Number:161
Year:1991
Publisher:Softdisk
Developer:Id Software
Genre:Side-scroller
Difficulty:5/5
Time:2 hours 50 minutes
Won:Yes (57W/56L)
So, I was debating whether or not to get to this now or save this for a later. Of Id's platformers, Shadow Knights, is an outlier. Its got a Japanese theme, it had no sequels, its not really a shooter, and the game isn't on any internet stores as of this writing. An odd omission, considering the company. There are a few paragraphs of text in a readme, but its not really more complex than, you're a powerful ninja, save the shogun from the evil dudes. Id, as we all know, wasn't big on story. People on the internet allege that this is Id's attempt at making a Ninja Gaiden like game.
If it was, they failed.
I have not extensively played any Ninja Gaiden games. I have played Revenge of Shinobi and some of the other games in that series extensively. The two games have different playstyles, but the general characterization of what they're trying to do is consistent. Ninjas should be deadly, ninjas have a variety of weapons, and ninjas violate the laws of aerodynamics. Shadow Knights fails.
Two of the regular enemies, the clubsman and the bowman |
But I get ahead of myself.
You get this screen before every stage, in this case, the highest it'll ever be from this point forward |
A dog, just randomly flopping down |
Visually the game looks nice, but its not as nice-looking as Dangerous Dave was. I really like the trees though. Sound still hasn't advanced past PC Speaker, and feels it. I don't think the stepping sounds are linked properly to running around and everything else is questionable. Meanwhile our hero controls...okay. Its characteristic of these early Id games in that it feels stiffer than it should. There is a difference between tapping the jump button and holding it down, but its minor. There are no great gaps you can jump. Using ranged attacks has an overly long wind-up, meaning you have to already know an enemy is there before using it. A problem considering enemies become alert slightly off-screen.
An opening so subtly deadly |
Stage 2, Approach, is where the game goes off the rails. You are put in a position where you need to rapidly perform actions lest you end up dead. Those red samurai ensure you can't just rush to the bowman just off-screen, who can and will shoot arrows at you. Jumping over these two results in you getting attacked by a dog, along with another one, just off-screen, but below. What you have to do is throw shurikens at the two samurai, then jump over the first bow shot, throwing another shuriken, followed by aiming a shuriken in a jump, something you haven't done before, finishing off by throwing a shuriken at the final dog before he's alert and then running off to him. Of these situations, you have had to maybe time your attacks against bowmen and maybe figure out you can do the last shuriken thing. There was no jumping and throwing shuriken.
And this is just indicative of the kind of level design this level has. You can go up a tree to get some magic, but samurai and bowmen guard it, and the combination here is deadly. So you have to attack the samurai in the direction they aren't facing while jumping from a lower branch. Then you can just hammer the bowmen and repeat until he's gone. Then you can actually advance through the level!
To advance here, you need to get past the bowman up there, and take out a dog. (off-screen) This is much harder than it sounds. |
I complain, but this is actually the easiest section of the level |
Stage 3, Ascent, actually a good level. Considerably easier than the nightmare that was Approach. I have no idea why. Outside of the game's constant desire to have you attacking dogs from down below I actually feel like a ninja for once. Its nice, it flows well. While I enjoyed my time with the level, I do note that the whole jump below a dude is getting somewhat tedious.
As it turns out, its very hard to get a good screenshot of a bat, its to the right of the dog |
A low number of skeleton warriors midway through the level |
I think its a shame that this didn't get a modern reboot, because I can see this thing getting a majestic and gory introduction |
Stage 6, Castle. This level encourages the player to go around enemies for once, lots of big groups of enemies guarding magic, with chandeliers. Pretty sure Japan didn't have those until semi-recently, but I'm willing to bet the historical accuracy of this game boils down to someone watching a ninja movie the night before. It straddles the line between being good and being annoying. Its a clever situation, but it feels like its been copy/pasted a dozen times. Each floor has a dog, about 4 guards and 2 bowmen. This combination is effective enough at getting the player to want to avoid them, but going over them awakens the higher floor earlier, making it so you have to deal with them earlier.
