#Shadow of the Ninja Reborn
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quariumarts · 3 months ago
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Play Shadow of the Ninja: Reborn!
Kaede is cool~
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arcadebroke · 3 months ago
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hardcore-gaming-101 · 3 months ago
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Shadow of the Ninja - Reborn
Tengo Project is a small team consisting of developers who worked on Natsume’s 8/16-bit titles and have been remaking their older games for HD platforms, including Wild Guns, The Ninja Warriors, and Pocky & Rocky. Now they’ve reached back further in Natsume’s history to resurrect the NES game Shadow of the Ninja, the co-op side-scroller that pits ninjas Hayate and Kaede against the demonic forces of the Emperor Garuda. Their previous works were all based on SNES titles, with pixel artwork that increased the color depth and detail of the 16-bit games but still looking pretty similar. However, since Shadow of the Ninja was an NES game, they’ve had their work cut out for them to reimagine and update the visuals to put it on par with their other titles.
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satoshi-mochida · 3 months ago
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Shadow of the Ninja Reborn releases today for the PS4/5, Xbox Series, Switch and Steam.
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lindsayfrazerdraws · 2 months ago
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mechaking789 · 3 months ago
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I'm Going to Buy this Remake Game For Ps4/Ps5 and Switch! ( Found this on YouTube)
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beerdobaradoblog · 6 months ago
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Shadow of the Ninja - Reborn Release Date Revealed!
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daihime-sama · 2 months ago
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End of stream report: Hime-Sama and @drakengard_wiki were able to defeat Shadow of the Ninja Reborn in one sitting! A horde of giant robots, women with orbits, and Cooler from Dragon Ball, they were able to defeat them all! -RRA Social Media Team
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clickbliss · 2 months ago
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Shadow of the Ninja Reborn is a tremendous neo-retro game with the art and quirks to match
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by Amr (@siegarettes)
Developer: NatsumeAtari
Publisher: NatsumeAtari, Edigger, United Games Entertainment GmbH
Returning after 30 years to revisit their original work, Tengo Project have once again proven the kind of mastery they’ve achieved with decades of experience. Tengo Project’s previous efforts built on Super Famicom works that were impressive in their own right, but with Shadow of the Ninja, Tengo Project takes on their Famicom work, giving them more leeway for interpretation and an even larger gap in fidelity to impress us with their lavish animation style. 
The aesthetic treatment is likely to impress anyone with an eye for pixel art, easily proving Tengo Project to be some of the best artists in the business, even with decades of incredible talent following after them. Massive multipart bosses, smooth animations, elaborate explosions and detailed special effects give the same feeling as watching an anime that’s been painstakingly hand drawn in a medium where computer aided effects have become common. Tengo Project have even gone so far as to update the same tools they used from the Super Famicom era, keeping a period appropriate workflow. 
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More divisive are going to be the deliberate anachronism of the gameplay, with plenty of quirks which feel Super Famicom era appropriate. Shadow of the Ninja ignores the numerous inputs available for more basic controls: you have a jump, attack and kusarigama as your main options, with a button dedicated to selecting and equipping various expendable items and weapons you pick up along the way. Rifling through your inventory requires you to slowly scroll through your items in real time, toggling between your active item and stand sword attacks, making you stationary and vulnerable during the process. 
Movement has the same unexpected weight. Modern action gamers might be used to a moveset that gives you control at every moment, but your tools here are deliberately limited. There’s a dodge, but it’s strictly for movement, with no invincibility period, or ability to cancel it. Jumps have noticeable jump squat frames, giving a noticeable delay in getting airborne and removing a tool aficionados often use to shorten the recovery of attacks. 
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Every action is a commitment in a way that might feel archaic to someone familiar with the free flowing action game, which only limits your ability by the speed of your reflexes. Patterns need to be carefully considered, and actions planned. It’s an old school approach that basically guarantees you’ll have to attempt a stage several times to make any progress. 
It’s easy to imagine a version of the game that plays closer to a modern action game, or even a late Super Famicom release like Hagane: The Final Conflict, making use of the numerous buttons for a more free flowing approach, but Shadow of the Ninja is intentionally limited. 
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Once I recalibrated my expectations, I started to enjoy chipping away at a stage, testing different approaches and uncovering hidden items. It’s an enjoyable approach, and I found the difficulty to be much better tuned than most Tengo Project releases, which trend towards overwhelming. On the difficulty scale it feels closer to the manageable chaos of Ninja Warriors Once Again, rather than the brutal tension of Wild Guns Reloaded.
