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Discipline, honor and minimal tweaks
By Butt Nugget
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Tenchu on Xbox gets a 2-player
co-op
mode and an online deathmatch mode
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Tenchu and Tenchu 2 were
innovative classics on the old PSX platform, and they have now been
reborn in a green, Xbox-labelled case.
If, like me and a couple of friends of mine, you spent
many an evening years ago drinking tequila while trying and retrying
to beat the tougher levels of Tenchu, you may experience a jolt
of nostalgic excitement when loading this disc into your Xbox videogame
system.
Unfortunately, this burst of adrenaline, while temporarily
sustained, soon fades as a sense of monotonously-going-through-the-motions
sets in. But more on that later.
In playing Tenchu:Return from Darkness (RFD) you have
the option of playing as one of two characters: the head of the
Azuma ninja clan and ninja extraordinaire Rikimaru; or bold, smartarse,
ninja-since-birth Ayame.
There may also be a third playable character, who has
his back to the player at the character select screen, but this
gamer has not yet had the patience and endurance to unlock him.
Each ninja has unique characteristics and styles. Rikimaru
is stronger, does more damage in combat and is über-efficient
in his slaying of lackeys while Ayame is quick, has longer combos
and is more flamboyant.
Each character has their own story and levels, though
they do share some of the same levels, only with different enemy
layouts. Further, each level has three alternate layouts for each
character, accessible after completion of the first attempt.
Tenchu RFD, similar to its predecessors, is a game of
stealth. Getting to a mission objective invariably entails finding
one's way around a convoluted and multi-leveled environment in which
a baddy ninja or soldier or oni (demon) lurks around every other
corner. The in-game map feature helps you to find your way around.
Rikimaru and Ayame have retained all the familiar moves
and items from the previous games. You swan about on rooftops and
cliffs using your trusty grappling hook, lure enemies into unconsciousness
with poison rice and sling projectiles such as crimson blades and
grenades.
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Rikimaru's work was a real 'drag'...
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Added are a number of new things like a shoulder thrust
combo, a 360-degree attack combo and Scorpion-style "C'mere!"
grappling hook moves as well as a number of new items.
Maximum points and most efficient paths through levels
are achieved by silently killing enemies before they even know you
are there. To further enhance this aspect, when the player successfully
performs such stealth kills they are rewarded with an elaborate
and violent kill move.
These moves have a random camera angle and vary, depending
primarily on position of the player in relation to the victim.
Further, each stealth kill gains an amount of Kuji.
When the Kuji meter fills, the player gains a new special move appropriate
to the character and level.
While initially these are a bit lame, they do get better,
with moves like 'cling to ceiling' (self explanatory), which allows
the aerial stealth kill and 'fake death', which involves impaling
oneself on one's own sword then attacking enemies who come to investigate.
The result of this emphasis on stealth is that you spend
a lot of time waiting and watching enemy guards to determine their
patrol routines and patterns. The drawback of this is that patrol
behaviours do not vary and are usually pretty dull.
In fact the Enemy AI leaves a bit to be desired. In
addition to their unimaginative patrols, they are pretty ineffective
in pursuing and finding you after you have been spotted and run
away. After about ten seconds they usually give up and turn their
back on where you vanished, allowing the easy stealth kill.
Failing to be appropriately stealthy and getting yourself
spotted is bad though. This is because a) you lose points and b)
toe-to-toe combat is difficult, especially against multiple opponents.
Granted, combat should be difficult when the emphasis
is on stealth, but something that I found frustrating is that despite
being an alleged ninja virtuoso, Rikimaru is slower than his enemies.
For example, they can squeeze a blow in during your combo, while
the opposite is not true.
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Ayame, a.k.a Spider-Woman,
has never liked pot heads
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Rather than timing or moves, combat often comes down
to hiding until they give up looking, trapping enemies in environmental
hazards (e.g. between a brazier and a wall) or tricking them into
walking into a pitfall.
At the end of levels your performance is rated according
to the stealthiness and efficiency of your actions.
Grand Master is the ultimate rating, gaining you a plethora
of items to use in future missions as well as super-items like flash-bombs
and ninja-rebirth (resurrect you when you die) items.
This encourages you to aspire to perfection in your
killing of hordes of baddies, but retrying missions repeatedly becomes
tiresome due to inordinately long loading times, accompanied by
an unnecessary map screen showing an uninspired red arrow progressing
from one location to the next.
Graphically the game could have been better. While at
first its likeness to the original games is charming, it doesn't
take long to start wondering why the hell Activision didn't update
textures and details to the kick-arse status we know the Xbox is
capable of.
Also, for a game that relies as heavily as Tenchu does
on scanning enemies from various nooks and crannies while looking
around walls, the camera is notoriously frustrating to control.
While there is a free-look mode, which helps somewhat, it is often
unavailable while performing stealth manoeuvres, leaving you stuck
with shitty angles and views.
Extra features exclusive to the Xbox, such as the two
player co-op mode and Xbox Live deathmatch, add longevity and appeal
to proceedings, and the sound is good too, with tense and sometimes
eerie music accentuating the stealthy game play. [Ed's note: ninja
fans should check out RealUltimatePower.net.]
Ultimately, Tenchu: RFD ends up feeling like a minimally
tweaked port of the old Playstation classic. What was a great game
back then with a few minor issues could be forgiven, as it was pushing
boundaries at the time. When those flaws are still present in a
release years later and on a far superior machine, it is frustrating
and tedious.
While still worth playing and enjoying for some of its
old addictiveness, Tenchu: Return From Darkness leaves this gamer
with a feeling of unfulfilled potential in its XBox incarnation.
Game: Tenchu: Return From Darkness
System: Xbox
Players: 1-2 (co-op)
Online: Yes
Developer: K2
Distributor: Activision
Rating: 65%

(Ratings
Key/Explanation)
Tenchu: Return From Darkness is on the shelves now.


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