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	<title>Comments on: Ninja Gaiden 2: Freedom is good, control was better</title>
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	<link>http://gamedesignreviews.com/reviews/ninja-gaiden-2-freedom-is-good-control-was-better/</link>
	<description>Inductive Game Design Research</description>
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		<title>By: Grey</title>
		<link>http://gamedesignreviews.com/reviews/ninja-gaiden-2-freedom-is-good-control-was-better/comment-page-1/#comment-24804</link>
		<dc:creator>Grey</dc:creator>
		<pubDate>Thu, 02 Jun 2011 02:01:31 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=826#comment-24804</guid>
		<description>Whoa dude, chill.  But actually, this guy has a point.  In my experience, I&#039;ve found that blocking IS essential, but mostly for the reverse/ furious wind techniques, and the counter-attacks.  
If you abuse reverse/furious wind, and learn to time- and abuse- the counters, and fight aggressively, you&#039;ll rip just about every enemy in the game to shreds, even when they&#039;re in large groups.  If they&#039;re izuna-able, just reverse wind when they&#039;re coming at you and start the short ground-based izuna combo, you&#039;ll catch them with the toss, even if the first slash misses, and izuna them, then immediately reverse wind and repeat and you&#039;ll almost always catch the next one with that next toss whenever you repeat because they group around you.  If you just land an izuna and try to go straight to another, you&#039;ll get hit.  You have to Wind first, but if you do that, you&#039;ll be uncatchable.  
And when you can&#039;t toss them, stick with Y combos from strong weapons and abuse obliterations.  Most of Ryu&#039;s Y combos keep him traveling along the ground which will keep you safe from most projectiles and prevent the rest of the group from smacking you because they have to keep walking up and following you throughout your combo.  
When all else fails, abuse levelled-up Inferno and the Flying Swallow and there aren&#039;t many hordes you can&#039;t shred without much trouble.  Ultimate techniques, too, especially those that target more than 1 enemy, are fantastic because after you finish it you can Wind to safety and charge another Ulty.  I get what you mean about every enemy being able to grapple Ryu, but if you fight aggressively and stay on the move, they never get the chance, in my experience.
The point I&#039;m trying to make is, don&#039;t be afraid of any non-bosses.  Ryu&#039;s way faster and more skilled.  Don&#039;t wait for them to grab you, You go get Them!</description>
		<content:encoded><![CDATA[<p>Whoa dude, chill.  But actually, this guy has a point.  In my experience, I&#8217;ve found that blocking IS essential, but mostly for the reverse/ furious wind techniques, and the counter-attacks.<br />
If you abuse reverse/furious wind, and learn to time- and abuse- the counters, and fight aggressively, you&#8217;ll rip just about every enemy in the game to shreds, even when they&#8217;re in large groups.  If they&#8217;re izuna-able, just reverse wind when they&#8217;re coming at you and start the short ground-based izuna combo, you&#8217;ll catch them with the toss, even if the first slash misses, and izuna them, then immediately reverse wind and repeat and you&#8217;ll almost always catch the next one with that next toss whenever you repeat because they group around you.  If you just land an izuna and try to go straight to another, you&#8217;ll get hit.  You have to Wind first, but if you do that, you&#8217;ll be uncatchable.<br />
And when you can&#8217;t toss them, stick with Y combos from strong weapons and abuse obliterations.  Most of Ryu&#8217;s Y combos keep him traveling along the ground which will keep you safe from most projectiles and prevent the rest of the group from smacking you because they have to keep walking up and following you throughout your combo.<br />
When all else fails, abuse levelled-up Inferno and the Flying Swallow and there aren&#8217;t many hordes you can&#8217;t shred without much trouble.  Ultimate techniques, too, especially those that target more than 1 enemy, are fantastic because after you finish it you can Wind to safety and charge another Ulty.  I get what you mean about every enemy being able to grapple Ryu, but if you fight aggressively and stay on the move, they never get the chance, in my experience.<br />
The point I&#8217;m trying to make is, don&#8217;t be afraid of any non-bosses.  Ryu&#8217;s way faster and more skilled.  Don&#8217;t wait for them to grab you, You go get Them!</p>
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		<title>By: Hyabusa Ryu</title>
		<link>http://gamedesignreviews.com/reviews/ninja-gaiden-2-freedom-is-good-control-was-better/comment-page-1/#comment-24264</link>
		<dc:creator>Hyabusa Ryu</dc:creator>
		<pubDate>Tue, 24 May 2011 09:19:51 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=826#comment-24264</guid>
		<description>I see you completely misunderstand my adventure.  Last year in the Vigoor Empire Incident I was inexperienced and had already been struck down by the Dark Dragon Blade that feeds on Evil itself.  I was a bit tentative, but persevered and Good triumphed. 

