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Tenchu: Shadow Assassins – The Way It’s Meant To Be Played

By Ishaan . March 9, 2009 . 8:15pm

Tenchu: Shadow Assassins   The Way Its Meant To Be Played

 

Tenchu: Shadow Assassins is a departure from its stealth-action origins, but it’s great fun nonetheless.

 

Since this is usually the first big question on everyone’s minds, Shadow Assassins looks great on Wii. Character models are detailed, textures are colourful and stylized but not cartoony, and the animation is top-notch. There’s some great art here. The soundtrack is amazing as well, and if you’re a fan of game OSTs, the in game music will keep you playing even when a level starts to get troublesome.

 

Despite this, Shadow Assassins manages to create a bad first impression. You’ll notice this within a few seconds of booting up the first level as the complete lack of analog control for movement makes itself apparent. Yes, you can push your analog stick as subtly as you like, but Rikimaru and Ayame will always walk at the same pace.

 

Oddly enough, you’ll need to hold down the B button on the Wii remote if you want to run, and this is where the first of Shadow Assassins’s numerous design flaws start to show. Enemy AI is very iffy in that the bad guys seem oblivious to things like excessive noise — something the original Tenchu baddies relied on heavily to catch you in the act. Shadow Assassins also emphasizes ground-based stealth as opposed to that of the rooftop variety. Instead of sneaking around on rooftops, you’ll find yourself hiding in bushes and in areas covered by this black “mist.” As long as you’re in the mist, no one will be able to see you. This isn’t the least bit logical as sometimes you’ll be standing right next to an enemy and still be safe because you’re in the “safe zone” the mist provides.

 

Unfortunately, this is one of the many design decisions that make Tenchu: Shadow Assassins a far more trial-and-error experience than the PS1 games. I like to think of it as a “popcorn ninja game.” Instead of dropping poisoned rice to kill guard dogs and trying to traverse the levels while making as little noise as possible, you’ll find yourself breaking on enemy’s neck after another, all the while avoiding the gaze of the ones around them. Spencer described it best when he called the PSP port a puzzle game wrapped up in a ninja theme.

 

Another odd omission is that of the grappling hook from Tenchu and Tenchu 2. There are walls to climb in Shadow Assassins, but for some odd reason, From Software seems to think it more suitable that a ninja prepare a box to stand on before scaling a wall. This is especially ridiculous considering that the Wii remote’s pointer would have allowed for some great fun with the grappling hook.

 

But enough about the game’s flaws. Despite these annoyances, Tenchu: Shadow Assassins is a damn fun game.

 

Quick-time-events are the name of the game here. Shadow Assassins relies heavily on its many QTEs to get players from one end of a level to the other, and to perform stealth kills. Luckily, every single stealth kill QTE in the game is immensely satisfying to pull off. They’re mostly motion-controlled, feel great to perform, and — most importantly — are pretty accurate. Other developers looking to use motion-controlled QTEs in their games need to take a good look at Shadow Assassins, which goes about them in a very smart way by using sound to tell you whether you’re doing them right or not.

 

In the event you’re spotted by an enemy and happen to be carrying a sword, you’ll be required to engage them in a one-on-one sword fight. The sword fights in Shadow Assassins are another great example of motion-based swordplay done right and I can safely say that they wouldn’t have felt as good on any other console.

 

Depending on who got the jump on whom, either you or the enemy will get to attack first. An onscreen image will tell you how you need to hold your Wii remote in order to block the enemy’s sword swings. Once they’re done attacking, it’s your turn to waggle furiously — which, trust me, is fun in this game — before you finish them off with a push of the A button. Blocking requires lightning-fast reflexes and takes skill and practice to get the hang of.

 

The sword fights can be very punishing at times, but given that the point of the game is to avoid these affairs altogether, it makes sense that you won’t be escaping one alive unless you have lightning fast reflexes (which, arguably, is how it should be). More importantly, it feels great when you actually manage to win one, because they’re so hard. Failing to block an enemy’s attack properly damages your sword, too, so there’s actually incentive to perform a perfect block. Great gameplay mechanic. This could be the first example of sword fighting done right on Wii.

