One of the thing I wish so much about NGSigma 2's team mission was to have the ability to choose our A.I's pattern. Many people would actually prefer playing Team Missions alone without a partner, however judging by the name 'Team', it would be stupid to play a Team mission alone. On prior to having an A.I partner, one of the good thing Team NINJA would have allowed was to make us choose our A.I pattern.
Aggressive: When you choose Aggressive pattern for the A.I, the A. I would fight on its own. Ignoring your calls and help. A.I would initiate ninpo without your consent, so if you want to pull off a double ninpo, you would have to do so when the A.I does. Sometimes if you pull off your own ninpo, the A.I may not want to pull of his/her own ninpo. The basis of this pattern is to make the A.I fight aggressively.
Offensive: Offensive is basically the normal pattern just like how the A.I fights from NGSigma 2. A.I would only pull off a ninpo if you do so, and when you are down the A.I will always try to revive you. The problem with this pattern is that if the A.I has a ninpo while you don't, the A.I would not use the ninpo.
Defensive: Defensive is basically making the A.I always defensive. The A.I will constantly block and evade while you do the killings and be offensive. When you are down the A.I will always try to revive you or can even pull off a ninpo before reviving you. The point of this pattern is to make you fight tougher bosses and enemies while the A.I partner steps back. Imaging playing Ultimate Ninja 5, this would prove useful.
Either we can change the AI pattern's real time during gameplay or having us choose a pattern before starting the match.
Not only do we get to choose a pattern, but allowing us to choose a specific pattern would change the tide of the battle.
Ninja Gaiden 3 will have Co-op missions just like Ninja Gaiden Sigma 2.
Sunday, 16 October 2011
Monday, 19 September 2011
World of Ninjas ideas
Game Modes
*Deathmatch
==Up to 8 Players
==The person with most kills wins
==Respawning is unlimited
*Team Deathmatch
==The team with the most kills wins
==Respawning is unlimited
*Survivor
==Teams of 2
==Once a player dies, player can no longer respawn (works like Gears of War multiplayer)
*Last Ninja Standing
==Deathmatch style
==All player are equipped with 5 Respawn lives. Once all 5 lives are used, player can no longer respawn
*Duel
==Tournament mode
==Basically winners stays on. When 1 v 1 battles, after the match the game will return to lobby and winner will fight the next ninja pending.
==Winners stays on until he becomes the champion
==Only 1 respawn live
New game type
<>Slay Hayabusa
Max Player- 4
Team Work
Players must work together as a team or individual as a lone wolf to hunt and kill Ryu Hayabusa wandering in the map.
Ryu Hayabusa will be over powered.
If team works together to kill Ryu, they would get Team Assist points.
If one person kills Ryu alone, he/she would get all the point. And mind you Ryu Hayabusa is not easy to kill, his attack damage would be identical to the same damage bosses perform in Ultimate Ninja from NGSigma 2.
Players should not expect to find Ryu running around or walking around looking for members. He can just pop in and out from no where when you least expect him.
<>Massacre Match
Max Player- 8
Deathmatch
A full blow deathmatch however with a little twist. Ryu Hayabusa can jump in the match anytime and will kill players who are vulnerable in the arena.
So imagine you getting 5 winning kills, Ryu Hayabusa might just pop out of no where and kill you, breaking your killing streak.
Instead of players being aware of other ninjas, they would also have to fear Ryu Hayabusa lurking in the shadows somewhere in the map.
Feature Challenges
Basically the Feat. Challenges are mini challenges players must perform. Instead of just constantly playing the same multiplayer and over again, players will be given challenges to perform in multiplayer. It basically works like Splinter Cell Conviction- evading from last seen position 5 times, Mark and Execute 5 enemies at the same time.
Or even F.E.A.R 3 challenges- get 3 different melee kills, slide kill 2 enemies, kill a ghost soldier with Riot Gear.
Challenges once completed can also be redone to earn points. Basically to determine your ranking and leveling, they are worked as points. Not only when you kill ninjas online you get points, but performing and completing challenges will earn you extra points.
Challenges are NOT achievements/trophies. You have to perform them only in a match. So if you killed 5 ninjas with an arrow 2/5, and wanted to perform it 3 more times in another game. It will not work. You have to complete a challenge only in a round match or it will reset.
*Kill a ninja with a shuriken
*Kill a ninja with an arrow 5 times in a row (0/5)
*Kill 2 ninjas with a ninpo
*Assassin- Kill 2 ninjas in a row without dying (0/5)
*Massacre- Kill 4 ninjas in a row without dying (0/3)
*Kill a ninja with an izuna drop (0/10)
*Kill each of the ninjas in the opposing team once
*Kill a ninja without taking an damages (0/2)
Profile and Earnings
The profile earnings are rewards you get for doing something in the game, it basically makes your profile shine and make you a dangerous clan or ninja.
*Shuriken Tag: Display lists of ninja shurikens. Each enemies you kill, you collect their Shuriken Ninja Star to remind you of a fallen live of a ninja you took. Battlefield Bad Company and Crysis does this.
*Fallen Clans: Lists of clans (team matches) your team has won. All the teams you've defeated their name will be displayed.
*In your Ninja profile it should display the name of your clan you belong to.
Customizing
*Ninja Star- A shuriken with your name embedded (when you get killed, someone can claim your Ninja Star)
*Colour Kanji letter Symbol- choose the colour of your kanji symbol
*Customizing Kunoichi: Players should be able to create Kunoichi/ female ninjas. There are lots of gamer girls who play NG. Thanks to NGSigma 2 and the merger of Tecmo Koei. Dynasty Warriors fans, mainly the female types solely enjoyed playing Ninja Gaiden Sigma 2 in Acolyte and Warrior mode as well as Team Missions. For that we were able to get more female gamers into NG.
I mean we shouldn't be intimidated or frighten to kill a kunoichi just because they are female ninjas, neither shouldn't the kunoichis.
Perks
*Perk Slots: To balance the game, players can ONLY choose up to 2 perks! (no more than 2!). Giving players ablility to select more than 2 perks will ruin the fun online.
*Kamikaze explosion perk: Depending on how the combat is designed online, if there would be Obliterating Technique.
When a player slightly kills another ninja, player can use Obliterate Technique to completely finish them off. If the player does not use OT, the dying ninja will have a chance to commit Kamikaze. Basically the ninja would explode if you are close by him/her. Originally the explosion will not completely kill you but will take 20% damage. So think of it as having 100% health, you fought a ninja leaving you with 80%. If you are caught in the kamikaze blast, it would leave you with 60% health. So ninjas with 20% health who are caught in the blast will be killed.
Players cannot perform a Kamikaze explosion if they are Obliterated. I turned this to a perk because if every ninja are equipped with a kamikaze explosion, every killer would expect a dead ninja to explode. So if this is a perk, you would not know what sort of ninja might kamikaze on you after killing them.
*Stealth Attack Perk: We NG fans WILL definitely want the Stealth Attack in multiplayer.
This is due to majority of players who love 'camping' and not going into the battlefield to fight. Many gamers these days are doing this in many FPS multiplayer games. Instead of going to the field to fight, they stay behind and camp, sniping or waiting for enemies to approach.
Now for NG3 Multiplayer. Players who are shooting arrows from rooftops or higher grounds can be approached with stealth walking/running and be melee stabbed from behind.
Walking behind another ninja to melee stab them that ends up killing them will break the game therefore in order to balance the game, instead of the stab killing the victim, the stab basically takes like 50% damage off the player's 100% complete healthbar.
Using this perk basically mutes the players footstep when running or walking. They would get the opportunity to use it when they stalk a prey ninja wandering or target a ninja camping behind the battlefield.
Originally this move can be used by all ninjas but I wanted it to become a perk because we can have players online abusing this system if it was open to everybody. Even in battlefield, while you are dealing with another ninja, someone can just sneak up behind you and stab you. It would be like Anarchy Reigns all out brawling:/ So I believe if this Stealth Attack is a perk, everyone will not be able to abuse this.
*Smoke Bombs Perk: Using Smoke Bombs to blindd a ninja or groups of ninja. Using the smoke bomb will allow the player to jump on the ninja while blinded by the smoke or to basically escape and ambush.
*Flash bang bomb Perk: Using a flash bang to temporary blind the enemy. Using a flash bang will allow the ninja to counter attack or escape when dying.
*Incendiary Explosive: Ninjas can only equip maximum of 10 or 5 incendiary explosives.
*Weapon slot Perk: Player can increase the amount of ammo they can carry for Arrows or Shurikens.
For an example normally you are limited to a maximum of 10 Arrows. By using this perk, you can increase the maximum of arrows from 10 to 15 arrows. The same can be used with Shuriken stocks.
* Camouflage perk: Another perk options can be Camouflage. Ninjas are known to be camouflage or blending with the environments.
Now there will be 2 types of camouflag the player can use that will help balance the game
--Ground Camouflag perk= It is said that ninjas can hide underground the soil and pop out to surprise their enemies. If the player equips this perk, the player would be able to camouflag as the ground.
Player would have to stand on the ground idle for 5 seconds activate the camouflage or player can just press an Action button to turn on the Camouflage function. Then the ninja would automatically play an animation to disguise himself as the ground, as the ninja lays to the ground.
To balance this I'm thinking if this perk should only work on soil grounds, work on all types of surface (inlcuding rooftops and materials) or solid grounds (excluding rooftops and materials).
And yes if the player moves a inch, it will reveal their position and body. It would not give too much away however if another player pays attention to the transfiguration of a surface blending with another, the player can tell a ninja is in disguise.
--Shadow camouflage= Ninjas are known to use the shadows to their advantage, basically they are unseen in the shadow. If the player uses this perk and stands in a shadow under 5 seconds, the player will remain unseen to the naked eyes. Its like going invincible in Killzone 3 or Crysis 2. Even though the player moves while in the shadow, the player can still become unseen!
*Deception perk: I was watching Ninja in the Dragons Den the other day and they introduce this deception very good in the movie. I was thinking what if the art of deception can be used in NG3's multiplayer. No this isn't the art of pretending to be your enemy which I believe is so annoying and flawed in Killzone 3. I believe the art of creating a fake version of yourself and the enemy will thing that is you. Its like a hologram version just like in Duke Nukem Forever or Crysis 2. Basically when the ninja turns on the Deception perk, the fake version of yourself will lay on the ground pretending to be using a Ground camouflage. When a ninja falls for your trap, you can just attack from behind.
*Play Dead Perk: Players can only act dead if they are dealt with a critical hit. By not pressing any button, when the ninja falls to the ground, the ninja will act die (or play dead). This will give the player a chance to get up and sneak up behind another ninja or to escape. Or to make use of this function, the player can just press the Action Button to turn on the Play Dead perk.
*Mark of Death Perk: Ninjas always mark their target and can track them down if they failed at assassinating the target first time. If the player equips this perk, the player would be able to track down the target if the ninja fails at killing that target. In addition, the team mates of the ninja can also see that target and kill them. If a ninja is marked as a target, others will be able to see through the ninja's disguise or camouflage
*Seeing eye perk: Ninjas are always aware of their surroundings and are always prepare to face whatever the enemy or target is about to pull off. If the player equips this perk, the player would be able to see the selected perks other ninjas have equipped. This allows the ninja to be aware if a ninja has the Kamikaze Explosion perk on or Camouflag perk on. In addition to this, the ninja will also be able to see through ninja camouflage and ninjas hiding/camouflaging in the shadow.
