![]() ![]() So there's a bit of realism there, and it makes environments feel like places that might genuinely exist (as much as impregnable fortresses in a ninja action sequence ever can). Your adventure through those environments begins as you wake to find your village of ninja warriors being invaded by armored soldiers with automatic weapons. They're indiscriminately shooting anything that lurks in the shadows, which will include you if you're not careful. Certainly, their targets include the guy who bravely rings the bell to sound the alarm. You don't want to share his fate, so you follow your newfound friend, a helpful ninja named Ora. She points you to powerful equipment and offers the sort of general advice a tutorial might, but without getting annoying like a Hylian fairy. ![]() Throughout the campaign's remainder, you spend more time alone than you do with a tour guide. You seldom have to worry about peaceful solitude, though, because your goal is to venture deep within heavily populated enemy territory. ![]() You are, after all, the last hope of your clan. Your body has been infused with ink that grants you power so tremendous that eventually it could consume your very mind. Before that happens, though, you mean to save your people from a danger that threatens to end them. So you sneak through the shadows and you chop up a lot of adversaries who clearly had it coming. You satisfy objectives and grab scrolls and always you move closer to the final moments of a story you know isn't likely to end happily. Mark of the Ninja features a variety of ways to solve most problems, which is one of the things I like most about it. I also appreciate that the available approaches are about equally viable. If you want, you can fell goon after goon, leaving a bloody trail in your wake (or just hiding the bodies in dumpsters and the like when evidence becomes inconvenient). Vents aren't just a good place to hide bodies they also let you sneak past sentries and security lasers.
0 Comments
Leave a Reply. |