This, however, was entirely different.  My clan had already been slaughtered, now my injured father was losing a duel to the death, and the Greater Fiend Elizebet stole the sacred Demon Statue and was attempting to ressurrect the Archfiend my clan had been guarding for so long.  I had failed my duty as a Dragon Ninja, and along with everything else, I used my quest as an excuse for revenge on them all.  I did not fight calmly, I did not wait patiently for openings.  I eradicated them with superior speed, skill, and power.  Never again will they attempt such a bold move.  This time, I MADE them remember my name.  I MADE them respect me.  And I MADE them go back to (and stay in) Hell, where they belong.  The fighting system wasn&#039;t broken.  It was unleashed.</description>
		<content:encoded><![CDATA[<p>I see you completely misunderstand my adventure.  Last year in the Vigoor Empire Incident I was inexperienced and had already been struck down by the Dark Dragon Blade that feeds on Evil itself.  I was a bit tentative, but persevered and Good triumphed. </p>
<p>This, however, was entirely different.  My clan had already been slaughtered, now my injured father was losing a duel to the death, and the Greater Fiend Elizebet stole the sacred Demon Statue and was attempting to ressurrect the Archfiend my clan had been guarding for so long.  I had failed my duty as a Dragon Ninja, and along with everything else, I used my quest as an excuse for revenge on them all.  I did not fight calmly, I did not wait patiently for openings.  I eradicated them with superior speed, skill, and power.  Never again will they attempt such a bold move.  This time, I MADE them remember my name.  I MADE them respect me.  And I MADE them go back to (and stay in) Hell, where they belong.  The fighting system wasn&#8217;t broken.  It was unleashed.</p>
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		<title>By: Yu-Chung Chen</title>
		<link>http://gamedesignreviews.com/reviews/ninja-gaiden-2-freedom-is-good-control-was-better/comment-page-1/#comment-24125</link>
		<dc:creator>Yu-Chung Chen</dc:creator>
		<pubDate>Sat, 21 May 2011 09:49:10 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=826#comment-24125</guid>
		<description>I assume you&#039;re talking about the grab/block-complaint. I don&#039;t think it&#039;s dumbing down if the system includes a direct counter for each type of move, as outlined above. I&#039;m just saying that the difficulty should result from the situations and less from crippling the player&#039;s option on a systemic level, in direct comparison to non-boss enemies. Both devices are used in NG, and I&#039;m not saying that liking that resulting difficulty was wrong (heck, I played through both twice), but I&#039;m just pointing out how the design would be more balanced in my point view.

