The original (modern) version of Ninja Gaiden was released on the Xbox system in 2004, to 'across the board' positive reception from critics. It rapidly became a fair contender for one of the best action games of all time, despite an extremely unforgiving level of difficulty. Three years on from the original release, and a subsequent remake, Ninja Gaiden Black, a third remake was released, titled Ninja Gaiden Sigma. This was deemed to be the final and most complete edition of the saga.
I played the original title on the Xbox rigorously, admittedly a considerable time after release. News of Ninja Gaiden Sigma was not a surprise to me, and up until now, I had little interest, believing ANOTHER remake to be milking the idea far too much. It is only in the last few days (and after the inevitable price drops) that I have returned to the series.
After throwing around 15 hours at the game, I feel that the changes within this update are not all for the best. The visuals are, of course, tighter but the introduction of Rachel, the fiend hunter, as a second playable character, feels tacked onto the main experience. There are plenty of fine examples of single player games containing multiple player characters which integrate their story paths effectively, namely Tenchu 2 (from days gone by!) and Headhunter, the old Dreamcast classic.
Aside from this minor gripe, the main and instantly noticeable problem is the camera. The developers have seemingly damaged the camera system which was originally flawless. You do not need to have a degree in programming to realise the concept of new bugs surfacing through modification, but this one is especially virulent, so to speak and should have been spotted and dealt with.
On the plus side, the tweeking of enemies, items, save points, etc is now more player friendly.The extreme difficulty of Ninja Gaiden could easily form a topic in itself, and Sigma is essentially no more forgiving, but I believe there to be a difference in creating difficulty through tough enemies, as opposed to creating difficulty through 'sabotaging' the player.
My real life analogy of this comes from the world of sports. You can push a player as hard as you like, but you must not make the practice more difficult by not allowing them to drink enough water! It's commonsense - not rehydrating is dangerous. I know, because I once had an ice hockey coach whose training method this was - until a spectating ex pro goalie objected vociferously!
This relates to games in an interesting way. The player must be able to regenerate health and save before and after a tough boss battle. Some may disagree, but no matter what, continously repeating the same section is not particularly enjoyable.
Charlie C.