Shinobido 2 Revenge of Zen Review for PS Vita. Along with the release of Vita plus lofty titles even before leaving as Uncharted Golden Abyss, and adaptations of desktop titles like Ultimate Marvel vs. Capcom, we also found a number of games that seem to have changed course at some point in their planning. Lord of Apocalypse looks like one of those titles in a clear, offering delivery in PSP and a similar adaptation in PS Vita. Other titles such as Army Corps of Hell or this Shinobido 2 yet, but have not made an appearance on PSP, the graphics "sings" a PSP, and more regular titles. The developers have done good (or bad depending how you look) changing course at any given time of development to offer a bachelor's output with the highest sales volume can be assumed that, being told to Ridge Racer. However, the output of a console as powerful and gauge chart titles Uncharted or Marvel vs. Capcom, this kind of titles stand out for its poor visuals. The truth is that PS Vita and resolution close to the iPhone 4 seems to do magic to show very regular titles with much higher visual quality than they deserve, but made to look very closely we realize that the real work is not appears as spectacular as shown in some cases.
Acquire The guys are perhaps the best representatives of all this string of games that were born with the famous, long remembered, and missed, Tenchu PSone. After him came many more Tenchu's, Shinobido, Way of Samurai on another line... It is clear that Acquire works always with an eye on the katana, but perhaps the formula of silent ninjas not just adapt to changing times by renewing the formula or by incorporating real attractive elements. More if anything seems to be trying to adapt following the development of other current titles which seems to delve deeper into crisis.
Shinobido 2 history puts us in the shoes of Zen, a ninja after observing how a mysterious man killed his girlfriend, was presented with a stroke that left him unconscious like a scar that it is reminiscent of famous magician Hogwarts. After awakening, and how could it be otherwise, Zen asks for revenge, but will not be a simple mission, but rather will be a series of independent missions as the game develops through different missions that seem to have lost all connection with the real story.
That is, after a brief conversation with our friend savior, we are involved in a fight between three different clans that we hired for different missions. Are however not have any logic. We may be killing a merchant in a clan on a mission and following the same clan will offer work to steal something from the enemy clan. We know that the loyalty of a Ninja is somewhat questionable, but at least a little logic had not been more. On the other hand these missions seem to have nothing to do with the main story so when we come back to chat with our friend by boring dialogs then you may just remember that, yes, we had to avenge someone right?
The missions provided haphazardly by different clans vary the strength of each one, turning everything into a game that we decided the victory. These missions, to finish finish the play, often many times lead to scenarios modeled. The real beauty of this type of security is perhaps the city to investigate, find windows and places so enter undetected. Hide, walk roofs, enter, finish the job and leave without being seen. Boring But always find a scenario that we know perfectly. It's like rob the same bank five times, lose grace.
Besides the content of the missions also often a carbon copy once you've played a few hours. Killing a number of soldiers, to a particular enemy or stealing certain goods can summarize the contents of almost all the missions. So missions and missions by three different clans that seem to forget our past insults, all in scenarios frequently visited to repeat the actions that we did before, murdering, stealing, and remove a number of soldiers. The formula is of no interest beyond the punctual service and added value that will include games that use stealth.
Although the gameplay may have followed one of the worst paths seen in this genre, we must also thank some very interesting innovations. First, we can level up as we gain experience points, and in addition to classical parameters such as health, or speed, there are two scales that indicate the length of our hook or the number of deaths snapshots. The first of these scales is explained by itself if you've played a Tenchu title in the series, and refers to the length of the string that will allow us to hook us and ascend to the different roofs.
The second scale is perhaps the most spectacular visual brings to the title. For example when we have a group of two or three guards together, we perform a kind of special attack to kill quickly and silently to the three guards at once. This technique is done following a sort of bullet time and the popular Quick Time Event and is quite interesting. In addition to the purists may be considered a sacrilege in the basis of such securities in which raw absolute secrecy and self-slaughter.