*Chainmail perk: Ninjas wear chainmail as a bulletproof to prevent internal damages to their body or reduce damages when fighintg. If the player equips this Chainmail perk, it will reduce the damage taken by shuriken, arrows (incendiary explosions?). This perk can also reduce the damage when player are caught in a Kamikaze explosion. And also reduces damage taken by Stealth attack from behind.
Balancing Perks
In order to show that the perks are balance and work together and against each other. Here is the list of what works against another perk in terms of cancellation. I have grouped them by Plus and Minus sign. Plus sign means the advantage a perk as over other perks. Minus sign means this disadvantage of the perks towards other perks.
Kamikaze perk-
-Chainmail perk- Reduces kamikaze explosion damage by ninja wearing chainmail perk
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Stealth perk-
+Ground camouflag- reveals ninja hiding underground
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Smoke Perk-
+Play Dead- reveals ninja playing dead. When used, playing dead ninja would slightly move.
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Flash bang perk-
+Shadow camouflage- Slightly reveals shadow camouflage perk
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Incendiary perk-
+Ground camouflag- Hurts ninjas camouflaging in underground
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Weapon slot perk-
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Ground camou perk-
+Stealth Attack- Can hear ninjas footstep who are using stealth attack
+Smoke perk- Can see through smoke bombs
+Flash bang perk- Unaffected by flash bangs
-Mark of death- Ninjas with mark of death who targeted you can see through your underground hiding
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Shadow camou perk-
-Flashbang perk- Flash bang will temporary reveal ninja hiding in the shadow
-Mark of death- Ninjas with mark of death who targeted you can see through your shadow hiding
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Deception perk-
-Mark of death- Ninjas with mark of death who targeted you can see through your deception
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Play dead perk-
-Smoke perk- will make ninjas playing dead slightly twitch and move
-Mark of death- Ninjas with mark of death who targeted you can see through your playing dead
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Mark of death perk-
+Shadow camouflage- will reveal target ninja who goes into hiding in the shadow
+Ground camouflage-will reveal target ninja who goes into hiding underground
+Playing Dead-will reveal target ninja who plays dead
+Deception perk-will reveal target ninja's deception
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Seeing eye perk-
+Reveals all perks equipped by a ninja
+Playing Dead- reveals ninjas playing dead
+Deception perk- reveals ninjas deception
Chaimmail perk-
+Projectile weapons- Reduces damage taken by shurikens and arrows
+Incendiary perk- reduces damage taken by incendiary explosions
+Stealth attack- reduces damage taken by Stealth Attacks 30%
+Kamikaze perk- reduces damage taken by kamikaze blast 10%
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
*Deathmatch
==Up to 8 Players
==The person with most kills wins
==Respawning is unlimited
*Team Deathmatch
==The team with the most kills wins
==Respawning is unlimited
*Survivor
==Teams of 2
==Once a player dies, player can no longer respawn (works like Gears of War multiplayer)
*Last Ninja Standing
==Deathmatch style
==All player are equipped with 5 Respawn lives. Once all 5 lives are used, player can no longer respawn
*Duel
==Tournament mode
==Basically winners stays on. When 1 v 1 battles, after the match the game will return to lobby and winner will fight the next ninja pending.
==Winners stays on until he becomes the champion
==Only 1 respawn live
New game type
<>Slay Hayabusa
Max Player- 4
Team Work
Players must work together as a team or individual as a lone wolf to hunt and kill Ryu Hayabusa wandering in the map.
Ryu Hayabusa will be over powered.
If team works together to kill Ryu, they would get Team Assist points.
If one person kills Ryu alone, he/she would get all the point. And mind you Ryu Hayabusa is not easy to kill, his attack damage would be identical to the same damage bosses perform in Ultimate Ninja from NGSigma 2.
Players should not expect to find Ryu running around or walking around looking for members. He can just pop in and out from no where when you least expect him.
<>Massacre Match
Max Player- 8
Deathmatch
A full blow deathmatch however with a little twist. Ryu Hayabusa can jump in the match anytime and will kill players who are vulnerable in the arena.
So imagine you getting 5 winning kills, Ryu Hayabusa might just pop out of no where and kill you, breaking your killing streak.
Instead of players being aware of other ninjas, they would also have to fear Ryu Hayabusa lurking in the shadows somewhere in the map.
Feature Challenges
Basically the Feat. Challenges are mini challenges players must perform. Instead of just constantly playing the same multiplayer and over again, players will be given challenges to perform in multiplayer. It basically works like Splinter Cell Conviction- evading from last seen position 5 times, Mark and Execute 5 enemies at the same time.
Or even F.E.A.R 3 challenges- get 3 different melee kills, slide kill 2 enemies, kill a ghost soldier with Riot Gear.
Challenges once completed can also be redone to earn points. Basically to determine your ranking and leveling, they are worked as points. Not only when you kill ninjas online you get points, but performing and completing challenges will earn you extra points.
Challenges are NOT achievements/trophies. You have to perform them only in a match. So if you killed 5 ninjas with an arrow 2/5, and wanted to perform it 3 more times in another game. It will not work. You have to complete a challenge only in a round match or it will reset.
*Kill a ninja with a shuriken
*Kill a ninja with an arrow 5 times in a row (0/5)
*Kill 2 ninjas with a ninpo
*Assassin- Kill 2 ninjas in a row without dying (0/5)
*Massacre- Kill 4 ninjas in a row without dying (0/3)
*Kill a ninja with an izuna drop (0/10)
*Kill each of the ninjas in the opposing team once
*Kill a ninja without taking an damages (0/2)
Profile and Earnings
The profile earnings are rewards you get for doing something in the game, it basically makes your profile shine and make you a dangerous clan or ninja.
*Shuriken Tag: Display lists of ninja shurikens. Each enemies you kill, you collect their Shuriken Ninja Star to remind you of a fallen live of a ninja you took. Battlefield Bad Company and Crysis does this.
*Fallen Clans: Lists of clans (team matches) your team has won. All the teams you've defeated their name will be displayed.
*In your Ninja profile it should display the name of your clan you belong to.
Customizing
*Ninja Star- A shuriken with your name embedded (when you get killed, someone can claim your Ninja Star)
*Colour Kanji letter Symbol- choose the colour of your kanji symbol
*Customizing Kunoichi: Players should be able to create Kunoichi/ female ninjas. There are lots of gamer girls who play NG. Thanks to NGSigma 2 and the merger of Tecmo Koei. Dynasty Warriors fans, mainly the female types solely enjoyed playing Ninja Gaiden Sigma 2 in Acolyte and Warrior mode as well as Team Missions. For that we were able to get more female gamers into NG.
I mean we shouldn't be intimidated or frighten to kill a kunoichi just because they are female ninjas, neither shouldn't the kunoichis.
Perks
*Perk Slots: To balance the game, players can ONLY choose up to 2 perks! (no more than 2!). Giving players ablility to select more than 2 perks will ruin the fun online.
*Kamikaze explosion perk: Depending on how the combat is designed online, if there would be Obliterating Technique.
When a player slightly kills another ninja, player can use Obliterate Technique to completely finish them off. If the player does not use OT, the dying ninja will have a chance to commit Kamikaze. Basically the ninja would explode if you are close by him/her. Originally the explosion will not completely kill you but will take 20% damage. So think of it as having 100% health, you fought a ninja leaving you with 80%. If you are caught in the kamikaze blast, it would leave you with 60% health. So ninjas with 20% health who are caught in the blast will be killed.
Players cannot perform a Kamikaze explosion if they are Obliterated. I turned this to a perk because if every ninja are equipped with a kamikaze explosion, every killer would expect a dead ninja to explode. So if this is a perk, you would not know what sort of ninja might kamikaze on you after killing them.
*Stealth Attack Perk: We NG fans WILL definitely want the Stealth Attack in multiplayer.
This is due to majority of players who love 'camping' and not going into the battlefield to fight. Many gamers these days are doing this in many FPS multiplayer games. Instead of going to the field to fight, they stay behind and camp, sniping or waiting for enemies to approach.
Now for NG3 Multiplayer. Players who are shooting arrows from rooftops or higher grounds can be approached with stealth walking/running and be melee stabbed from behind.
Walking behind another ninja to melee stab them that ends up killing them will break the game therefore in order to balance the game, instead of the stab killing the victim, the stab basically takes like 50% damage off the player's 100% complete healthbar.
Using this perk basically mutes the players footstep when running or walking. They would get the opportunity to use it when they stalk a prey ninja wandering or target a ninja camping behind the battlefield.
Originally this move can be used by all ninjas but I wanted it to become a perk because we can have players online abusing this system if it was open to everybody. Even in battlefield, while you are dealing with another ninja, someone can just sneak up behind you and stab you. It would be like Anarchy Reigns all out brawling:/ So I believe if this Stealth Attack is a perk, everyone will not be able to abuse this.
*Smoke Bombs Perk: Using Smoke Bombs to blindd a ninja or groups of ninja. Using the smoke bomb will allow the player to jump on the ninja while blinded by the smoke or to basically escape and ambush.
*Flash bang bomb Perk: Using a flash bang to temporary blind the enemy. Using a flash bang will allow the ninja to counter attack or escape when dying.
*Incendiary Explosive: Ninjas can only equip maximum of 10 or 5 incendiary explosives.
*Weapon slot Perk: Player can increase the amount of ammo they can carry for Arrows or Shurikens.
For an example normally you are limited to a maximum of 10 Arrows. By using this perk, you can increase the maximum of arrows from 10 to 15 arrows. The same can be used with Shuriken stocks.
* Camouflage perk: Another perk options can be Camouflage. Ninjas are known to be camouflage or blending with the environments.
Now there will be 2 types of camouflag the player can use that will help balance the game
--Ground Camouflag perk= It is said that ninjas can hide underground the soil and pop out to surprise their enemies. If the player equips this perk, the player would be able to camouflag as the ground.
Player would have to stand on the ground idle for 5 seconds activate the camouflage or player can just press an Action button to turn on the Camouflage function. Then the ninja would automatically play an animation to disguise himself as the ground, as the ninja lays to the ground.
To balance this I'm thinking if this perk should only work on soil grounds, work on all types of surface (inlcuding rooftops and materials) or solid grounds (excluding rooftops and materials).
And yes if the player moves a inch, it will reveal their position and body. It would not give too much away however if another player pays attention to the transfiguration of a surface blending with another, the player can tell a ninja is in disguise.
--Shadow camouflage= Ninjas are known to use the shadows to their advantage, basically they are unseen in the shadow. If the player uses this perk and stands in a shadow under 5 seconds, the player will remain unseen to the naked eyes. Its like going invincible in Killzone 3 or Crysis 2. Even though the player moves while in the shadow, the player can still become unseen!
*Deception perk: I was watching Ninja in the Dragons Den the other day and they introduce this deception very good in the movie. I was thinking what if the art of deception can be used in NG3's multiplayer. No this isn't the art of pretending to be your enemy which I believe is so annoying and flawed in Killzone 3. I believe the art of creating a fake version of yourself and the enemy will thing that is you. Its like a hologram version just like in Duke Nukem Forever or Crysis 2. Basically when the ninja turns on the Deception perk, the fake version of yourself will lay on the ground pretending to be using a Ground camouflage. When a ninja falls for your trap, you can just attack from behind.
*Play Dead Perk: Players can only act dead if they are dealt with a critical hit. By not pressing any button, when the ninja falls to the ground, the ninja will act die (or play dead). This will give the player a chance to get up and sneak up behind another ninja or to escape. Or to make use of this function, the player can just press the Action Button to turn on the Play Dead perk.