My biggest criticisms ironically come from one of the most impressive aspects of the game. The visuals are so lavish that at times they make it difficult to differentiate background and foreground objects, and makes some of the boss attacks difficult to read. Given how punishing some encounters can be, it’s a particularly nasty problem to have, only softened by the introduction of unlimited lives and frequent checkpoints.
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The other place its old school approach doesn’t work for me is how the unlockable weapons work.  Completing a stage unlocks items and weapons, allowing you to purchase them during a new playthrough. This is replenished with each run, giving you no reason to hold back when getting equipped, other than limited inventory space. One death will drop every item however, keeping it from being useful if you find yourself stuck, especially since weapons can’t be purchased between deaths. It feels more useful for those already familiar with the game, and discourages experimenting with the large array of ninja tools at your disposal. You can take them into time attack to try them out in stages you’ve already completed, but that removes any in stage checkpoints, so either way you'll be committing to a deathless run. It removes the strategic aspect of the shop you might find in game with similar shop mechanics, like Fantasy Zone, and leaves you with only the option for getting through a tough area dying repeatedly until the game assists you with more starting powerups 
Despite these frustrations, I hope Tengo Project continues to make games like this, not only for the artistry on display, but because each entry seems to inch closer to a format that balances their old school tastes with a game that gives you room to explore the breadth of all the mechanics on display. 
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gameboymania · 3 months ago
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hellman55 · 3 months ago
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Shadow of the Ninja: Reborn - Official Launch Trailer
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capsulecomputers · 3 months ago
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Shadow of the Ninja – Reborn Review
Developer: NatsumeAtari Publisher: NatsumeAtari, Edigger, United Games Entertainment GmbH Platforms: Windows (Reviewed), Xbox Series X, PlayStation 4, PlayStation 5, Switch Release Date: 29 August 2024 Price: $29.99 USD
Shadow of the Ninja - Reborn brings back the classic side-scrolling hack 'n slash remade with fantastic pixel graphics, revamped gameplay, super satisfying controls and extra features.
#Action #SideScroller #ActionRPG #Ninja #Retro
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some-deadpan-guy · 3 months ago
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Ah tiens, ce jeu aura un remake. Bon timing, j'ai fini l'original il y a peu. Pour la deuxième fois.
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litoscarde · 4 months ago
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satoshi-mochida · 7 months ago
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Shadow of the Ninja Reborn launches August 29 - Gematsu
From Gematsu
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Shadow of the Ninja Reborn will launch for PlayStation 5, Xbox Series, PlayStation 4, Switch, and PC via Steam on August 29, publisher Natsume Atari and developer Tengo Project announced. It will support English, Japanese, French, Italian, German, Spanish, Korean, Simplified Chinese, and Traditional Chinese language options.
In Japan and Asia, the game will be priced at 4,400 yen / 29.9 SGD / 790 THB / 349,000 IDR / 99 MYR, and SEGA will distribute physical editions for PlayStation 5, PlayStation 4, and Switch. In the west, physical editions will be distributed by ININ Games for PlayStation 5 and Switch.
Here is an overview of the game, via SEGA:
Experience the magic of Tengo Project, the innovative creators renowned for their unforgettable 16-bit revivals like Pocky & Rocky Reshrined! Prepare for the fourth chapter of their newest classical ninja action! In a distant future, there exists a legendary Ninja… Race through the dark skyscrapers, unleash ninja skills to defeat the threats of tanks and robots! Liberate humanity from the tyranny of the Four Demonic Generals! Experience super realism in classical gaming! Confront formidable foes using a range of dynamic maneuvers, mastering 7 ninja weapons and unleashing special ninjutsu! Jump into challenging battles with an ally with cooperative mode! With the original KAGE: Shadow of the Ninja (titled SHADOW OF NINJA in North America and BLUE SHADOW in Europe) launched in 1990, Natsume earned its stripes as the master of action games—now, that same creative team brings you the newest chapter in the series
Acclaimed composer Iku Mizutani scores the immersive soundscape of this game, drawing from his experience on beloved classics like KAGE: Shadow of the Ninja, Shatterhand, and the Metabots franchise.
Following the original version, Dynamic Planning crafts vibrant key visuals and character designs, celebrated for their iconic contributions to Mazinger Z and Grendizer.
Watch a new trailer below.
Japan/Asia Physical Editions Trailer
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segadriven · 7 months ago
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SEGA Publishing Shadow of the Ninja Reborn in Japan, Releasing August 2024
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