Test Ninja Reflex

    Let's be clear: Ninja Reflex's lifespan is extremely limited. Indeed, only six events - shuriken, katana, hotaru, hashi, koï, nunchaku - appear in the program of the old master who accompanies you throughout the game. Even if each of the disciplines has variants, these do not strictly bring nothing new compared to the basic concept, which naturally makes the game repetitive at the end of the second belt. Since it is necessary to fit two syllables on the content of Ninja Reflex, as uninteresting as it is, only the koi exercise - in which it is necessary to follow the movements of the koi carp, to catch it as soon as it points its head out of the water - manages to capture the player's attention. We manage to follow the movements of the fish with an exhilarating fluidity - it's not a joke -, which quickly encourages us to try to grab the smallest ones, those that bring in the most points. Katana is arguably the finest prank done on the Wiimote since the release of Red Steel, with motion recognition at the end of its tether. Even if one applies to correctly follow the indications displayed on the screen to counter the attacks of the Onis, the latency time is so enormous that it becomes unplayable, especially when the enemies attack in waves of three. We find the same slowness in shuriken where we are supposed to launch our star faster than our shadow. If differentiating between assassins and geishas is not a punishment in itself, the throw is not at all natural and intuitive, since you must first lock the target with B, before swinging your shuriken with a blow of wrist. Really impractical. After completing a certain number of challenges, one enters the evaluation session in which the master randomly selects three trials. As at school, you have to achieve the best possible grade in each subject to move on to the next rank. As at school, it is enough to obtain the average to be promoted. Given the ultra-ease of the tests, it would have been preferable to reduce the margin of error as one progresses in the game. The evaluations would have thus gained in challenge, and Ninja Reflex in interest. Since we are talking about interest, it is difficult to explain the presence of the meditation mode of the title, if not to participate in all the tricks that try to give it a very oriental aspect. We are not going to lie to you, the realization of Ninja Reflex is satisfied with the union minimum, if not less, and the charm does not operate as much as a Tenchu ​​at the time of the PSOne, all things considered. We will end on the musical atmosphere of the game, at the limit of the rupture too, even if it aligns a few decibels capable of seducing those devoting a cult to the land of the Rising Sun. Ninja Reflex's main target, after all.








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