Shinobi Non Grata

Shinobi Non Grata

released on May 24, 2023

Shinobi Non Grata

released on May 24, 2023

Shinobi alert! Use your 7 shinobi weapons to survive the bloodshed! Introducing a hard core 2D ninja action game by Hyper-retro graphics.


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divertido e frustante na medida certa, fiquei preso pq a jogabilidade é uma delicia

A delightful action game pretty well in-line with NES classics like Demon Sword, but with a much tighter structure and some incredible pixel art and music. As a first play, I did encounter a few stages and fights that tested my reflexes, really emphasizing that the arcade-style experience leads to a lot of the game's value. Full-scale replays, digging into patterns and placements, and finding the best ninja tools for every situation seem to be the main appeal; the game seems poised for speed/challenge runs where the only real motivation to keep playing is to get good.

SNG is quite short and sweet, clocking in around maybe 4-5 hours (less if you're Good At Video Games), but worth the price of admission for the detailed aesthetic and banger tunes alone. Very similar to Steel Assault in the "big things in small packages" vibes. Pretty easy recommend if stuff like the aforementioned, or even Metal Slug/Contra/Megaman are your jam.

It`s okay to be a boss rush game. The field fights were also escalted up, but The game totally dropped them after Chapter 4. In additon to that, Bosses of The Final Chapter(Ch.5) are not so impressive. There is no finale that makes me wanting to use all of my techniques I learned. A good polisehd action game, I just wanted it to be keep its difficulty curve.

La principal diferencia entre este juego y algo como, digamos, The Messenger, es que este sí transmite un aprecio genuino hacia las fuentes, más allá de un revisionismo nostálgico superficial. Aquí notas que Pico agarra lo que le gustaba de Lengend of Kage, las armas de Ninja Spirit, el movimiento de un Contra y te lo empaqueta en un boss rush de cinco niveles y 40 minutos. Por supuesto, lima las mayores asperezas de aquellos arcades en su diseño más moderno: el movimiento es ultrarresponsivo, las cajas de impacto generosas y los ataques telegrafiados procuran que ninguna muerte se sienta imposible de anticipar. Vistos en vacío no son los mejores niveles, no son los mejores jefes, pero es el conjunto, el buen plateamiento de la acción y la filosofía arcade lo que lo mantiene en avance contínuo y le da entidad propia más allá de sus referencias. Existen como un total de 3 juegos buenos de ninjas en el mundo y este tiene el valor de ser uno de ellos.

Reminds me a lot of Shinrei Jusatsushi Tarōmaru. It’s deffinitely not as insane or creative, but I do love me some boss rush ninja action.

Overall, it’s fast, intense and ends while it’s still fun, so I recommend.

Feel like I’m slightly ill-equipped to really talk about this, given that Shinobi non Grata owes so much to Ninja Spirit, but I’m a mark for ninja games and boss rushes, what can I say?

Think the biggest issue here is that it’s frontloaded with its most compelling ideas: Stage 2 has a cool gimmick where you’re managing enemies on three different levels, with the ground floor being especially hazardous thanks to endlessly respawning enemies. Navigating through the densely-packed environments is a lot of fun, and had me cycling between weapons to find the best balance between crowd control and single-target damage, but later stages rely a lot on “assault” sections, where you’ll need to kill a certain number of enemies to progress. These have really conservative quotas, and so actually end up being much more manageable, tepid encounters than the chaos of the early levels- and the same could be said for the trajectory of the boss fights as well.

Fights in the first half of the game tend to be more dynamic, such as a centipede that can alternate between a number of different screen-covering attacks that force you to consider your positioning, while the fights latter half have more rigid, predictable phases- the final boss in particular feels surprisingly simplistic, cycling between a few telegraphed attacks that are far less organic to weave between and compelling to plan around. My gut reaction upon completing my initial playthrough was to say it’s “too short,” but that’s maybe incorrect; more that it’s incomplete.

Part of that is the scenario design (an extra phase on that final fight would go a long way!), but more surprising is the lack of any extra difficulties or modes upon your first clear of the game. I can admire the spartan charm of it, and it’s sort of reassuring that the appeal that’s kept me coming back is mostly intrinsic, but it seems like a title that could benefit a great deal from pushing its mechanics a little farther.

Much of the distinction between weapons can go mostly unnoticed when playing through it normally, but if you were considering the ammo economy and your limited health more frequently, those unique qualities might become that much more apparent- weighing the coverage of your shurikens against the defensive utility of chain-and-sickle, while conserving enough meter for the upcoming boss. Not entirely absent as-is, as mentioned above, but surprisingly infrequent. (An arcade mode with continues and/or a hard mode that limited your health and ammo seems like the obvious additions here, and would likely add the needed pressure to make the game really shine.)

I have my reservations with this, but it’s got enough of a pulse that even some of the early bosses still throw me off- even multiple runs into the game- and it’s been seriously tempting to return to it in the hopes of getting a 1CC. Maybe not an unambiguous classic (yet), but hopefully this gets the extra support it needs to round out the experience.