*Mark of Death Perk: Ninjas always mark their target and can track them down if they failed at assassinating the target first time. If the player equips this perk, the player would be able to track down the target if the ninja fails at killing that target. In addition, the team mates of the ninja can also see that target and kill them. If a ninja is marked as a target, others will be able to see through the ninja's disguise or camouflage
*Seeing eye perk: Ninjas are always aware of their surroundings and are always prepare to face whatever the enemy or target is about to pull off. If the player equips this perk, the player would be able to see the selected perks other ninjas have equipped. This allows the ninja to be aware if a ninja has the Kamikaze Explosion perk on or Camouflag perk on. In addition to this, the ninja will also be able to see through ninja camouflage and ninjas hiding/camouflaging in the shadow.
*Chainmail perk: Ninjas wear chainmail as a bulletproof to prevent internal damages to their body or reduce damages when fighintg. If the player equips this Chainmail perk, it will reduce the damage taken by shuriken, arrows (incendiary explosions?). This perk can also reduce the damage when player are caught in a Kamikaze explosion. And also reduces damage taken by Stealth attack from behind.
Balancing Perks
In order to show that the perks are balance and work together and against each other. Here is the list of what works against another perk in terms of cancellation. I have grouped them by Plus and Minus sign. Plus sign means the advantage a perk as over other perks. Minus sign means this disadvantage of the perks towards other perks.
Kamikaze perk-
-Chainmail perk- Reduces kamikaze explosion damage by ninja wearing chainmail perk
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Stealth perk-
+Ground camouflag- reveals ninja hiding underground
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
+Play Dead- reveals ninja playing dead. When used, playing dead ninja would slightly move.
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Flash bang perk-
+Shadow camouflage- Slightly reveals shadow camouflage perk
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
+Ground camouflag- Hurts ninjas camouflaging in underground
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Weapon slot perk-
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Ground camou perk-
+Stealth Attack- Can hear ninjas footstep who are using stealth attack
+Smoke perk- Can see through smoke bombs
+Flash bang perk- Unaffected by flash bangs
-Mark of death- Ninjas with mark of death who targeted you can see through your underground hiding
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Shadow camou perk-
-Flashbang perk- Flash bang will temporary reveal ninja hiding in the shadow
-Mark of death- Ninjas with mark of death who targeted you can see through your shadow hiding
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Deception perk-
-Mark of death- Ninjas with mark of death who targeted you can see through your deception
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Play dead perk-
-Smoke perk- will make ninjas playing dead slightly twitch and move
-Mark of death- Ninjas with mark of death who targeted you can see through your playing dead
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
+Shadow camouflage- will reveal target ninja who goes into hiding in the shadow
+Ground camouflage-will reveal target ninja who goes into hiding underground
+Playing Dead-will reveal target ninja who plays dead
+Deception perk-will reveal target ninja's deception
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
+Reveals all perks equipped by a ninja
+Playing Dead- reveals ninjas playing dead
+Deception perk- reveals ninjas deception
Chaimmail perk-
+Projectile weapons- Reduces damage taken by shurikens and arrows
+Incendiary perk- reduces damage taken by incendiary explosions
+Stealth attack- reduces damage taken by Stealth Attacks 30%
+Kamikaze perk- reduces damage taken by kamikaze blast 10%
-Seeing eye perk- Ninjas with seeing eye perk can see this perk
Ranking Progression
The Ranking Progression should be judged by:
*killing a lvl 30 ninja in a game: while you are way below his level like lvl13
*Killing the highest top kill in a match: Like checking the Scoreboard and you have the highest points or kills
*Every kill you get in an online game
*Being a team player: like 'assisting' your team mate take down another ninja
*performing feats and challenging in a a match- so instead of just spamming izuna drop, getting 4 kills without dying will increase your points.
Wednesday, 10 August 2011
Emblems Ranking+Ninja Profile: An addition to NG3's Ninja Records
It is quite apparent that NG3 will have Ninja Records back either the same like in Sigma 2 or quite reformed. Here is something cool I thought of while watching the same E3 demo gameplay videos for countless times.
It is to do with how the player plays the game, as you can tell the player can perform free actions features against enemies and in the game: assassinating enemies from behind and obliterating enemies.
On prior to the Ninja Gaiden 3's Shadow of the World Ninja Records. Apart from getting the Master Ninja Rank, what if we players can get a reward ranking emblems for the amount of actions we do?
Let's say we have Player 1 and Player 2.
*Player 1 loves to OT crawling enemies and doesn't leave a single one alive. However Player 2 loves seeing enemies crawl til they die and rarely OT enemies.
*Player 1 loves to assassinate enemies from behind by always playing stealth; player 2 loves running and fighting instead of playing stealth.
The game's system would count the player actions and determines a ranking emblem for them.
-JaSon Fire-
Adept Ninja | Stealth Assassinator | Obliterator
-Black Xino-
Master Ninja | Dexterity Anxiety | Merciful | Ultimate Killer
As you can see from the example: Stealth Assassinator is awarded for the player performing more Assassination stealth kills. Dexterity Anxiety is rewarded for the player running into the battlefield and fighting.
Obliterator is awarded for the player OT'ing every dying enemies and Merciful is awarded for players leaving crawling enemies to die.
Ultimate Killer is awarded for players who loves to use Ultimate Technique all the time.
I believe this is something players would want to achieve rather than getting the most kills with a weapon or getting 100 combo or even trying to get all achievements. This badge would be something that reflects on their personality and how they play.
When you are about to play Co-op or Team Deathmatch with someone online, if you look at their outcome Ninja Profile you can immediately tell what kind of a player this person is or how they usually play.
It is also something people would want others to understand that their profile reflect their skills. "Yes I'm a master ninja and I want people to know I am an obliterator".
This will also encourage players to be dynamic, instead of a gamer who loves obliterating enemies, why doesn't he allow them to die for once? It allows player to try to experiment different play style rather than just sticking to one.
Here is an example I had to create: it's a Ninja Profile or Ninja Badge.
As you can see this is your Ninja Profile or Ninja Badge. It represents your current statue on your Storymode playthrough if you've beaten Warrior or Master Ninja.
*You can see that Player 1- Black Xino has red background colour, player 2 decided to choose blue. This would allow players to choose their own colour background.
*The image to the right in the box is the player's "Most Used" or Favourite Character. I love using Ayane so the system choose Ayane has my favourite most used character. Player 2's favourite is Ryu.
*Second Coloumn is the emblems that reflects what kind of a ninja they are if they are merciful or obliterator.
*Final is the clan tag name. Ninja Gaiden 3 will have 8 player multiplayer therefore players can create clans. So if you see someone in Silver Plates or Front Wing Clan name under their badge then it means you are fighting one of the clans. Can you eliminate all the players in the Front Wing Clan?:)
The emblems will be rewarded to player either playing online or offline and once achieved player can change it anytime by just playing the opposite play style. Let's say you have an Obliterator badge and want to change it to Merciful, each time you let enemies crawl and die. The points would be deducted to level up the Merciful bar.
I personally HATE maths with all my life but think of it this way:
And the more you achieve, the more the number grows, so add 25 more merciful achieves to the system and the system would update to Merciful* = 54. Which is above 50 and that should automatically change your status from Obliterator to Merciful.
This would sort of work like inFAMOUS how Cole gets 2 types of personality, if he kills civilians he goes red and if he does good he goes blue.
It is to do with how the player plays the game, as you can tell the player can perform free actions features against enemies and in the game: assassinating enemies from behind and obliterating enemies.
On prior to the Ninja Gaiden 3's Shadow of the World Ninja Records. Apart from getting the Master Ninja Rank, what if we players can get a reward ranking emblems for the amount of actions we do?
Let's say we have Player 1 and Player 2.
*Player 1 loves to OT crawling enemies and doesn't leave a single one alive. However Player 2 loves seeing enemies crawl til they die and rarely OT enemies.
*Player 1 loves to assassinate enemies from behind by always playing stealth; player 2 loves running and fighting instead of playing stealth.
The game's system would count the player actions and determines a ranking emblem for them.
-JaSon Fire-
Adept Ninja | Stealth Assassinator | Obliterator
-Black Xino-
Master Ninja | Dexterity Anxiety | Merciful | Ultimate Killer
As you can see from the example: Stealth Assassinator is awarded for the player performing more Assassination stealth kills. Dexterity Anxiety is rewarded for the player running into the battlefield and fighting.
Obliterator is awarded for the player OT'ing every dying enemies and Merciful is awarded for players leaving crawling enemies to die.
Ultimate Killer is awarded for players who loves to use Ultimate Technique all the time.
I believe this is something players would want to achieve rather than getting the most kills with a weapon or getting 100 combo or even trying to get all achievements. This badge would be something that reflects on their personality and how they play.
When you are about to play Co-op or Team Deathmatch with someone online, if you look at their outcome Ninja Profile you can immediately tell what kind of a player this person is or how they usually play.
It is also something people would want others to understand that their profile reflect their skills. "Yes I'm a master ninja and I want people to know I am an obliterator".
This will also encourage players to be dynamic, instead of a gamer who loves obliterating enemies, why doesn't he allow them to die for once? It allows player to try to experiment different play style rather than just sticking to one.
Here is an example I had to create: it's a Ninja Profile or Ninja Badge.
As you can see this is your Ninja Profile or Ninja Badge. It represents your current statue on your Storymode playthrough if you've beaten Warrior or Master Ninja.
*You can see that Player 1- Black Xino has red background colour, player 2 decided to choose blue. This would allow players to choose their own colour background.
*The image to the right in the box is the player's "Most Used" or Favourite Character. I love using Ayane so the system choose Ayane has my favourite most used character. Player 2's favourite is Ryu.
*Second Coloumn is the emblems that reflects what kind of a ninja they are if they are merciful or obliterator.
*Final is the clan tag name. Ninja Gaiden 3 will have 8 player multiplayer therefore players can create clans. So if you see someone in Silver Plates or Front Wing Clan name under their badge then it means you are fighting one of the clans. Can you eliminate all the players in the Front Wing Clan?:)
The emblems will be rewarded to player either playing online or offline and once achieved player can change it anytime by just playing the opposite play style. Let's say you have an Obliterator badge and want to change it to Merciful, each time you let enemies crawl and die. The points would be deducted to level up the Merciful bar.
I personally HATE maths with all my life but think of it this way:
*Obliterator | Merciful
(50 kills rewards a badge)
50 | -10
Now in other to get Merciful badge
Obliterator | Merciful
(50 kills rewards a badge)
-21 | 29
And the more you achieve, the more the number grows, so add 25 more merciful achieves to the system and the system would update to Merciful* = 54. Which is above 50 and that should automatically change your status from Obliterator to Merciful.
This would sort of work like inFAMOUS how Cole gets 2 types of personality, if he kills civilians he goes red and if he does good he goes blue.
Thursday, 30 June 2011
What Ninja Gaiden 3 can look like in 3D
Here are two 3d anaglyph images I created for NG3. It gives off a feeling how the game might look like in 3D stereo without the classics.
You need red+blue glasses to experience the effect.
Purpose of the 3D that would work well with NG3 is that when Steel on Bone triggers and the camera zooms in, the 3d effect will focus more on the sword impaling the enemy and sticking out right in your face.
You need red+blue glasses to experience the effect.
Purpose of the 3D that would work well with NG3 is that when Steel on Bone triggers and the camera zooms in, the 3d effect will focus more on the sword impaling the enemy and sticking out right in your face.