 

Tenchu: Shadow Assassins   The Way Its Meant To Be Played

 

By now, you’re probably thinking, “Wait…this doesn’t sound like Tenchu at all.” And you’re right. It’s certainly a departure from the first two games.

 

Regardless, Tenchu: Shadow Assassins is overflowing with potential, and is a damn fun game once you get accustomed to the changes it introduces. Levels are broken up into 4 or 5 “areas,” and you need to make it to the end of each one in order to complete a level. Loading times between these are non-existent. Furthermore, if you ever get bored of playing, you can always save and quit the game, and the next time you boot it up, you’ll start at the beginning of your current area with all kills and items saved. Kudos to From Software for making the game accessible for us busy folk without dumbing down the difficulty.

 

While the level design can get questionable in places and Shadow Assassins is a fairly short game (although, I think of it as “just right”), there’s plenty of incentive for replay. You’ll find yourself going back to older levels to get a perfect rank, and there are plenty of additional hard-as-nails assignments to unlock.

 

Bottom line — if you’re looking for some fun and don’t mind a great game with some noticeable flaws, pick this one up. Wii owners — if you want to see a fine example of motion control done right in core game, this is a great experience in that regard.

 

Food for Thought:

 

1. Thumbs up to Ubisoft for tweaking the difficulty and controls before releasing the game in the U.S. Getting spotted in the Japanese version without your sword means instant game over.

 

2. Tenchu 4, 5 and 6 are supposed to be a trilogy. There’s no info on whether or not 5 and 6 will be on Wii or not, but I certainly hope From Software builds upon the great motion control introduced in this one if they are. There’s a lot of potential here.

 

3. Bring back the grappling hook next game. Twilight Princess demonstrated how fun that can be with the pointer.

 

4. Being spotted by a guard without your sword on you leads to disappearing in a burst of smoke, ninja-style. Rikimaru’s top, following this, gets half torn off, revealing his manly chest. Ayame’s, unfortunately, does not.

 

5. The “ninjas in ancient Japan” setting provides a great backdrop for storytelling. I’m actually quite interested in the idea of not playing as Rikimaru and Ayame in Tenchu 5 and, instead, playing through a more…personal…story. For example; two ninja lovers separated because of a clan feud.

 

6. It would be fun if From Software experimented with some “stealth-action co-op” gameplay in Tenchu 5 — an unexplored genre so far.


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  • Aoshi00

    Nice review, been wondering whether to get this on the Wii or not, read a lot of negatives and positives about it.. of course I want to get the best version and Wii looks better than the small PSP screen.

    So in the US ver, if you get discovered w/o a sword, you start from the nearest save point instead of the beginning of the stage? I thought about getting the Jpn ver because I kind of want the Jpn dub..

    I have only played the first Tenchu a long time ago, so I can’t really remember much to compare to it.

    • http://www.siliconera.com/ Ishaan

      Do NOT get the JP version whatever you do. I believe it requires you to waggle to jump. In the U.S. release, it’s “C” on the Nunchuk. And yes, U.S. version means you start the “area” (not level) over with all kills/items saved, so it’s a lot less frustrating.

    • http://chambara.de ShinobidoN

      Just for the record: the japanese psp version is also tweaked. Meaning there is no restarting a whole level, if you die or got spotted. You always start from the last checkpoint without losing any items or stuff.

      • http://www.siliconera.com/ Ishaan

        Ohh, good to know. Thanks for the heads up! :)

        I guess what it comes down to is whether you prefer portability or better graphics and solid motion control.

        • daizyujin

          While the Wii version has better graphics Ishaan, I would be inclined to say that it is a matter of opinion on controls. Some people like me will be put off by the motion controls, and this is coming from somebody who generally likes the Tenchu games. It just feels to me like it lacks precision. I have yet to see a game like this where the motion controls were precise enough to justify its use over simple button commands.

          • Aoshi00

            Thanks for everyone’s input. I was wondering why the across-the-board bad reviews from Jpn gamers (which was what made me not buy the game). You know it would be cool if they have both regular btn & waggle control scheme as option, just like Super Smash Bros Brawl. While disappointed by the lack of Jpn dub, the US Wii ver. seems like the definitive version for me. Actually I just want to fight the hot villainess on the BIG screen, lol.

