Ninja Blade
FromSoftware made a ridiculous cinematic action game about a ninja sky-surfing missiles and stopping jetliners with his bare feet. If that sentence does not already sell you, nothing will.
GamerScout Verdict
Worth it only for QTE-tolerant action fans willing to troubleshoot a rough PC port and bring a gamepad.
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About Ninja Blade
I came to Ninja Blade expecting a forgotten curio from a developer better known for punishing you slowly. What I got was something weirder: a game that is genuinely hard to categorize because it refuses to sit still long enough for a label to stick. Hack-and-slash? Yes. QTE showcase? Heavily. Interactive B-movie? Absolutely. The whole thing runs on the premise that FromSoftware wanted to bottle Hollywood action spectacle and hand the player the remote, and for stretches it actually works. You play as Ken Ogawa, a modern-day ninja deployed into parasite-infested Tokyo as part of an elite GUIDE squad. The combat core gives you three sword types - a balanced katana, fast twin blades, and a heavy broadsword - plus an oversized shuriken that picks up elemental abilities as you progress. Enemies drop Blood Crystals you spend on weapon upgrades across multiple tiers, and a Ninja Vision ability lets you scan enemies for weak points at the cost of your chi bar. The combat borrows from Devil May Cry and Ninja Gaiden without reaching either game's depth, but the hit feedback is solid and the combo flow is approachable enough that you will not need a tutorial video just to get moving. Where the game bets everything, though, is its QTE sequences. These are not tucked into boss finishers like most games would do. They are everywhere, running roughly half the total playtime, triggering motorcycle stunts through burning skyscrapers and culminating in one of the most cheerfully absurd action sequences you will find in any game from that era. A close-up of Ken's eye cues every one, so you are never blindsided, and the rewind-on-failure system means missing a button just rewinds the scene rather than sending you to a checkpoint. The problems are real and you should know them upfront. The PC port carries technical baggage: settings that do not persist between sessions, occasional crashes, and audio that can drop out entirely. The level design gets visibly lazy in the back half, with later stages recycling geometry from earlier ones. The story is cliched in a way that feels more accidental than knowingly camp, and the camera loses its composure in wide open boss arenas. Critically for PC players, the game is essentially unplayable on mouse and keyboard; a gamepad is not optional, it is required. Voice acting hovers somewhere between soap opera and direct-to-DVD action film, which either suits the tone or makes you cringe, depending on your patience. Who is this for, then? Players who enjoy cinematic action and do not expect Ninja Gaiden's precision or Devil May Cry's style depth will find a breezy, around nine-hour ride that keeps moving fast enough to mask its rougher edges. The costume customization is a small but genuine delight - you can finish a level in neon pink and it carries through to cutscenes. Leaderboard score chasing adds a thin layer of replay value for completionists. If you are QTE-averse, the game lets you dial difficulty down to near-automatic, which is a surprisingly self-aware concession. Just go in with a controller, temper expectations for the port quality, and treat it as a low-budget action film you happen to be pressing buttons through.

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System Requirements
Minimum
- Processor
- Pentium® 4 3, 2 GHz or similar Athlon® 64
- Memory
- 1 GB RAM
- Graphics
- 3D Video card with 256 MB VRAM, DirectX® 9.0c compatible (GeForce 8600GTS/Radeon HD2600XT or higher) DirectX®…
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Game Info
- Developer
- ND Games, bitComposer Games
- Publisher
- FromSoftware
- Release Date
- Nov 19, 2009