Here is the trailer I made in 3D
Wednesday, 22 June 2011
Shadows of the World costumes+Boxart
Here are a few image edits I made, it's meant to be a nostalgic feeling to Ninja Gaiden 2's Red Dark Blood and Tribal Costume. By the way there were originally designed in Ninja Gaiden 2 did not meet my expectations however in Ninja Gaiden 3 I do hope we can choose these colour palette edits in Shadows of the World costume
Red Dark Blood (Ninja Gaiden 2-Normal Mode)
Classic Legendary Falcon (Ninja Gaiden 1- Default costume)
Tribal Costume (Ninja Gaiden 2- Master Ninja)
Mythical suit from Ninja Gaiden Sigma 2 DLC
And here's a boxart I made
Friday, 25 February 2011
Manriki-Gusari
I've been thinking about this weapon and watching demonstration videos to see how Ryu could uniquely wield this weapon. First of all it bares the same style and name of a Kusari-gama and kyokestu-shogei. One of the main purpose of this kind of weapon is to handle two enemies, one in front of you and the other behind or more like surrounding enemies. I can call this the fluid version of a Nunchakus, think of the Manriki-Gusari as a nunchaku but a fully bendable and flexible nunchakus.
From the video demonstrations I've seen with this weapon, it's mostly to do with swinging which I know of course that's the fundamental of it's creation.
The only purpose I can think Ryu to wield this weapon like a Nunchaku though swinging it with a different style. Ryu can also use this weapon to deflect projectile attacks.
If you think about it, the Vigoorian Flails and the Nunchaku are exactly the same however the difference between them is that Vigoorian has a blade at both handles and allows Ryu to wield it in a devastating way (to `slash` of-course). While a normal nuchaku is designed to knock out opponents.
Now the Manriki-gusari can be considered the third type of a Nunchaku and the moves Vigoorian Flails couldn't do, the manriki-gusari could do.
From the video demonstrations I've seen with this weapon, it's mostly to do with swinging which I know of course that's the fundamental of it's creation.
The only purpose I can think Ryu to wield this weapon like a Nunchaku though swinging it with a different style. Ryu can also use this weapon to deflect projectile attacks.
If you think about it, the Vigoorian Flails and the Nunchaku are exactly the same however the difference between them is that Vigoorian has a blade at both handles and allows Ryu to wield it in a devastating way (to `slash` of-course). While a normal nuchaku is designed to knock out opponents.
Now the Manriki-gusari can be considered the third type of a Nunchaku and the moves Vigoorian Flails couldn't do, the manriki-gusari could do.
The weapon can work like Ninja Blade's Twin Swords.
Forward to 1:42
As for Ninja Blade's Twin Sword, I'm not sure what it is, I can't really tell by the animation. Though I can guess they are Flexible Swords, that weapon is my favourite, regardless of it being the weakest:)
But please watch the video and look how Ken Ogawa uses the Twin Swords, now imgine if Ryu could wield the Manriki-gusari similar to it? Ryu would wield the Manriki-gusari like the Vigoorian Flails but with more advance and fluid moves, and also the manriki-gusari can deflect projectiles once swung like Ken Ogawa's Twin Blade.
Please watch this video , the author doesn't want to display the embed code:/
It's a demonstration of how the Manrikigusari can be used and swung.
Ashiko
Further to the discussion about Ninja Gaiden 3's gameplay reinvented and we ALL desperately cannot wait to see the actual gameplay. I was thinking about Ashiko weapon which is a spike that straps around the ninja's palm and under-feet to enable climbing. If NG3 is a total revamp, including this weapon will aid it's reinvention. Why? what could the spike strap possibly do in terms of attacking and defending?
Originally Ryu can run up walls and run along walls, why don't we say if the Player equips the Ashiko's secondary weapon, it would enable Ryu to perform those feats such as running up wall and running along walls. If the Ashiko is not equipped therefore Ryu cannot run up any wall or along a wall.
It might seem like a step back, though in terms of reality it would actually make sense and become more realistic. From my point of view and with my ideas; I am trying to make NG feel and play realistic while maintaining the Ultimate combat of hack n slash other action ninja games lack. If you think about Tenchu; it's a ninjutsu game just like Ninja Gaiden though it follows the path of being more realistic in terms of stealth since the whole purpose of being a ninja is to be stealthy. What if Ninja Gaiden is exactly like Tenchu (realistic) but with insane exaggerated combat? It would once again become like an upgraded version of Splinter Cell which is Conviction. It retains the stealthy gameplay but more badass action than ever.
Putting the Ashkio in the game will evidentially degrade Ryu's agility; on the positive side we can say equipping this weapon will allow Ryu to further run along walls or up walls for a longer time. We can even add that performing the Wind Run/Wind Path on an enemy would cause a direct stagger and weigh them down for an additional few seconds more.
Originally Ryu can run up walls and run along walls, why don't we say if the Player equips the Ashiko's secondary weapon, it would enable Ryu to perform those feats such as running up wall and running along walls. If the Ashiko is not equipped therefore Ryu cannot run up any wall or along a wall.
It might seem like a step back, though in terms of reality it would actually make sense and become more realistic. From my point of view and with my ideas; I am trying to make NG feel and play realistic while maintaining the Ultimate combat of hack n slash other action ninja games lack. If you think about Tenchu; it's a ninjutsu game just like Ninja Gaiden though it follows the path of being more realistic in terms of stealth since the whole purpose of being a ninja is to be stealthy. What if Ninja Gaiden is exactly like Tenchu (realistic) but with insane exaggerated combat? It would once again become like an upgraded version of Splinter Cell which is Conviction. It retains the stealthy gameplay but more badass action than ever.
Putting the Ashkio in the game will evidentially degrade Ryu's agility; on the positive side we can say equipping this weapon will allow Ryu to further run along walls or up walls for a longer time. We can even add that performing the Wind Run/Wind Path on an enemy would cause a direct stagger and weigh them down for an additional few seconds more.
Saturday, 19 February 2011
Contents
- Improving Menu Design
- Graphics
- Story
- Weapons
- Projectile Weapons
- Ninpo
- Additional Details in Weapon Menu
- Weapons Upgrading System
- Armlets
- Stamina Meter
- Ultimate Technique+Obliteration Technique
- Customization
- New Gameplay Mechanism
- Non-Linear Gameplay!
- HUD Effect
- Expanding Team Missions
- Enemies
- Bosses
- Character+Playable
- Ninja Cinema
- Difficulty
- Combos
- Ninja Art Style
- Controls
- End of ideas...not
- One more important thing
- Ninja Versus
- Ninja Gaiden (3)
Sunday, 6 February 2011
Explosive Kunai Dynamic
When you use the Explosive Kunai or Incendiary Shuriken dart or Explosive dart whatever people calls it, if you see how it works and see it in action; you'd notice it's actually outdated and not that useful in terms of "mechanic".
If an enemy throws an explosive dart at you, the time ticks and counts down doesn't it and then explodes?
Now imagine if you map the Explosive Darts to your Primary Projectile slot, you press B/Circle and Ryu throws a dart that explodes instantly upon contact with an object or enemy. What if you hold down the B/Circle button for 3 seconds; let go and when your explosive dart touches an enemy or an object; it delays for 3 seconds and then explode?
This is another way of playing strategic in Ninja Gaiden 3, I am not making the game feel easier by holding down B/Circle to charge for Ultimate Technique; and once I release the button Ryu throws about 3 or 4 explosive darts that gives extra damage upon impact. Why is this system Explosive Dart called dynamic? because if you hold down the B/Circle button for some time, the time you used up will reflect to the explosive thrown at an enemy.
If I hold the button for 10 second and let go; the explosive dart will be timed for 10sec and then explode!
If you look at the original explosive dart, it really doesn't offer anything in "timed"-explosive, it's just more of a shuriken that can explode on contact with an enemy. With this new explosive dart using a dynamic mechanic, you can hold the button for a short time and the time held will reflect to the explosive dart thrown.
"In terms of being dynamic, how exactly would this affect the gameplay?"
Well imagine you see a Berserker, you hold down the B/Circle button for 5 second, while running away as the Berserker pursuits you, once you throw it to the ground, if the Berserker runs by it on time with the -timed- explosive dart, the Berserker will get affected once the dart explodes.
Observe Ayane's explosive kunai and just imagine if you can set the timer for the kunai to explode, it will bring new possible gameplay and strategies.
If an enemy throws an explosive dart at you, the time ticks and counts down doesn't it and then explodes?
Now imagine if you map the Explosive Darts to your Primary Projectile slot, you press B/Circle and Ryu throws a dart that explodes instantly upon contact with an object or enemy. What if you hold down the B/Circle button for 3 seconds; let go and when your explosive dart touches an enemy or an object; it delays for 3 seconds and then explode?
This is another way of playing strategic in Ninja Gaiden 3, I am not making the game feel easier by holding down B/Circle to charge for Ultimate Technique; and once I release the button Ryu throws about 3 or 4 explosive darts that gives extra damage upon impact. Why is this system Explosive Dart called dynamic? because if you hold down the B/Circle button for some time, the time you used up will reflect to the explosive thrown at an enemy.
If I hold the button for 10 second and let go; the explosive dart will be timed for 10sec and then explode!
If you look at the original explosive dart, it really doesn't offer anything in "timed"-explosive, it's just more of a shuriken that can explode on contact with an enemy. With this new explosive dart using a dynamic mechanic, you can hold the button for a short time and the time held will reflect to the explosive dart thrown.
"In terms of being dynamic, how exactly would this affect the gameplay?"
Well imagine you see a Berserker, you hold down the B/Circle button for 5 second, while running away as the Berserker pursuits you, once you throw it to the ground, if the Berserker runs by it on time with the -timed- explosive dart, the Berserker will get affected once the dart explodes.
Observe Ayane's explosive kunai and just imagine if you can set the timer for the kunai to explode, it will bring new possible gameplay and strategies.
Weapon Upgrade System 2.0
Since Hayashi stated that Ninja Gaiden 3 will not use the old upgrading system from previous Ninja Gaiden games and will indeed use a new type of upgrading system. Coming up with an idea for the new game based on weapon upgrading might be useless since I don't even know if this new system will not coherent with my idea, thus I will still mention it because who knows it might be considered or even relate to the new system.
1. Ryu just picked up the Dabilahro from a dead ninja
2. He uses the weapon on a few kunoichis and ninjas
3. The weapon's endurable wears out meaning if the original state of Dabilahro (how Ryu found it) could do 4x damage to a single enemy. Once it's durable wears out, it will do 2x damage instead.
4. Ryu would take the weapon to Muramasa to repair it, repairing the weapon will make the Dabilahro fresh and stronger making it perform 5x damage.
So basically the principle works like this: You collect a weapon and each time you use it on an enemy it's durability runs out; when weakened the weapon's damage will be useless and Ryu must repair it, upon repairing it, the weapon will be good as new as well as being stronger than before.
I'll explain it again: (Dragon Sword Max 5 level)
*Dragon Sword lvl 1= 2x damage
*Dragon Sword weak lvl 1= 1x damage
*Dragon Sword repaired
-Dragon Sword lvl 2= 3x damage
*Dragon Sword repaired
-Dragon Sword lvl 3= 4x damage
*Dragon Sword weak lvl 3= 3x damage (basically it levels down in damage)
*Dragon Sword repaired lvl 4= 5x damage
*Dragon Sword repaired
-Dragon Sword lvl 5 (MAX)= 6x damage
*Dragon Sword weak lvl 5= 5x damage
*Dragon Sword repaired
-Dragon Sword lvl 5= 6x damage (meaning it can't be upgraded any further but will be renewed once repaired!)