If there&#039;s nuances one doesn&#039;t get from only a handful of playthroughs, please do explain. Might just motivate me to revisit the game and reevaluate the design :)</description>
		<content:encoded><![CDATA[<p>I assume you&#8217;re talking about the grab/block-complaint. I don&#8217;t think it&#8217;s dumbing down if the system includes a direct counter for each type of move, as outlined above. I&#8217;m just saying that the difficulty should result from the situations and less from crippling the player&#8217;s option on a systemic level, in direct comparison to non-boss enemies. Both devices are used in NG, and I&#8217;m not saying that liking that resulting difficulty was wrong (heck, I played through both twice), but I&#8217;m just pointing out how the design would be more balanced in my point view.</p>
<p>If there&#8217;s nuances one doesn&#8217;t get from only a handful of playthroughs, please do explain. Might just motivate me to revisit the game and reevaluate the design <img src='http://gamedesignreviews.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: mike</title>
		<link>http://gamedesignreviews.com/reviews/ninja-gaiden-2-freedom-is-good-control-was-better/comment-page-1/#comment-24101</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Fri, 20 May 2011 22:59:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=826#comment-24101</guid>
		<description>If you want a game with a more simple fighting system then go play something else.  The complexity and difficulty is why we keep coming back to the game.  Learning a fighting system and finding its usefulness is the best part about the game.  If anyone wants a simple fighting system there are plenty of games that fill that gap (Assassins Creed Series).  No one does it like team ninja and you wanna dumb it down.  Why???</description>
		<content:encoded><![CDATA[<p>If you want a game with a more simple fighting system then go play something else.  The complexity and difficulty is why we keep coming back to the game.  Learning a fighting system and finding its usefulness is the best part about the game.  If anyone wants a simple fighting system there are plenty of games that fill that gap (Assassins Creed Series).  No one does it like team ninja and you wanna dumb it down.  Why???</p>
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	<item>
		<title>By: Yu-Chung Chen</title>
		<link>http://gamedesignreviews.com/reviews/ninja-gaiden-2-freedom-is-good-control-was-better/comment-page-1/#comment-11097</link>
		<dc:creator>Yu-Chung Chen</dc:creator>
		<pubDate>Tue, 28 Dec 2010 12:08:45 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=826#comment-11097</guid>
		<description>@jesse
I actually mentioned precautionary evading as the &quot;solution&quot; to avoid grabs. But beating some options of the cycle (I&#039;m using the term because it may or may not consist of three nodes, generally speaking) does not make the evasion an integral part of that cycle.

Actually, evasion has no weakness to neither attack, block, or grab. It beats them by avoiding them altogether, which is being outside of the cycle.

You could argue that this kind of &quot;meddling&quot; destroys the golden triangle. What I was saying is that the meddling is necessitated by Team Ninja&#039;s implementation of the broken triangle. Of course, it might be a feature... It&#039;d be interesting to come up with a design where the evasion is weak to something.</description>
		<content:encoded><![CDATA[<p>@jesse<br />
I actually mentioned precautionary evading as the &#8220;solution&#8221; to avoid grabs. But beating some options of the cycle (I&#8217;m using the term because it may or may not consist of three nodes, generally speaking) does not make the evasion an integral part of that cycle.</p>
<p>Actually, evasion has no weakness to neither attack, block, or grab. It beats them by avoiding them altogether, which is being outside of the cycle.</p>
<p>You could argue that this kind of &#8220;meddling&#8221; destroys the golden triangle. What I was saying is that the meddling is necessitated by Team Ninja&#8217;s implementation of the broken triangle. Of course, it might be a feature&#8230; It&#8217;d be interesting to come up with a design where the evasion is weak to something.</p>
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		<title>By: jesse</title>
		<link>http://gamedesignreviews.com/reviews/ninja-gaiden-2-freedom-is-good-control-was-better/comment-page-1/#comment-11066</link>
		<dc:creator>jesse</dc:creator>
		<pubDate>Tue, 28 Dec 2010 00:40:08 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=826#comment-11066</guid>
		<description>um about you golden triangle you forgot one crushal part and thet is evadind</description>
		<content:encoded><![CDATA[<p>um about you golden triangle you forgot one crushal part and thet is evadind</p>
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		<title>By: transvio</title>
		<link>http://gamedesignreviews.com/reviews/ninja-gaiden-2-freedom-is-good-control-was-better/comment-page-1/#comment-3571</link>
		<dc:creator>transvio</dc:creator>
		<pubDate>Mon, 31 May 2010 23:58:26 +0000</pubDate>
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		<description>dive into information techology</description>
		<content:encoded><![CDATA[<p>dive into information techology</p>
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