    • daizyujin

      I am going to go against Ishaan here and say that I hated this game. Perhaps they did fix it some but the waggle was annoying to me. I found the controls to feel really spotty. After the first level I just put it down. Perhaps it gets better but I am glad I just rented it. Had I bought it, I would feel obligated to finish it.

      • http://www.siliconera.com/ Ishaan

        Fair enough. I’m going to come out and admit that I don’t always need motion control to be 100% precise. We have a few years to go before anyone can do that.

        Instead, what I try to see is whether or not they work, and whether, after I screw up, I feel like it was the fault of the controls or because it was my inability to react fast enough or perform the right move. Tenchu’s sword fights always made me feel like it was about reflexes, which is why I enjoyed them so much. By the time I got to Ayame’s missions, I was a hell of a lot better at them than with Rikimaru.

        • daizyujin

          To me it is a question of if they feel like they are necessary. In the case of this game, I didn’t really get that feeling. I think it would have been just as much fun if they had enabled classic controller support as well. I didn’t really see one thing that the motion controls added to it. I really scratch my head at your comment about it being an example of it being done right.

          Still though I agree, the best part of the original was using the grappling hook to jump up on a building and drop down behind a guy. It is a natural fit and why it isn’t in there is anybody’s guess. I still remember the fun I had with the original doing that.

          • http://www.siliconera.com/ Ishaan

            Dude, you should have seen me playing. I had so much fun snapping peoples’ necks and doing the sword fights. You’re right, it wasn’t necessary because we’ve all seen how good Tenchu 1 and 2 were, but I found it a lot of fun personally (then again, I’m also the same guy that jumped up and down like a retard while riding Epona in Twilight Princess and waving the remote around…not kidding).

            Again, I’m interested in seeing if From can build upon this in the next one and come up with a better game. To be honest, what I really want is a better story. There’s a lot of potential there.

            And yes, love the grappling hook. I loved jumping across rooftops. I have no clue why it was removed. :(

          • daizyujin

            While I am not sure I would care much for your “lovers divided” story I agree that there is room to grow. What I would also like is more open levels. One of the reasons they may have gotten rid of the grappling hook is since the levels seem so linear. Compared to the original Tenchu I didn’t get the feeling that many of the opportunities were in this new game. In Tenchu I remember levels where you had an entire village to go through and you could pretty much choose which way to go to get to your target.

          • http://www.siliconera.com/ Ishaan

            Completely agree. Throw me in a village and let me find my way around. There was room for experimentation in Tenchu 1 and 2. They took that away in Shadow Assassins.

  • pressstart

    Wow, you’re really pushing to towards getting and playing this game. But, I got such a huge backlog. At least this game isn’t too long.

    Ayame’s, unfortunately, does not.

    Awwwesome comment.

  • EvilAkito

    No topless Ayame = no sale!

    Ha, actually, I may pick this game up when it goes down in price a bit. Last Tenchu that I played was the original on PS1, and I really sucked at it. Not sure what I’ll think of this one, but I have a friend who is into the series and would probably like to play it, so it may be worth while.

    On a side note, I didn’t really understand the concept of a stealth game when I played the PS1 version, so I always just tried to play Devil May Cry style… maybe that’s why I never got very far.

    • daizyujin

      You could get away with that more in the original than in this one. It will get you killed fast if you rush in. Even if you don’t rush in, expect to make a ton of mistakes at first.

  • Wanghis Khan

    It’s still a good game. I was disappointed in the reviews, but i got the job i applied for and treated myself to a few things. I was pretty young when Tenchu came out, and I remember how awesome I thought the cut scenes were, especially Rikimaru’s end scene of the Snow covered level. That level as a whole, the music was so great… the music overall was great. I rented tenchu 2, but still preferred 1, and I enjoyed 3 a lot. I really like the game because of the grapple hook, it made it cool and free and fun. The lack of it really hurts Tenchu Shadow Assassins… but the music is still good, and the stealth kills rock, the rafter/wall ones are especially great.

    If they would have kept the game styled like wrath of heaven, kept the grappling hook, and added these completely awesome stealth kills, I don’t think there would be much of anything bad to be said. The best elements of wrath of heaven and fatal shadows coupled with shadow assassin’s stealth kills would be the greatest tenchu, so hopefully next time…

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