---
Also we can limit the amount of uses per level:
Level 1= 50 uses
Level 2= 100 uses
Level 3= 120 uses
Level 4= 150 uses
etc
So obviously if Ryu uses the Nunchunk in level 2 100 times, it will weaken lowering the damage and forcing Ryu to upgrade.
Good idea? a step forward or backwards? do you think it's the new Ninja Gaiden 3 upgrading system?
I don't need to create a concept for this.
UPDATE:
A friend of mine said "it's not bad, but I think the last level should be unwearable, meaning that there'll be no need to repair it after reaching lv.5"
How right he is, though the reason why I said the MAX level can still be durable is to make sure the money used to upgrade can still be worth spending. In Ninja Gaiden Sigma 2 or Ninja Gaiden Black, after using your money to fully upgrade all your weapons, afterwards the money becomes useless in spending and can only be used to buy health items and devil kis.
Even though you have fully maximise your weapon, it can still wear from constant use; this will still force you to spend money to upgrade and put earning money or karma to use. There's no point in still gathering lots of karma/money if your weapon cannot upgrade any further.
1. Ryu just picked up the Dabilahro from a dead ninja
2. He uses the weapon on a few kunoichis and ninjas
3. The weapon's endurable wears out meaning if the original state of Dabilahro (how Ryu found it) could do 4x damage to a single enemy. Once it's durable wears out, it will do 2x damage instead.
4. Ryu would take the weapon to Muramasa to repair it, repairing the weapon will make the Dabilahro fresh and stronger making it perform 5x damage.
So basically the principle works like this: You collect a weapon and each time you use it on an enemy it's durability runs out; when weakened the weapon's damage will be useless and Ryu must repair it, upon repairing it, the weapon will be good as new as well as being stronger than before.
I'll explain it again: (Dragon Sword Max 5 level)
*Dragon Sword lvl 1= 2x damage
*Dragon Sword weak lvl 1= 1x damage
*Dragon Sword repaired
-Dragon Sword lvl 2= 3x damage
*Dragon Sword repaired
-Dragon Sword lvl 3= 4x damage
*Dragon Sword weak lvl 3= 3x damage (basically it levels down in damage)
*Dragon Sword repaired lvl 4= 5x damage
*Dragon Sword repaired
-Dragon Sword lvl 5 (MAX)= 6x damage
*Dragon Sword weak lvl 5= 5x damage
*Dragon Sword repaired
-Dragon Sword lvl 5= 6x damage (meaning it can't be upgraded any further but will be renewed once repaired!)
---
Also we can limit the amount of uses per level:
Level 1= 50 uses
Level 2= 100 uses
Level 3= 120 uses
Level 4= 150 uses
etc
So obviously if Ryu uses the Nunchunk in level 2 100 times, it will weaken lowering the damage and forcing Ryu to upgrade.
Good idea? a step forward or backwards? do you think it's the new Ninja Gaiden 3 upgrading system?
I don't need to create a concept for this.
UPDATE:
A friend of mine said "it's not bad, but I think the last level should be unwearable, meaning that there'll be no need to repair it after reaching lv.5"
How right he is, though the reason why I said the MAX level can still be durable is to make sure the money used to upgrade can still be worth spending. In Ninja Gaiden Sigma 2 or Ninja Gaiden Black, after using your money to fully upgrade all your weapons, afterwards the money becomes useless in spending and can only be used to buy health items and devil kis.
Even though you have fully maximise your weapon, it can still wear from constant use; this will still force you to spend money to upgrade and put earning money or karma to use. There's no point in still gathering lots of karma/money if your weapon cannot upgrade any further.
Tuesday, 1 February 2011
Art of the Inferno Sphere
Imagine Ryu surrounded by 10 ninjas in a circle and 2 in front of him, what would Ryu do or how would he get out of it? With the Inferno Sphere, Ryu can cast this ninpo and will encircle Ryu with protective burning flames, leaving Ryu to duel out with those 2 ninjas in front of him.
How cool is that? this ninpo will be perfect for crowd control and allows Ryu to focus on couple of enemies without the rest of the packs interfering. Let's say Maskado Flaming Samurai with his minions Ninjas. If you want to personally deal with Maskado alone without his minions ganging up on you; if Maskado gets close to you, you can cast the Inferno Sphere. The Inferno Sphere will leave the ground burning surrounding Ryu & Maskado, if the minions tries to get close to Ryu they'll would get burnt.
I think this ninpo is a good addition to Ninja Gaiden 3, it works like Art of the Fire Wheel; thus the difference between Inferno Sphere and Art of the Fire Wheel is that Fire Wheel protects you from harm and allowing you to move freely. Whilst Inferno Sphere reduces the enemies approach though you can still be harmed by projectile, it works more like a `crowd control`.
How cool is that? this ninpo will be perfect for crowd control and allows Ryu to focus on couple of enemies without the rest of the packs interfering. Let's say Maskado Flaming Samurai with his minions Ninjas. If you want to personally deal with Maskado alone without his minions ganging up on you; if Maskado gets close to you, you can cast the Inferno Sphere. The Inferno Sphere will leave the ground burning surrounding Ryu & Maskado, if the minions tries to get close to Ryu they'll would get burnt.
I think this ninpo is a good addition to Ninja Gaiden 3, it works like Art of the Fire Wheel; thus the difference between Inferno Sphere and Art of the Fire Wheel is that Fire Wheel protects you from harm and allowing you to move freely. Whilst Inferno Sphere reduces the enemies approach though you can still be harmed by projectile, it works more like a `crowd control`.
As you can see, Ryu cast the ninpo at medium range next to an enemy. The ninpo surrounds Ryu and the enemy in flames so that other enemies cannot get closer to them. Enemies projectiles can still get pass through the fire and hurt Ryu.
Saturday, 22 January 2011
Reverse Guarding
Again talking about the Art of the Teleporting Falcon for the third and final time. In contrast to talking about Bayonetta being the King of Hack n Slash and no other hack n slash can topple it.
I was sleeping and in the midst of waking up, an idea was flowing in my head.
Reverse Guarding is the ultimate form of the Art of the Teleporting Falcon, now if you've read my idea of what the Teleporting Falcon is; you'd noticed it's a ninpo that grants Ryu the ability to teleport like he does at the end of Ninja Gaiden 1 or in DOA 4.
Now forget Teleporting Falcon as a ninpo, the Teleporting Falcon will be in a form of Reverse Guarding. And what is Reverse Guarding? Reverse Guarding is a stance when Ryu blocks an attack, Ryu would teleport randomly behind the enemy either behind, left or right in order to catch the enemy off guard. In contrast to Bayonetta using the bracelet that can Repel any attacks (I think it's the Moon of Mahaa Kalaa).
Once Ryu guards an attack and teleports behind the enemy, he can counter and attack the enemy from behind; mind you that smarter enemies and stronger enemies can predict this and will obviously find a way to attack from behind. It is really hard to explain, just think Bayonetta repelling multiple attacks and imagine Ryu teleporting behind an attack, enemy turns 360degree and attacks, Ryu blocks and teleports to the left, Enemy turns to the left and attacks Ryu as Ryu blocks and teleport in front of him.
Here are 2 videos to show you how the Repel in Bayonetta works for people who haven't seen it.
As you can see from the above video examples, you press Block on an attack and Bayonetta repels it, and goes in Witch Time if timed correctly. Now imagine you pressing Block at an exact attack, and Ryu teleports behind the enemy. Imagine surrounded by 3 enemies, you block 1 enemy's attack and teleport, you block another enemy's attack and teleport again and you block the last enemy's attack and teleport one more time.
This will make Ninja Gaiden more fast pace or if not strategic!
No there wouldn't be slow motion or what ever. Obviously this technique will be optional because some people will feel that it would make Ninja Gaiden easy, however in terms of competition and SWOT, Team NINJA will have to use what ever means to make Ninja Gaiden better than other competition out there (Asura's Wrath, DmC, Bayonetta, Knights Contract).
You can toggle the technique on/off.
UPDATE
Ok I've finally made two example gifs:)
I was sleeping and in the midst of waking up, an idea was flowing in my head.
Reverse Guarding is the ultimate form of the Art of the Teleporting Falcon, now if you've read my idea of what the Teleporting Falcon is; you'd noticed it's a ninpo that grants Ryu the ability to teleport like he does at the end of Ninja Gaiden 1 or in DOA 4.
Now forget Teleporting Falcon as a ninpo, the Teleporting Falcon will be in a form of Reverse Guarding. And what is Reverse Guarding? Reverse Guarding is a stance when Ryu blocks an attack, Ryu would teleport randomly behind the enemy either behind, left or right in order to catch the enemy off guard. In contrast to Bayonetta using the bracelet that can Repel any attacks (I think it's the Moon of Mahaa Kalaa).
Once Ryu guards an attack and teleports behind the enemy, he can counter and attack the enemy from behind; mind you that smarter enemies and stronger enemies can predict this and will obviously find a way to attack from behind. It is really hard to explain, just think Bayonetta repelling multiple attacks and imagine Ryu teleporting behind an attack, enemy turns 360degree and attacks, Ryu blocks and teleports to the left, Enemy turns to the left and attacks Ryu as Ryu blocks and teleport in front of him.
Here are 2 videos to show you how the Repel in Bayonetta works for people who haven't seen it.
As you can see from the above video examples, you press Block on an attack and Bayonetta repels it, and goes in Witch Time if timed correctly. Now imagine you pressing Block at an exact attack, and Ryu teleports behind the enemy. Imagine surrounded by 3 enemies, you block 1 enemy's attack and teleport, you block another enemy's attack and teleport again and you block the last enemy's attack and teleport one more time.
This will make Ninja Gaiden more fast pace or if not strategic!
No there wouldn't be slow motion or what ever. Obviously this technique will be optional because some people will feel that it would make Ninja Gaiden easy, however in terms of competition and SWOT, Team NINJA will have to use what ever means to make Ninja Gaiden better than other competition out there (Asura's Wrath, DmC, Bayonetta, Knights Contract).
You can toggle the technique on/off.
UPDATE
Ok I've finally made two example gifs:)
Ryu runs towards an enemy, smart A.I enemy attacks, Ryu Reverse Guards and teleports behind enemy A.I, enemy A.I predicted and attacks behind, Ryu successfully Reverse Guards again and teleports in front of enemy and finally enemy attacks from behind again and Ryu once again successfully Reverse Guard the final attack. Now finally behind enemy, Ryu can then attack enemy A.I.
Fig. 2. Ryu runs in front of A.I 1, A.I 1 attacks and Ryu sucessfully Reverse Guard; A.I 2 behind Ryu attacks and Ryu reverse guard again and teleports behind A.I 3; and thus A.I 3 attacks Ryu and finally Ryu Reverse Guard spot on and teleported behind AI 3.
Saturday, 8 January 2011
Flexible Sword or (Urumi)
| The South Indian Urumi weapon |
I know a lot of people are thinking of their own sword ideas Ryu can use in the next Ninja Gaiden instalment; searching for various swords with different shapes and sizes, to me they all do the same purpose and can be wielded the same way. Tell me how a Board Sword can be wielded differently with a 9 Ring Board Sword? or a long Japanese Odachi sword wielded different with a katana? They have different shapes and sizes however they will still be wielded the same way.
Now this sword Urumi or flexible sword as I first perceived from Samurai X Rurouni Kenshin wielded by this villain called Sawagejo Cho. I later saw the same similar type of sword used in Reigns of Assassin, so I said to myself what if Ryu could wield this sword? Yes it handles like every other sword out there however the function works differently. The main feature for this weapon is the ability to bend without breaking, from this source says that Chinese assassins carry this sword and attach it to their waist/blend because it's concealable.