So this means you have to figure out how to deal with these guys in a way that maximizes the amount of magic/health you have while minimizing damage. I notice on this level a troubling issue, I can't climb down a floor while being attacked. The game knows this and takes advantage of it.
Id tends to be somewhat lazy and always have the safe area be the middle |
Stage 7, Dungeon. Bats attack you. At this point its less a gotcha and more annoying. Now the level design is all about falling down to a group of enemies. Its not any easier, especially since the game hides all sorts of nasty things below your vision. There are also objects that seem like they're in the background, but actually hurt you. What's interesting is this shift in tone. We saw a little bit of it earlier, but now its getting dark. I find it funny that they managed to get out this game, when with Dangerous Dave they had to hold things back.
Yes, that's five enemies, I already killed another five stuck down here |
Cell space must not be at a premium if they can afford to keep skeletons hanging around |
This is nothing, the game is fully prepared to throw six of these guys at you |
Level 9, Sashika, the final boss. No, you aren't getting past this level without some measure of pain, but its less brutal than previous levels. Kind of. He's just a supped up skeleton warrior, he can hit you one floor up, but he only does so if you're within striking range beforehand. And those two health orbs up there amount to four shots, he takes out half a life bar in one hit. (you can survive without any bars in your life meter, but the next one takes you out) This is simply not the kind of game where what the game expects you to do is fun.
Both are capable of being said in Japanese, but they still feel wrong to hear |
Yes, you are actually in an unwinnable situation if you end up here |
One might say these problems are because the player is a ninja, you have to avoid enemies. That works to a certain extent, but you're not going to win the game running away from enemies. Bats and dogs can't be run away from. You're not carefully avoiding enemies like in even a mediocre stealth game. You just sort of get lucky. One might say that ninjas fight in an underhanded way, but that only works in the first half. When you fight enemies that take 3+ hits it gets tedious. This is sort of like the usual JRPG criticism, to deal with one encounter you have to spend like half a minute. This is the action version of that.
Weapons:
Everything about the attacks were just user hostile in the end. The sword only works half the time; The shuriken requires a windup and aiming in the air is tricky; And the panic attack is only useful in very rare situations. 1/10
Enemies:
I like the variety in theory, but all they tend to either take too many hits or require you to hit them at a very precise moment. It feels like busywork. 2/10
Non-Enemies:
None.
Levels:
A lot of the levels, once you take out the gotchas at the star, have genuinely clever moments in them. It feels like they really knew the capabilities of their engine. However, it feels like they expected you to know the exact ins and outs of every aspect of the game, which doesn't quite work in a game that constantly fights against you. 4/10
Player Agency:
At its most basic, a side-scrolling platformer, the game feels stiff. When it comes to combat, there are multiple issues that compound on top of it, like attacks not working, hitbox issues. All designed to put you to a dead stop. 2/10
Interactivity:
None.
Atmosphere:
There's some subtle horror here. The game starts off with a typical, happy opening section, before gradually turning into a horror game. Fits with the descent into insane difficulty too. Were the game more modern I could see this getting very bloody, and I don't think that would be a bad thing. 4/10
Graphics:
Animation feels limited, and there's a bit too much purple, but otherwise it looks very nice for EGA. It is obvious its EGA though. 3/10
Story:
None.
Sound/Music:
For some reason the sound on this just feels noisy, even for PC speaker. 1/10
That's 17, the second lowest Id Software game.
While the game does have issues in knowing what it wants to be, the most damning issue of all is that you're constantly fighting the controls and the tedium of it. For once, a computer game lacks the speed and style of its console counterparts. As I suspect this was made on a short time span, it is impressive, but outside of the context of its developer, it simply isn't worth talking about.
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