive the boss encounter. Ninja Gaiden II seems to strike a somewhat fairer balance: most enemies move slower and more predictably, giving just enough time to figure out how to deal with them without feeling like you’re going to be overwhelmed. I also found that health items drop more frequently than they did in the first game (to the point where I didn’t know that the first game even had health drops at all!). Sure, this is still an old-school hard game with its own levels of bullshit, but it feels significantly more manageable than the first game or Ninja Gaiden (arcade) did… That said, I did end up giving up in the last level again, but I got a lot further and felt a hell of a lot more motivated to get better than I did playing the first game, so that’s a plus.

Mixed

  • Shadow Ninjas – A new feature of this game is that you can get up to two “ghosts” of Ryu which will follow you and attack whenever you do (including using your sub-weapons!), potentially killing nearby enemies or dealing bonus damage to a boss. On the one hand, I’ll welcome anything that makes these games’ difficulty a bit more manageable for me, and lining these shadow ninjas up to damage an enemy while you’re safely off to the side can be pretty satisfying. On the other hand, they feel borderline overpowered, especially since they can clone your ninja arts and just wipe the screen clean of enemies. This also results in a general sense of screen clutter. I’ve had several enemies rushing at me that I never noticed because of all the crap my shadow ninjas were doing at the same time. Finally, when you die, your shadow ninjas go away until you find more item pickups for them. This, frankly, just makes you feel like crap when it happens, leaving you significantly depowered and invariably making the run back to whatever killed you even harder than it was the first time. As cool as they can be, I’d honestly just prefer a game balanced around the player character taking on everything themselves.

Hate

  • Stage Gimmicks – By far the worst addition in Ninja Gaiden II is this game’s obsession with filling most of the levels with some sort of new gimmick… and they all suck.
    • First of all, there’s the gusts of wind that blow you around uncontrollably. You have to actively push against them, or they’ll blow you right off of platforms. This would be fine, but the main issue is that you simply cannot make a jump if the wind is against you. Winds change direction after a few seconds, so this can get you hit and/or killed if it happens at an inopportune time.
    • Then there’s the level where it’s pitch-black night and you can only see the path forward during the occasional lightning flash. Honestly, this gimmick was my least-hated one, despite being potentially lethal to have to make a jump while blind. I think that this frustration was mitigated by the sheer fact that Ninja Gaiden II‘s platforming controls are stellar, and this stage has been mercifully designed in a way that you aren’t dealing with this while simultaneously being overwhelmed by multiple enemies (also, y’know, emulation conveniences help too).
    • Then there’s the icy platforms. Is there a single person out there who loves ice levels in platformers? As you’d expect, these ice platforms cause you to slide, and standing still on one will take a couple seconds to build up momentum to be able to move again. This sort of imprecise platforming goes against the entire reason I enjoy these NES Ninja Gaiden games in the first place, why would you ruin a level like this?
    • Then there’s the level where large ruins in the foreground block your view of Ryu, platforms and enemies throughout the level. What idiot thought that it would be a good idea to have an action platformer level where you can see neither the action, nor the platforming!? I don’t think I even took a hit because of this, but it’s the principle that counts!

Overall, I found Ninja Gaiden II to be a more fun experience than its predecessor. Tuning down the old-school difficulty just a smidgen makes its challenges something that I actually feel motivated to try to overcome. It’s basically just a more refined version of its predecessor, but that’s all it really needs to be!

If you liked this article…

I hate ads. You hate ads. In order to stop polluting my site with obtrusive and annoying ads, I’ve elected to turn them off on IC2S. That said, writing still takes time and effort. If you enjoyed what you read here today and want to give a token of appreciation, I’ve set up a tip jar. Feel free to donate if you feel compelled to and I hope you enjoyed the article! 🙂

Please follow and like us:

Leave a Reply

Your email address will not be published. Required fields are marked *