As for the official name Urumi, which is not really the Chinese name, the Urumi sword is a South Indian sword. The difference between the Chinese sword and the South Indian sword is that the Urumi acts more like a rope made of sword and holding the sword vertical will prove the major difference as the Urumi cannot stand straight like a normal sword would do.
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| Urumi, a Malayalam movie, Sword cannot stand straight when held upwards |
Also note that this weapon should not be confused with a Chain Whip as that acts exactly as a rope made of chain. Nor to be confused with Sword Whip, the chain sword Ivy from Soul Calibur wields and Dark Prince used in Prince of Persia. The Flexible Sword and Sword whip may have the same features although the major differences is that Flexible Sword bends and its flexible, while the Sword Whip can be detached and form like a chain whip, thus making the Flexible Sword not to be wielded like a chain.
| Its like the flexible Ruler kids always need at school |
Enough talk of differences and references about the weapon, how would Ryu wield this weapon? imagine what sort of moves he could pull out with it. If I were to design the next Ninja Gaiden game and include this weapon, I would make the weapon more complex to handle and wield. This will not be your typical Dragon Sword & Tiger Fang, your Kitestu or Dragon Sword. I would say the animation would be like Gabriel wielding the Cross Whip style and Ryu wielding the Kitestu.
To give a better insight, here is the Flexible Sword in action in the movie Reign of Assassins.
Intractor Blade (Projectile)
A projectile long range secondary weapon that attaches to an enemy and pulls Ryu towards him; enemy would be stunned with an electric charge, once Ryu retracts to the enemy, he then as the chance to perform a free hit combo.
With behemoth bosses like the Statue of Liberty, the Intractor Chain can still attach to the boss making Ryu retract to what ever body the Intractor was attached to. Obviously Ryu cannot grab on and will eventually fall, thus Ryu can still perform some damages while falling in mid air.
As you can see from this example, any side of the hook can be gripped, Ryu would just thrust the weapon like a stabbing gesture while grabbing hold of a side and the other side would extract and hook on to the enemy. Once attached to an enemy it would instantly retract the whole body of the weapon back together dragging Ryu along with it.
Ryu holding the Intractor Blade, both either end blade hooks can be thrust to attach to an enemy
Designing this and using the chain seems too standard for pulling the whole body. Muramasa can upgrade it to a level 2 stage and the chain will transform to a beam. Beam of Light contains vast energy that cannot separate both ends of the hooks, thus giving more reason why both with retract together once split apart.
UPDATE
Here is an example of how the Intractor Blade works in this gif animation
From the gif:
1. Ryu runs towards a ninja
2. Ryu takes out the Intractor Blade
3. Ryu thrust the Intractor Blade to extend it's chain, ninja was unaware of the extending chain
4. Grapple hits ninja and stuns him for a few seconds
5. Immediately the rest of the Intractor Blade retracts back to the grapple taking Ryu along with it.
6. Ryu gets a chance to hit the enemy
The MAJOR important thing about this Intractor Blade is when Ryu retracts next to the enemy, it happens so fast and it's meant to happen very fast. To change the pace of Ninja Gaiden to fast pace. It's another way of playing strategic.
Enemies can also block the Intractor (duh) |
Here is the Intractor Blade used on enemy flying in the air. Like I said before enemies hit by the Intractor will get stunted for a couple of second and allows Ryu to attack freely.
Thanks to Ryochan and Umbrae for the sprites.
As you can see from the image above, it shows the weapon as a device can attach to the enemy, once hit directly, it drags Ryu closer to the enemy in an instant. If enemy does get hit by the device, the enemy will be stunned as the device will generate an electricity. Once Ryu gets close to the enemy, he gets the chance to hit.
The method works similar to the windmill shuriken stuns. The projectile device works like a measuring tape, however instead of the tape just pulling back in, it drags you along to the set tape.
Mechanic again is exactly like Devil May Cry 4's Devil Bringer, however instead of you grabbing an enemy and bringing them towards you, you transverse towards the enemy instead.
| Devil Bringer grabs and drags enemies towards you |
Wednesday, 5 January 2011
Ninja Gaiden (3)
New game, new story, new everything!
Ninja Gaiden AKA Ryukenden AKA Shadow Warriors AKA Ninja Gaiden Classic was an original game published by Tecmo. What made Ninja Gaiden so special that other ninja games such as Shinobi and Shadow of the Ninja? It's difficulty and gameplay were the two key features.
Ninja Gaiden was revamped or rebooted by fame Tomonobu Itagaki who was the former head of Team NINJA, Itagaki redesigned Ninja Gaiden into our era moreover the game was significantly tied with the Dead or Alive universe. The story for the game was not much intriguing however the cutscenes for the game were exciting that didn't make a lot of sense and raised questions and speculations: Was Ryu revived by the Falcon? did the shrine maiden died by the smoke of the fire?.
What made Ninja Gaiden the critically acclaimed title and awarded best Action Adventure in 2004 by major media?
We all know the story behind Ninja Gaiden Sigma which was to port Ninja Gaiden to the Playstation 3. Directed by Yosuke Hayashi. Many hardcore fans criticised this series while Playstation fans rejoiced and praised it. Dedicated fans of Itagaki wants to see if Yosuke can make a good Ninja Gaiden game without copying and pasting Itagaki's work and tweaking it.
Ninja Gaiden 2 was designed by Itagaki and was labelled his swansong title. The design switch what made Ninja Gaiden to a different level:
Apart from all the drastic changes, Ninja Gaiden 2 is still a mess and did not reach the standard of Ninja Gaiden 1. It drifted away from the confined rooms so Ryu could use the environment to his advantages, dumbed down enemy A.I, and strategic Boss battles. However the only thing it established was the blood and gore in which turned many fans into some sort of a vampire who demands for more blood in games:/
Ninja Gaiden Sigma 2 was released Oct 2009 and directed by Hayashi once again. Repeating: Itagaki fanboys dismisses Hayahsi and wants him to prove himself if he can handle the Ninja Gaiden game by MAKING HIS OWN version instead of using Itagaki's work.
Ninja Gaiden Sigma 2 did a lot of greats things and bad things although the bad things were done because of the Contract made by Microsoft to publish Ninja Gaiden 2. Still many fans fail to know the reasons but act naive.
Ninja Gaiden Sigma 2 did many great things such as:
It was in 2010 TGS that Hayashi now head of Team NINJA announced Ninja Gaiden 3. Recently during an interview he said they will be rebooting the franchise.
This is the whole purpose of writing this blog article. The moral is that Itagaki designed Ninja Gaiden in his own vision, Hayashi re-created Ninja Gaiden in Sigma series, though limiting him from showing the world how good he is!
He has the chance to prove he doesn't need to use someone else's work to prove how good he is in terms of Designer and Director. Many loyal Itagaki fans have bragged on if Hayashi is that good, if he would make his own version. So many fans ARE skeptical that Hayashi would ruin the Ninja Gaiden series.
Ninja Gaiden (3) is being designed and directed by Yosuke Hayashi. It will be an entirely new game, causing my blog (wishlists) to be almost pointless. Hayashi said the game would not follow too much from the past game or be BOUND by it. We do not know what Ninja Gaiden will be like, this is a NEW GAME so you have to be open minded to know what NG3 will look like.
Now understand this theory- Ninja Gaiden by Itagaki, Ninja Gaiden (3) will be Hayashi's vision. Another reason why NG will be a reboot is because Hayashi wants to start from scratch, he doesn't want to use Itagaki's version anymore.
*It may not be tied in with DOA world
*Ryu may not even gain his ninpo powers and act more like a stealth ninja
*All ninja characters from DOA might just be in this game
*May not be about Ryu's game alone! Not anymore
*So much speculations!
This will mark Hayashi's first designed, produce (if not) and directed by him, NG (3) will surely go out with a bang. Hayashi and lead team showed TK and the boards an example of gameplay (prototype) and they were pleased by it. TK knows Hayashi's NG version is definitely better than NG2 and Ninja Gaiden Black AKA Best Definitive version and commented that Ninja Gaiden (3) will be "specular". TK is aware of Itagaki's fanboys still skepical about this whole -Hayashi taking over Ninja Gaiden-, and asured that NG (3) does not need Itagaki meaning NG (3) is definitely on a different level and will surely would not disappoint!
On the contrary to Dead or Alive Dimensions- again marking it as Hayashi's first directed and designed game. The series is not actually a reboot but more of story retelling. Phasing out all confused side stories, sub plots and plot twist in the game. We will finally get to see Donovan and Fame Douglas! After Dead or Alive Dimensions, Hayashi will work on Dead or Alive 5 to once again take over the 3D fighting genre and be the best while starting from where DOA Dimensions/DOA4 left off.
From my analogy and theory
We should be seeing more information or prototype for Ninja Gaiden (3) at this year's Games Development Conference GDC 2011. The game will obviously be released 2012 and could aim at Summer if not later than that.
Ninja Gaiden AKA Ryukenden AKA Shadow Warriors AKA Ninja Gaiden Classic was an original game published by Tecmo. What made Ninja Gaiden so special that other ninja games such as Shinobi and Shadow of the Ninja? It's difficulty and gameplay were the two key features.
Ninja Gaiden was revamped or rebooted by fame Tomonobu Itagaki who was the former head of Team NINJA, Itagaki redesigned Ninja Gaiden into our era moreover the game was significantly tied with the Dead or Alive universe. The story for the game was not much intriguing however the cutscenes for the game were exciting that didn't make a lot of sense and raised questions and speculations: Was Ryu revived by the Falcon? did the shrine maiden died by the smoke of the fire?.
What made Ninja Gaiden the critically acclaimed title and awarded best Action Adventure in 2004 by major media?
- The original combats for Hack n Slash titles resolves around button bashing your way in the game while showing off cool skills and ranking up combo points. This is the true essence of Hack n Slash title, however Ninja Gaiden chooses to redefine how Hack n Slash title can be played. Instead of mindless running into combat and button bash (Dynasty Warriors, Devil May Cry); you have to think of it as a 1 on 1 battle; you need to know the right moves to use, when to use it and when to defend if you want to survive.
- Difficulty: not only is the game vastly difficulty; it stayed true to the original RyuKenden titles which were essentially difficult! Ninja Gaiden did not sell well because of majority of media and games complaining that Ninja Gaiden was just too difficult to complete, Itagaki designed Ninja Gaiden Black that fixed the difficulty issues and made several changes.
| True Hack n Slash: combo, combo, combo |
- Weapons, note only is Ryu limited to sets of Ninjutsu moves; but he can wield all kinds of weapons and non ninja weapons. The best weapons voted by majorities of fans is the Dabilahro.
- Simply Amazing graphics, 2004 and 2005 was a good year of gaming and Ninja Gaiden did not disappoint with the graphics, it can originally be voted one of the best graphics on Xbox. The FMV sequences were rightfully done and credibly looking that they had to use the same FMV for Ninja Gaiden Sigma, thus it still looked great for a 6th gen design in 7th gen console!
- Everything else made this game amazing- Mission Mode, Bosses, Enemies, Memorable Soundtrack, UNLOCKS etc.
We all know the story behind Ninja Gaiden Sigma which was to port Ninja Gaiden to the Playstation 3. Directed by Yosuke Hayashi. Many hardcore fans criticised this series while Playstation fans rejoiced and praised it. Dedicated fans of Itagaki wants to see if Yosuke can make a good Ninja Gaiden game without copying and pasting Itagaki's work and tweaking it.
