Showing posts with label Tenchu. Show all posts
Showing posts with label Tenchu. Show all posts

Tuesday, July 7, 2009

Ninjato

When my mom dropped $200 cash on me for my birthday (a big surprise BTW) I had all kinds of things I could spend it on. But I tend to look at cash and gift certificates like this: spend it on something you normally wouldn't buy. Because that's usually what gifts are. You don't buy someone a gift certificate for an oil change for a reason. Gifts are superfluous, fun things. So I bought a ninja sword.

Like I said before: I'm a geek, through and through.

I've been thinking a lot lately of another visit to Japan: our 5th anniversary is coming up next year, I'm enrolled in Japanese language class at the local community college, and I just had a blast playing Tenchu Z. I love my katana that I bought in Kyoto four years ago, and I plan on getting another one next time I visit. I certainly do not plan on getting a ninja sword in Japan, not to mention it would be hard to find. The Ninjato as we know it never existed. It is a construct of Japanese film, Hollywood, and anime. The exact origin of the straight sword and square tsuba design seems to be unknown. But it is known to be not historically accurate by any means. So this sword is purely a celebration of the pop culture ninja. So that's why I would feel silly buying a ninja sword in Japan. Instead, I bought a Hanwei Ninjato.

Hanwei is a Chinese company that manufactures many functional historical swords of all types. Martial artists actually use Hanwei swords because they are functional, rugged, and much cheaper then true Japanese swords, or nihonto. So practice and destroy the cheap ones while the authentic ones sit safely on your wall. This sword is made for business. While not folded, it is differentially hardened, and it has a real hamon to prove it. The guys at Sword-Buyers-Guide.com did a review, and they have plenty of video to show how sharp this thing is. I've read that folding is only a matter of tradition today anyways. They used to do it to improve the carbon content of the steel, but that is unnecessary today - though it also makes for a beautiful effect on the blade. Point is, a lot of swords made today are as good as the classics.

So this sword is kick ass. It has all the details that make it feel like a "real" ninja sword: black colors, hamon, flat black saya, square tsuba, and it even has a kamasu-kissaki (the striaght line tip, where others are traditionally curved). More pictures here.

Oh and BTW, I'm adding Edo Wonderland to my todo list for Japan. The ninjas sold me, lol.

And I never posted a pic of it, so here is my Kyoto sword:

Tuesday, June 30, 2009

Tenchu Z


I am a geek, through and through. I like zombies, wizards, vampires, Star Trek, and ninjas. You put any one of those things in a game or movie, and you have my attention. So it should come as no surprise that Tenchu was one of my favorite Playstation games. I also liked many, though not all, of the sequels. Tenchu Z is a two year old Xbox 360 game. I played the demo when it came out, and was not impressed, so I took a pass. But I have since heard that some people absolutely loved the game. So I just picked up a copy on eBay for $14 shipped. For $14, you don't have much as far as expectations go. If the game sucks, then so be it, I'll eBay it back for $12. Well, I didn't put it up on eBay, I played it beginning to end, and then some.


Tenchu Z takes a different character approach than previous games. All other games you play Rikimaru, Ayame, or a couple other minor ninjas. In Z, you create your own ninja and take orders from Rikimaru. As you play, you unlock new clothing, accessories, saya, items, skills, and abilities. It was quite rewarding to be honest. I had a lot of fun picking out badass outfits for my ninja everytime I got a new batch of clothing. Little things make me happy.

Gameplay hasn't come very far since Wrath of Heaven. Stealth Kills are still the focus, combat is still weak, items are still completely unneccessary (though fun to use), and the AI is still completely dumb. After the first few levels, I played the entire game on "hard", and the only difference was the guys gained a little bit of vertical field of view, meaning they could actually see you if you were on the roof in the moonlight directly in front of them. The AI is so terrible, they give up chasing you after 5 seconds, usually kicking the dirt in frustration before running back to their predetermined walking route. Some new elements were introduced, like the ability to cling to ceilings, run along walls, stealth kill through shoji, etc. The difficulty didn't really require you to make use of any of these new abilities, but they were fun to play around with anyhow.

The level designs left much to be desired. The maps are reused several times each, with minor differences such as a few daylight missions, different start/end points, and different enemy load out. This isn't so bad since the levels are large enough that changing goals and enemy locations actually is enough to make the stage feel almost new. You can tell they wanted to show off the beauty of feudal Japan with their level design, but just didn't have the resources to do it. Either lack of ability or lack of funds means the levels are all a bit lackluster. I think a little bit more time and artistic talent could have really made the levels pop, and let feudal Japan shine. I also think more environmental changes could really put some variety into the game. Snow could cause crunching footfalls and leave footprints to be found. Rain could make dark nights darker but leave loud puddles to splash through, and muddy footprints at building entries. Stylish, fast moving storm clouds could cause dynamic shadows, blocking moon or sun, so that one second you are hidden in shadow but the next you are exposed as the clouds reveal the moon. The possibilites are endless! It would be a lot of fun to design a ninja game...

Finally, the actual missions themselves could use some variance. You get points for every kill, regardless of where you are (unless they are non-combatants; but if they have a sword they are fair game). Missions that take place in your own backyard still reward you for killing random guards, despite the fact that they are your own countrymen. I think changing mission parameters would make sense but also create interest. Imagine if you were given a mission to assassinate a spy, but since he is in your own territory you are forbidden from killing anyone else. Or even in foreign territory "retrieve the secret documents" type missions, you might want to require total secrecy, so again, no kills. Mix it up!

So you might be thinking that this game really sucks. Well, it's no AAA title, and it certainly has it's flaws. But in the end, the game is a lot of fun. If you like the idea of sneaking around and cutting people down with sprays of blood, then you won't go wrong here. I had a blast and played the game for hours on end. I'll probably go back and grab a few more achievements and play with some more items that I never got to use. If you liked any of the previous Tenchu games, then this one is certainly worth the $14 you will pay for it.