Also new system includes an alchemy to create objects through combinations of different elements. For example, while we had an object before it was a bomb and another object distraction, combining both elements can create a distraction that will attract the guards before liquidating explode instantly. This system, although it is presented as something new, is but a variant of the sequences of known programming as they do not find a particular object or unusual behavior. The interesting thing about this is that by applying Near, we can trade items as if they were gifts to other players, and thus have at our disposal an arsenal inherited.
Finally, another element for improvement of the title is the section of the gameplay. Too many controls and perhaps unfortunate when establishing them. To draw the sword using the same button to run, but other than hitting or stabbing. The hook is used pointing through the rear panel and pressing the directional pad down, crouch button is also used to lean against the wall. In the end many controls being summarized in just a few established, but quasi-comic situations such as waiting for an enemy against a wall for minutes to ambush, and end up pressing the wrong button at the last minute, spoiling whole strategy, make an appearance even if we take a few hours of play behind us.
The most well brought opportunities as well as Near, is the fact that they give us some information about the position of the enemy. One of the major drawbacks of some of the supplies of this type of security (especially laptops) was the poor visibility of the map, ignorance of the enemy's position until it was too late and we were in front of him. In Shinobido 2 when we have an enemy at a distance from us an indicator of an eye (or two or three depending on the number of them). If you press with your finger on the screen at eye position, the camera is set at the enemy so we can know its location and even sense its movement. This technique also to help us, serves to eliminate the need for a useless minimap in a 5-inch screen.
In summary, the playability of the title does not change its essence and includes small changes. A brief joy for fans of the genre but is frustrated by the development as linear, missions and scenarios modeled and control so unfortunate, that make game Shinobido February 1 not noted in any section. In the graphic, as we said at the beginning of the analysis, more than likely seen a shift in the target console. While the resolution of Vita plays into the quality, texture, design of the characters and the overall finish is worthy of PSP, and not to stand out.
The scenarios are reminiscent of many other titles in the genre, and enemies tend to be mostly clones. It so happens that the merchant clan A is exactly like the merchant clan B but with different colored clothes. Blood, an element that we see very frequently reminds us heavily the previous generation and we are not living together with sound effects inherited from the previous Tenchu different deliveries do not believe us that we get is a title for the Sony powerful machine.
Shinobido 2 enters the PS output catalog Vita perhaps hoping to take some advantage of this position, because the truth is that the title has a lot to be desired. A mission system illogical, boring and monotonous, a graphic quality that does not do justice to the console, gameplay somewhat complicated and confusing, and a virtually non-existent story told through numerous dialog boxes. Even for fans of these titles may only get the game for a good shave, as it lacks any particularly noteworthy innovation or some element of truth to the story hook. For fans of stealth game to lie about specific services before returning to collect dust on the shelf.
Acquire The guys are perhaps the best representatives of all this string of games that were born with the famous, long remembered, and missed, Tenchu PSone. After him came many more Tenchu's, Shinobido, Way of Samurai on another line... It is clear that Acquire works always with an eye on the katana, but perhaps the formula of silent ninjas not just adapt to changing times by renewing the formula or by incorporating real attractive elements. More if anything seems to be trying to adapt following the development of other current titles which seems to delve deeper into crisis.
Shinobido 2 history puts us in the shoes of Zen, a ninja after observing how a mysterious man killed his girlfriend, was presented with a stroke that left him unconscious like a scar that it is reminiscent of famous magician Hogwarts. After awakening, and how could it be otherwise, Zen asks for revenge, but will not be a simple mission, but rather will be a series of independent missions as the game develops through different missions that seem to have lost all connection with the real story.
That is, after a brief conversation with our friend savior, we are involved in a fight between three different clans that we hired for different missions. Are however not have any logic. We may be killing a merchant in a clan on a mission and following the same clan will offer work to steal something from the enemy clan. We know that the loyalty of a Ninja is somewhat questionable, but at least a little logic had not been more. On the other hand these missions seem to have nothing to do with the main story so when we come back to chat with our friend by boring dialogs then you may just remember that, yes, we had to avenge someone right?
The missions provided haphazardly by different clans vary the strength of each one, turning everything into a game that we decided the victory. These missions, to finish finish the play, often many times lead to scenarios modeled. The real beauty of this type of security is perhaps the city to investigate, find windows and places so enter undetected. Hide, walk roofs, enter, finish the job and leave without being seen. Boring But always find a scenario that we know perfectly. It's like rob the same bank five times, lose grace.