Ninja Gaiden 2 was designed by Itagaki and was labelled his swansong title. The design switch what made Ninja Gaiden to a different level:
- Fast Pace is the new gameplay: You gotta love fast pace stuff because it challenges you and forces you to think fast and make quick responses! Instead of the original Block, Time and Attack system from Ninja Gaiden 1. Ninja Gaiden 2 forces you to be more offensive than defensive from the NG1. Ryu is more faster and powerful; all the armlets he customizes and equips from Ninja Gaiden 1 are originally placed in him this time making him very powerful. Many loyal fans of Itagaki again approved this change from Defensive combat to Offensive combat even going as far as saying this is the best Ninja Gaiden title. Many fans of Ninja Gaiden do not approve this change because it didn't prove a challenge and didn't feel like the critically acclaimed Ninja Gaiden 1.
- Difficulty: not challenging as Ninja Gaiden 1, reference and voted by many fans of the game. Once again Itagaki fanboys approved the difficulty. Many gamers said this game was not challenging but more of being cheap with the constant off-screen projectile spamming. Itagaki agreed and apologised himself that Ninja Gaiden 2 was not challenge and was cheap.
- Utilising the use of Wall attacks, instant Ultimate Technique were all spot on. Ultimate Technqiues were longer and stronger
- Obliteration Technique was added to Ninja Gaiden 2. Originally OT can be perceived from Ninja Gaiden 1 and it can be performed when the enemy is on the ground, pushing the Y/Triangle button would make Ryu perform a finisher move such as the Fiend Sealer. Though it is nice the OT is more versatile and improved in Ninja Gaiden 2.
Apart from all the drastic changes, Ninja Gaiden 2 is still a mess and did not reach the standard of Ninja Gaiden 1. It drifted away from the confined rooms so Ryu could use the environment to his advantages, dumbed down enemy A.I, and strategic Boss battles. However the only thing it established was the blood and gore in which turned many fans into some sort of a vampire who demands for more blood in games:/
Ninja Gaiden Sigma 2 was released Oct 2009 and directed by Hayashi once again. Repeating: Itagaki fanboys dismisses Hayahsi and wants him to prove himself if he can handle the Ninja Gaiden game by MAKING HIS OWN version instead of using Itagaki's work.
Ninja Gaiden Sigma 2 did a lot of greats things and bad things although the bad things were done because of the Contract made by Microsoft to publish Ninja Gaiden 2. Still many fans fail to know the reasons but act naive.
Ninja Gaiden Sigma 2 did many great things such as:
- Bringing Online/offline NPC Co-op to Ninja Gaiden Sigma 2 in terms of Team Mission Mode.
- Making Sigma 2 play once again like Ninja Gaiden 1 whilst using NG2 mechanics.
- Fixing many mistakes and bugs from Ninja Gaiden 2
- Introducing Chapter Challenge
It was in 2010 TGS that Hayashi now head of Team NINJA announced Ninja Gaiden 3. Recently during an interview he said they will be rebooting the franchise.
This is the whole purpose of writing this blog article. The moral is that Itagaki designed Ninja Gaiden in his own vision, Hayashi re-created Ninja Gaiden in Sigma series, though limiting him from showing the world how good he is!
He has the chance to prove he doesn't need to use someone else's work to prove how good he is in terms of Designer and Director. Many loyal Itagaki fans have bragged on if Hayashi is that good, if he would make his own version. So many fans ARE skeptical that Hayashi would ruin the Ninja Gaiden series.
Ninja Gaiden (3) is being designed and directed by Yosuke Hayashi. It will be an entirely new game, causing my blog (wishlists) to be almost pointless. Hayashi said the game would not follow too much from the past game or be BOUND by it. We do not know what Ninja Gaiden will be like, this is a NEW GAME so you have to be open minded to know what NG3 will look like.
Now understand this theory- Ninja Gaiden by Itagaki, Ninja Gaiden (3) will be Hayashi's vision. Another reason why NG will be a reboot is because Hayashi wants to start from scratch, he doesn't want to use Itagaki's version anymore.
*It may not be tied in with DOA world
*Ryu may not even gain his ninpo powers and act more like a stealth ninja
*All ninja characters from DOA might just be in this game
*May not be about Ryu's game alone! Not anymore
*So much speculations!
This will mark Hayashi's first designed, produce (if not) and directed by him, NG (3) will surely go out with a bang. Hayashi and lead team showed TK and the boards an example of gameplay (prototype) and they were pleased by it. TK knows Hayashi's NG version is definitely better than NG2 and Ninja Gaiden Black AKA Best Definitive version and commented that Ninja Gaiden (3) will be "specular". TK is aware of Itagaki's fanboys still skepical about this whole -Hayashi taking over Ninja Gaiden-, and asured that NG (3) does not need Itagaki meaning NG (3) is definitely on a different level and will surely would not disappoint!
On the contrary to Dead or Alive Dimensions- again marking it as Hayashi's first directed and designed game. The series is not actually a reboot but more of story retelling. Phasing out all confused side stories, sub plots and plot twist in the game. We will finally get to see Donovan and Fame Douglas! After Dead or Alive Dimensions, Hayashi will work on Dead or Alive 5 to once again take over the 3D fighting genre and be the best while starting from where DOA Dimensions/DOA4 left off.
From my analogy and theory
We should be seeing more information or prototype for Ninja Gaiden (3) at this year's Games Development Conference GDC 2011. The game will obviously be released 2012 and could aim at Summer if not later than that.
Friday, 17 December 2010
Ninja Versus
Ninja Versus Mode
I've agreed and so did others saying that a Versus mode will not work for a strategic game like Ninja Gaiden. Basically all you can do to win over is block, block, counter, flying swallow or Izuna Drop your opponent. We've seen how Evil Ryu fights with you, he blocks most of the time and counters and you have to use the environment while waiting for an opening to strike.
The reason why I've changed my mind is because I don't want to ignore opportunities and features that would indefinitely make the game better by improvising. Why should Ninja Gaiden be limited to the same features and ignore 1 feature to essentially make it better? Sure if Versus mode may not work out as balanced as visualised, then there must be an alternate way to balance it instead of practically ignoring such a good feature.
RECTIFY:
In order to balance the issue of the Ninja Versus mode so it can be playable to veterans, intermediates and in Newbies. The Ninja Versus mode will work similar to Resident Evil 5's- Versus. Basically one player can be Ayane while the second player plays as Ryu for an example. There will be enemies on screen trying to kill both Players. Players can play the game three ways:
1. Eliminate one and other from the start of the battle and the remaining player can take of the rest of the enemies.
2. Both players work together to finish off all enemies and both players must stand off against one another and someone must be the last man standing. The reason for both players working together is that; they can avoid getting overpowered by the enemies A.Is.
3. Both players use the enemies to their advantage- *player 1 is getting chased by Berserker Fiends, *player 1 runs next to **player 2 and Bersekers changes their target towards **player 2 instead. In the end both players will fight one another while also trying to fend off the enemies.
TYPE OF GAME MODES
How can a player host a game or a player join a host? I'll suggest possible ways a player can join a hosted match or how a Ninja Versus should play like:
-1. User Versus- We can say this would allow a user enemy generator, that basically allows the host to spawn any enemies on screen that both players must overcome. X-Men Wolverine's Origin and God of War 3 had this feature. About this particular feature; I am not very fond of it because you are training and challenging yourself, rather than trying to beat the developer's challenge. With this feature, it would work perfectly for a Versus mode. I can make Berserkers respawn 10 times until one of the players is defeated by their opponent, this will give me a challenge in tackling berserkers and also my opponent. HOWEVER it can make things harder for my opponent because berserkers are easy to dispatch while my opponent will have difficutlties dealing with them.
-2. Everlasting Mode (Survival) Duel: Basically a survival mode that pitches 2 players head to head and must handle random infinite respawing enemies. Like the whole purpose of this mode is Ninja Versus, the last standing ninja wins. Therefore 2 players will fight in an area full of respawning enemies, until one player dies either by the ends of an enemy or by the player, the surviving player will automatically be the winner and match will end.
The positive for this feature means a dynamic gameplay and players will be forced to constantly rethink their strategies because of random enemies that respawn while dealing with their opponent. For an instance ninjas were spawned; I would know this is my chance to advance to my opponent and deal with him while my opponent is busy killing the lesser ninjas. Once a few ninjas are disregarded, fiend cats will spawn and I must rethink my plan because the cat fiends are cunning and can catch up with me while I run towards my opponent.
Not only will this be a dynamic strategic changer but will give Ninja dogs and edge over Master ninja players. Then again Master Ninja players would find it easy if Ninja Dog players cannot handle the random enemies on screen and may eventually die before the master ninja player gets to him.
-3. Duel Missions- Basically missions set by the developers and players can battle in any stage. This will be the most balanced game type because players would know their individual skills and what sort of mission they can play in to battle against their rivals.
Think of Ninja Gaiden Sigma 2's Team Missions; you have Acolyte Missions, Warrior Missions, Mentor Missions, Master Ninja Missions and Ultimate Ninja Missions. Each missions have different levels and types of enemies that spawns.
Now think of Duel Missions-
(Master Ninja- Mission 3) Defeat your adversary while dealing with the fiend bosses.
Only master ninja players can play this mission. Alexia who is the first boss will approach both players while both players are trying to attack one and other. Which ever players falls first is the loser and match ends.
Once again, like I said above players can play the game 3 different ways.
They can chose to eliminate one another as soon as the match starts, work co-op and defeat all bosses so that both can face off in the end; or both players use the bosses as their advantage.
Another example.
(Ultimate Ninja- Mission 3) Defeat your adversary while dealing with the Giant Statues.
1. Kill each other from start
2. work together until bosses are dead and stand against one and other
or
3. use the statues as your advantage!
Saturday, 24 July 2010
One more important thing
This page will be updated by ideas later thought of by me
Ultimate Ninpo Indicator
If a player activates a ninpo to perform ultimate ninpo, there should be a sign, message, hud, guage or small tick box that should display on the screen and notify the second player that the first player wants to perform a Double Ninpo.
There are times during Team missions I just want to use my own Piercing Void ninpo attack though my partner assumes I want to perform double ninpo but truly I didn't want Ultimate Ninpo.
To Fix: When a player casts a ninpo, if the player wants to perform a Double Ninpo with second partner, player should press the Circle button again to indicate the sign that a Ultimate Ninpo is pending while the animation plays. This will notify the second player and then he can perform double ninpo with Triangle+Circle button. If player 1 casts a ninpo and player 2 cast a ninpo too, this should not activate double ninpo unless one of the player presses Circle before the second triggers it or both player press the Circle button after casting a ninpo while the animation plays.
Also another option to differentiate double ninpo casting is if players do want to perform double ninpo cast, both players would be at a close range for the double ninpo to activate. So if player 1 casts a ninpo; player 2 would have to get in close range with player 2 if he wants to perform double ninpo or not.
Boss Ultimate Technique
When fighting bosses I want them to perform their own power attack or Ultimate Technique by absorbing the essence you perceived by killing boss minors. I love the feeling of fighting Doku how he could perform his own UT without you seeing how he does it. When playing Sigma 2 I just love how I could observe Marbus absor the essence dropped by his minors and use it to perform a powerful Demon Sky Dive. Not only will this make the match intense but it would even the match and make it more realistic and fair.

How bosses can perform their powerful UT by absorbing the essence you perceived, this will change the player's tactic into fighting the boss with the weapon's move and not farming UT against the boss. Also it will give the player time to think when you kill a minor and it dropping the essence or the player using the essence to his advantage.
