SHINOBIDO 2: REVENGE OF ZEN
Generally ninjas are portrayed as honourable folk, yeah? Well, not
the mob who raised our protagonist for this evening, Zen. They
fucked him over, but now he’s developed a predilection for
vengeance... and it tastes yummy!
Is that hype machiney enough? Hmm, perhaps we should have included
“In a world where...”?
Not a cross between a classic SEGA side-scrolling ninja romp and
Mr Do! as we’d desperately clung to the wafer-thin hope of,
Shinobido 2’s more an exercise in the general ninjaistic way of
a vision softly creeping. As such you sneak about various dojos,
climbing walls, doing roof skippity-jumps, silently appearing behind
foes and going the slinktacular takedown. Or you clamber in like a
busload of yodellers and end up hacking and slashing aimlessly at
mass hordes – usually dying quicker than a whale in Japanese waters.
There’s a story, involving dead girlfriends and shuriken skills for
hire, but really it makes about as much sense as a Bjork vide... erm,
anything. That it plays out interminably over innumerable screens
interrupting what action’s actually present is even more reason for
Basically we’re talking bite-sized missiony things perfect for on
the move gameplay, save for the fact that they get samier quicker
than an Enya album.
Being a Vita launch title there’s touchy-feelies, although most can
be disabled. Actually, some may argue that the zoomy and hooky
action using the backside was born disabled. There are also
multitudinous collectibles, with which you can magnanimously play
swapsies with other players via Near.
Those who like a spot of strategy with their stealthy murderousness
whilst singing ‘Hello darkness my old friend’ may get some kicks
here, but a lack of polish – AI, looks, feel, camera, controls – do
their best to needle.
Meanwhile, come on! A ninja harlequin chucking ninja balls at red
monsters? Sure-fire smasheroonie...