Besides the content of the missions also often a carbon copy once you've played a few hours. Killing a number of soldiers, to a particular enemy or stealing certain goods can summarize the contents of almost all the missions. So missions and missions by three different clans that seem to forget our past insults, all in scenarios frequently visited to repeat the actions that we did before, murdering, stealing, and remove a number of soldiers. The formula is of no interest beyond the punctual service and added value that will include games that use stealth.
Although the gameplay may have followed one of the worst paths seen in this genre, we must also thank some very interesting innovations. First, we can level up as we gain experience points, and in addition to classical parameters such as health, or speed, there are two scales that indicate the length of our hook or the number of deaths snapshots. The first of these scales is explained by itself if you've played a Tenchu title in the series, and refers to the length of the string that will allow us to hook us and ascend to the different roofs.
The second scale is perhaps the most spectacular visual brings to the title. For example when we have a group of two or three guards together, we perform a kind of special attack to kill quickly and silently to the three guards at once. This technique is done following a sort of bullet time and the popular Quick Time Event and is quite interesting. In addition to the purists may be considered a sacrilege in the basis of such securities in which raw absolute secrecy and self-slaughter.
Also new system includes an alchemy to create objects through combinations of different elements. For example, while we had an object before it was a bomb and another object distraction, combining both elements can create a distraction that will attract the guards before liquidating explode instantly. This system, although it is presented as something new, is but a variant of the sequences of known programming as they do not find a particular object or unusual behavior. The interesting thing about this is that by applying Near, we can trade items as if they were gifts to other players, and thus have at our disposal an arsenal inherited.
Finally, another element for improvement of the title is the section of the gameplay. Too many controls and perhaps unfortunate when establishing them. To draw the sword using the same button to run, but other than hitting or stabbing. The hook is used pointing through the rear panel and pressing the directional pad down, crouch button is also used to lean against the wall. In the end many controls being summarized in just a few established, but quasi-comic situations such as waiting for an enemy against a wall for minutes to ambush, and end up pressing the wrong button at the last minute, spoiling whole strategy, make an appearance even if we take a few hours of play behind us.
The most well brought opportunities as well as Near, is the fact that they give us some information about the position of the enemy. One of the major drawbacks of some of the supplies of this type of security (especially laptops) was the poor visibility of the map, ignorance of the enemy's position until it was too late and we were in front of him. In Shinobido 2 when we have an enemy at a distance from us an indicator of an eye (or two or three depending on the number of them). If you press with your finger on the screen at eye position, the camera is set at the enemy so we can know its location and even sense its movement. This technique also to help us, serves to eliminate the need for a useless minimap in a 5-inch screen.
In summary, the playability of the title does not change its essence and includes small changes. A brief joy for fans of the genre but is frustrated by the development as linear, missions and scenarios modeled and control so unfortunate, that make game Shinobido February 1 not noted in any section. In the graphic, as we said at the beginning of the analysis, more than likely seen a shift in the target console. While the resolution of Vita plays into the quality, texture, design of the characters and the overall finish is worthy of PSP, and not to stand out.
The scenarios are reminiscent of many other titles in the genre, and enemies tend to be mostly clones. It so happens that the merchant clan A is exactly like the merchant clan B but with different colored clothes. Blood, an element that we see very frequently reminds us heavily the previous generation and we are not living together with sound effects inherited from the previous Tenchu different deliveries do not believe us that we get is a title for the Sony powerful machine.
Shinobido 2 enters the PS output catalog Vita perhaps hoping to take some advantage of this position, because the truth is that the title has a lot to be desired. A mission system illogical, boring and monotonous, a graphic quality that does not do justice to the console, gameplay somewhat complicated and confusing, and a virtually non-existent story told through numerous dialog boxes. Even for fans of these titles may only get the game for a good shave, as it lacks any particularly noteworthy innovation or some element of truth to the story hook. For fans of stealth game to lie about specific services before returning to collect dust on the shelf.