Duel Swords custom (user Felstar)
As we fans demand for the return of the Kitsesu weapon; we would like to customise the Dragon Sword and Tiger fangs, for an example I would like to use the Dragon Sword+Kitsesu, or Dragon Sword+Archfiend Blade. Not only would using a different katana with the dragon sword make appearance different but which customs will allow us to use different movesets. If I were to use Dragon Sword+Kitsesu I would be able to perform Bind Soul.
Unlock with Sigma 2 save (user Felstar)
This is a clever idea and I do not know why developers ignore this method, if anybody has Ninja Gaiden Sigma 2 saves, if they play Ninja Gaiden 3 they could unlock something special. Like they could unlock a costume from NGS2 or Archfiend blade. Also if Ninja Gaiden 3 on PS3 would have the same content as Xbox 360, it would be wise if we could get a special exclusive unlock by owning Ninja Gaiden Sigma 2 save.
Updating Art of the Teleporting Falcon
As for the Art of the Teleporting Falcon I thought I might add that every time Ryu teleports with this ninpo he gains the advantage of acquiring an Ultimate Technique stance.
Confined rooms for Agility
We need more rooms and environments that can Ryu to use all his agility to the fullest such as running on wall and jump+wall+attacking. The Eternal Legends stage from Ninja Gaiden Black is an example, in Ninja Gaiden 2 we couldn't perform enough wall attacks to enemies or does Team NINJA dislike player using that method?:/
Fiend Challenges
Bring them back! Also when bringing back the fiend challenges please find a way to indicate users they are in a fiend challenge, because most people happen to skip them due to survival or having to kill respawning enemies.
Resisting Enemies
I forgot to add something noticeable and quite important; it's to do with obliteration Technique on enemies. The problem is everytime Ryu performs OT on an enemy; the enemy does not struggle with pain or resist Ryu. I'm playing God of War 3 and when Kratos finishes off an enemy, the enemy will struggle to escape or survive. Take the beautiful Medusa for an example; she tries crawling away and Kratos keeps dragging her until he grabs her hair then you see Medusa screaming and Kratos stabs her face. Not only in God of War 3 but in Wolverine's Origin, enemies will scream at Wolverine or struggle to escape before Wolverine tears them apart.
This is something I think Ninja Gaiden 3 should address on if it'll have Obliteration Technique to it, enemies should not stand like a dummy while Ryu rips them apart. If Ryu stuck his claws to a ninja's face, ninja should grab Ryu's arm trying to make him get off until Ryu rips the face apart.
Glitches/Exploits
Please fix the glitches and exploits for Ninja Gaiden 3 since Sigma 2 was riddled with so much exploits people abused. Infinite Izuna dropping Genshin, invincible hit damage when using Dual Katana vs bosses, Elizabeth A.I that is so impossible to get a hit on her half the time and etc. Basically just proof test the game to make sure players cannot exploit the glitches. Ninja Gaiden 1/Black/Sigma was glitch/exploitation free.
Explosions
More interactive environments, allows us to use canisters and explosive barrels against enemies. This refreshes the combat instead of hacking and slashing all the time.
Mist effect
Please remove the purple haze effect, I'm pretty much not bothered about this but blood adds something special to Ninja Gaiden. If I were to perform Izuna Drop to a ninja and see his head pop, the blood that splatters gives it a brutal damaging finish while the purple mist makes it look flashy.
QTE?
Adding QTE to Ninja Gaiden 3 would be cool, though we want something cinematic while using QTE. Buttons on screen should not distract players from missing the real time action, buttons should be displayed away from action focus point much like God of War 3 does. Since buttons on GOW3 are placed on the corner margins not to distract the player.
The best example I could think of for a good QTE will be a duel sword clash. Like the classic Samurai duel whereas 1 person stands at a end and the other person stands opposite him; both will run at each other and strike.
If Ninja Gaiden 3 would have something like this, it would be like a ninja hiding in the shadows and attacking Ryu off guard. QTE will occur and you have to press button sequences for Ryu to block the assassin's attack and final sequence, if player pushes the right button will allow Ryu to give a one fatal killing blow/strike to the enemy.
QTE Optional.
Title
If PS3's version will be called Ninja Gaiden Sigma 3, then we need some extra exclusive features for the PS3 version. Since Sigma is the sum of all:/
It will be stupid to have PS3- Ninja Gaiden Sigma, Ninja Gaiden Sigma 2 and Ninja Gaiden 3:/
Ninja Gaiden and Sigma are too different yet similar games, each exclusive to their respective consoles.
Chapter Select
Ninja Gaiden 3 will and should use Non Linear gameplay meaning we can backtrack around maps. How would Chapter Select work against this, if we are allowed to back track in maps a chapter select will not work due to the game not being Linear. The only way to fix this is to give us a Act Select, basically we jump to any Act scene in the game similar to Ninja Gaiden 1. Or just use a Chapter Map Select, we jump straight to a Act that geographs in a different map. For an example Act 4 could be located in a map Africa, while Act 5 will be located in the map Ice Land.
Ultimate Ninpo Indicator
If a player activates a ninpo to perform ultimate ninpo, there should be a sign, message, hud, guage or small tick box that should display on the screen and notify the second player that the first player wants to perform a Double Ninpo.
There are times during Team missions I just want to use my own Piercing Void ninpo attack though my partner assumes I want to perform double ninpo but truly I didn't want Ultimate Ninpo.
To Fix: When a player casts a ninpo, if the player wants to perform a Double Ninpo with second partner, player should press the Circle button again to indicate the sign that a Ultimate Ninpo is pending while the animation plays. This will notify the second player and then he can perform double ninpo with Triangle+Circle button. If player 1 casts a ninpo and player 2 cast a ninpo too, this should not activate double ninpo unless one of the player presses Circle before the second triggers it or both player press the Circle button after casting a ninpo while the animation plays.
Also another option to differentiate double ninpo casting is if players do want to perform double ninpo cast, both players would be at a close range for the double ninpo to activate. So if player 1 casts a ninpo; player 2 would have to get in close range with player 2 if he wants to perform double ninpo or not.
Boss Ultimate Technique
When fighting bosses I want them to perform their own power attack or Ultimate Technique by absorbing the essence you perceived by killing boss minors. I love the feeling of fighting Doku how he could perform his own UT without you seeing how he does it. When playing Sigma 2 I just love how I could observe Marbus absor the essence dropped by his minors and use it to perform a powerful Demon Sky Dive. Not only will this make the match intense but it would even the match and make it more realistic and fair.
How bosses can perform their powerful UT by absorbing the essence you perceived, this will change the player's tactic into fighting the boss with the weapon's move and not farming UT against the boss. Also it will give the player time to think when you kill a minor and it dropping the essence or the player using the essence to his advantage.
Duel Swords custom (user Felstar)
As we fans demand for the return of the Kitsesu weapon; we would like to customise the Dragon Sword and Tiger fangs, for an example I would like to use the Dragon Sword+Kitsesu, or Dragon Sword+Archfiend Blade. Not only would using a different katana with the dragon sword make appearance different but which customs will allow us to use different movesets. If I were to use Dragon Sword+Kitsesu I would be able to perform Bind Soul.
Unlock with Sigma 2 save (user Felstar)
This is a clever idea and I do not know why developers ignore this method, if anybody has Ninja Gaiden Sigma 2 saves, if they play Ninja Gaiden 3 they could unlock something special. Like they could unlock a costume from NGS2 or Archfiend blade. Also if Ninja Gaiden 3 on PS3 would have the same content as Xbox 360, it would be wise if we could get a special exclusive unlock by owning Ninja Gaiden Sigma 2 save.
Updating Art of the Teleporting Falcon
As for the Art of the Teleporting Falcon I thought I might add that every time Ryu teleports with this ninpo he gains the advantage of acquiring an Ultimate Technique stance.
Confined rooms for Agility
We need more rooms and environments that can Ryu to use all his agility to the fullest such as running on wall and jump+wall+attacking. The Eternal Legends stage from Ninja Gaiden Black is an example, in Ninja Gaiden 2 we couldn't perform enough wall attacks to enemies or does Team NINJA dislike player using that method?:/
Fiend Challenges
Bring them back! Also when bringing back the fiend challenges please find a way to indicate users they are in a fiend challenge, because most people happen to skip them due to survival or having to kill respawning enemies.
Resisting Enemies
I forgot to add something noticeable and quite important; it's to do with obliteration Technique on enemies. The problem is everytime Ryu performs OT on an enemy; the enemy does not struggle with pain or resist Ryu. I'm playing God of War 3 and when Kratos finishes off an enemy, the enemy will struggle to escape or survive. Take the beautiful Medusa for an example; she tries crawling away and Kratos keeps dragging her until he grabs her hair then you see Medusa screaming and Kratos stabs her face. Not only in God of War 3 but in Wolverine's Origin, enemies will scream at Wolverine or struggle to escape before Wolverine tears them apart.
This is something I think Ninja Gaiden 3 should address on if it'll have Obliteration Technique to it, enemies should not stand like a dummy while Ryu rips them apart. If Ryu stuck his claws to a ninja's face, ninja should grab Ryu's arm trying to make him get off until Ryu rips the face apart.
Glitches/Exploits
Please fix the glitches and exploits for Ninja Gaiden 3 since Sigma 2 was riddled with so much exploits people abused. Infinite Izuna dropping Genshin, invincible hit damage when using Dual Katana vs bosses, Elizabeth A.I that is so impossible to get a hit on her half the time and etc. Basically just proof test the game to make sure players cannot exploit the glitches. Ninja Gaiden 1/Black/Sigma was glitch/exploitation free.
Explosions
More interactive environments, allows us to use canisters and explosive barrels against enemies. This refreshes the combat instead of hacking and slashing all the time.
Mist effect
Please remove the purple haze effect, I'm pretty much not bothered about this but blood adds something special to Ninja Gaiden. If I were to perform Izuna Drop to a ninja and see his head pop, the blood that splatters gives it a brutal damaging finish while the purple mist makes it look flashy.
QTE?
Adding QTE to Ninja Gaiden 3 would be cool, though we want something cinematic while using QTE. Buttons on screen should not distract players from missing the real time action, buttons should be displayed away from action focus point much like God of War 3 does. Since buttons on GOW3 are placed on the corner margins not to distract the player.
The best example I could think of for a good QTE will be a duel sword clash. Like the classic Samurai duel whereas 1 person stands at a end and the other person stands opposite him; both will run at each other and strike.
If Ninja Gaiden 3 would have something like this, it would be like a ninja hiding in the shadows and attacking Ryu off guard. QTE will occur and you have to press button sequences for Ryu to block the assassin's attack and final sequence, if player pushes the right button will allow Ryu to give a one fatal killing blow/strike to the enemy.
QTE Optional.
Title
If PS3's version will be called Ninja Gaiden Sigma 3, then we need some extra exclusive features for the PS3 version. Since Sigma is the sum of all:/
It will be stupid to have PS3- Ninja Gaiden Sigma, Ninja Gaiden Sigma 2 and Ninja Gaiden 3:/
Ninja Gaiden and Sigma are too different yet similar games, each exclusive to their respective consoles.
Chapter Select
Ninja Gaiden 3 will and should use Non Linear gameplay meaning we can backtrack around maps. How would Chapter Select work against this, if we are allowed to back track in maps a chapter select will not work due to the game not being Linear. The only way to fix this is to give us a Act Select, basically we jump to any Act scene in the game similar to Ninja Gaiden 1. Or just use a Chapter Map Select, we jump straight to a Act that geographs in a different map. For an example Act 4 could be located in a map Africa, while Act 5 will be located in the map Ice Land.
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