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Shadow of the Ninja – Reborn Review: A Retro Revival That Will Really Test You
By Lewis "lickety" Larcombe|August 28, 2024|0 Comment
Platform(s): PC (version reviewed)
Genre: Retro platformer
Stepping into the world of Shadow of the Ninja – Reborn without the nostalgia of the original 1990 NES release is like walking into a retro arcade with fresh eyes. I’ve never played the original, but I did my homework and watched a few gameplay videos. Based on that, I can confidently say this remake isn’t just a graphical upgrade—it’s a full-on revival that modernises the classic while still giving a nod to its roots.
In Shadow of the Ninja – Reborn or SotN: Reborn as I will refer to it going forward, you choose between Hayate, a ninja with a solid jump, and Kaede, a kunoichi who trades jump height for a speed boost. While Kaede’s speed makes her feel agile, her shorter jump can be frustrating, especially in the platforming sections that require precision. The game’s six stages, each split into increasingly challenging levels, offer a variety of enemies, tricky platforming, and the classic “learn by dying” approach.
Speaking of dying, you’ll be doing a fair amount of it. Don’t let the video below deceive you; I lost count of how many times I bit the dust in just the first stage alone. But here’s the kicker—SotN: Reborn has a way of throwing you a lifeline by tossing you a handy item after you’ve hit the ground one too many times. It’s a thoughtful addition that eases the punishing difficulty of the old-school experience without making things too easy. But don’t get too comfortable—it’s still a tough ride. Even with those item boosts, it took me at least 15 attempts to clear each section of each stage. And yes, that’s with the help. Now the game isn’t exactly one-to-one. For instance, the developers have added an extra phase to Stage 2’s boss fight. Based on my research, this tweak seems to be their way of injecting some new life and originality into the remake.
One of the more welcome features in SotN: Reborn is the ability to unlock the option to purchase limited-use items at the start of a level after clearing the first stage. This addition provides a slight edge, especially when tackling the more challenging levels. It’s a thoughtful inclusion that offers players some strategic flexibility, although it would have been even better if this option were available from the start to help ease into the game’s difficulty curve.
While the game does a lot right, the movement mechanics often feel like a step backwards. Compared to the smooth, fast-paced action of the NES original, this remake introduces a slight sluggishness that dampens the overall experience. This is particularly frustrating when trying to dodge or deflect projectiles—tasks that should feel fluid but instead come off as clunky. The added particle effects and visual clutter only exacerbate the issue, making it difficult to navigate the screen with precision, especially during intense combat sequences.
The controls, unfortunately, don’t do much to alleviate these problems. Navigating items mid-combat requires pressing R1 and scrolling with the D-pad, a method that feels unnecessarily cumbersome. The unused L2 and R2 triggers seem like a missed opportunity to streamline the experience. It’s small issues like these that chip away at what could have been a more polished gameplay experience, making the game feel a bit more challenging, but not in a satisfying way.
Adding to the imbalance is the disparity between the two characters, Hayate and Kaede. While Kaede’s speed boost gives her an edge in certain situations, her noticeably shorter jump curve often leaves her at a disadvantage. There’s no significant trade-off that justifies picking her over Hayate, which feels like a missed opportunity to add strategic depth to the game. Instead, Kaede comes off as an afterthought, a character option that lacks the careful balancing that could have made her a compelling alternative. These elements combined turn what could have been a smooth and strategic platformer into an experience that’s often more frustrating than fun.
Replayability is a strong suit here, with multiple difficulty modes and a time attack feature that encourages you to perfect your ninja skills. Plus, there are dozens of items to unlock, adding an extra layer of depth for those looking to squeeze every ounce of content from the game.
Visually, Shadow of the Ninja – Reborn nails the modern-retro aesthetic. The updated pixel art gives it a crisp look that still feels true to its roots. The production value is satisfying across the board, making it clear the developers put a lot of love into this project.
For someone who typically doesn’t dabble in platformers, Shadow of the Ninja – Reborn was a challenging yet rewarding experience for myself. I won’t lie—it pushed my buttons in more ways than one, and I might not rush back to it anytime soon. Still, the game does a great job of honouring its origins while inviting a new wave of players to join in. Whether you’re a long-time fan or just dipping your toes into the genre, there’s something here for everyone.
Review copy provided by the publisher.
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