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Ninja Reflex Review
Posted by Spanner, 208 days ago Oct 14, 2008
  Ninja Reflex
  Articles | FAQ's & Guides | Achievements | Files | Media | Trailers | Cheats | Boards | Buy Now

While this is first and foremost a review of Ninja Reflex on the Wii, it’s worth noting from the outset that most everything you read here also relates to the incredibly comparable DS version. The good, no great, news about this is that fans of the game (of which I confidently predict there’ll be many) can thrill to the fact that they’ll be able to practice their virtual martial arts training on the go – and do so without sacrificing any of the intuitive gameplay.

Ninja Reflex sets itself the auspicious task of being the martial arts equivalent of Wii Sports – a matter that’s not just difficult because of the enormous shadow cast by the console’s wonderful bundled title, but because it has to effectively recreate bushido using only a Wii-mote. It accomplishes this in a most appropriate way – by restricting the game’s remit to that of training, rather than the onscreen application of live ninjitsu combat.

Of course, this also brings Ninja Reflex into the realm of the massively popular Brain Training craze sweeping Nintendo’s consoles and, just as it does with the Wii Sports recreation, it achieves its goal magnificently and effortlessly. All in all then, this apparently camp and basic collection of mini-fighting games quickly reveals itself as a powerhouse amalgam of some of the most successful concepts to hit the Wii and DS thus far, and I dare to predict it marks the beginning of a whole new, extraordinarily popular franchise. The aptly named developer, Nunchuck Games, deserves to know some exciting times in the immediate future, so pay attention at the back.

Consisting of a fundamental core of six mini-games, Ninja Reflex takes the gamer on a steadily progressing training system as they climb the martial ranks and achieve newly coloured belts to denote their prowess. As the difficulty level increases, new variations on each mini-game are introduced – keeping each one fresh enough to grant them a remarkably prolonged life for such simple, immediate concepts.

Once the current variations are complete, a jewel is awarded, and after a pre-requisite number of jewels have been gathered a student can opt to take a grading test. This consists of three random selections from the currently available variations. A rank is awarded, depending on how well the exponent has performed. Once a suitable rank has been awarded and a newly coloured belt bestowed, the next round of mini-game variations are unlocked. Simple, and highly effective.

Shuriken consists of marking your target, then flicking the remote to throw the star. Koi reminds me of the ancient Yorkshire poacher’s art of “trout tickling”; cautiously following the path of a koi carp until it surfaces, then snatching it from the water (shades of the awesome Van Damme movie, Blood Sport, which I consider a massive plus point). Hot Aru is a speed reflex test utilising fireflies and the time it takes you to “extinguish” them.

Hashi is the Japanese word for chopsticks, and recreates Mr Miyagi’s famous philosophy that “…a man who catches a fly with chopsticks can accomplish anything”. Undoubtedly this is initially the most enjoyable and hilarious of the games; picking flies from above the sushi table and placing them in the correct bowl. Naturally we need katana training, though in practice this is (unexpectedly) perhaps the least intuitive of the games – blocking and slashing in a way that doesn’t quite feel to gel with the expected swordplay. The nunchaku are equally expected, and do live up to the weapon’s unpredictable nature – requiring players to set them off swinging in rhythm, then lashing out at the precise moment so as not to lose momentum (or crack yourself in the nuts).

There’s little ambiguity as to how the games are played – the Wii-mote and stylus providing a perfect, simplistic control system requiring little or no preparation. Coupled with the naturally augmented thrills of multiplayer ninjitsu action, Ninja Reflex adds up to one of the most essential Wii (and, as discussed, DS) games for a long time. It has its small quirks, such as the grading system promoting something of a desire to push through the achievements – which can make the constant repetition of the previous mini-game variations to become a little tedious. When played in the same casual, ad hoc manner as Wii Sports, however, this is barely an issue at all.

So, all in all, congratulations are in order. Kudos to EA for recognising and promoting the talents of the fledgling developer, and a respectfully low bow to Nunchuk Games for beginning what I hope, and expect, to become a prolific martial arts franchise for the new generation of consoles.

 Our Rating for Ninja Reflex Review
8.8
Replay
Inspired variations of the six mini-games keep them surprisingly fresh and easy to return to.
8.0
Graphics
A tad cartoony, perhaps, but clean, concise and perfectly suited.
8.4
Sound
The pseudo oriental Master’s accent is a cheap cliché, but the snippets of kung fu philosophy are quite excellent.
8.7
Gameplay
Wii Sports meets Brain Training, accurately blended with the martial system of Mr Miyagi makes for a highly addictive and agreeable new virtual martial art.
9.0
Multiplayer
Four gamers vying for chopstick space and breaking cheese ball kung fu poses is a sight to behold, and amplifies the already impressive gameplay exponentially.
8.8
Overall
The inauguration of a new and exciting franchise, and a successful continuation of the Wii and DS’s two most playable concepts make Ninja Reflex a vital addition to any Nintendo games collection.
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