Reader review from Gamefaqs. Really makes me wonder how Grand Theft Auto is going to turn out.
Review by stealthgiga
Reviewer's Score: 8/10, Originally Posted: 07/28/2005
Tenchu Shinobi Taizen has made stealth-killing experience on the go.
It is the PSP installment of Tenchu series that has been revived thanks to the publisher From Software and developer K2.
Unlike PSP installment of console series like Dynasty Warriors and Metal Gear, Tenchu Shinobi Taizen does not undergo much changes compared to its console counterpart, so it is a good thing as it remains faithful to the essence.
And some of the changes can be derived from controls and PSP hardware limitation.
The controls are similar to its console counterpart, but with the missing second L and R buttons on PSP, it has to be adjusted in this game. There is no longer immediate look around button which is done with L1 button on PS2. Instead, on PSP lock on to enemies button is assigned to L button and stealth assigned to R button. To look around, you have to be in stealth first (aka holding R button), then press L button. So you can't immediate look around while standing, but you can still look around during stealth. If you feel immediate look around is a need, you can try to resolve it by using Grappling Hook item's aiming feature, then press R button to cancel the aim.
As there is no right analog stick on PSP, some actions that can be done in the console version of the games cannot be done here. To turn around while crouching, you have to hold down-left or down-right on D-pad. As far as I know there is no way to change the camera angle while you are pressing yourself against the wall. The only remedy to get the camera angle you want is to position the character prior to sticking against the wall.
The above 2 paragraphs might only be grasped by those who played Tenchu 3 and later ones before. Generally, the controls need some time to get used to.. but I would rather point out the PSP as the source of problem than the game itself. The analog snub and its position, for example.
The game doesn't run on 60 fps. So while moving characters basically works the same, the feel seems different a little. Some actions like grappling and climbing up feel slower thanks to that.
Unlike those detailed levels in its console counterpart, the levels in Tenchu Shinobi Taizen are less sophisticated in terms of structures. the levels in this game are made of stairs, slopes.. anything more squarish. There are still props however, and they still look good for a PSP game.
The draw distance is quite short.. it is roughly the same with the old psone Tenchu games. Again, I would rather say it's more toward PSP than the developers' fault. PSP might not be capable to handle such a large map with well-designed structures and vast draw distance.
Well at least there is something we can blame developers. It is the music. They recycle the music from Tenchu 2 and Tenchu 3 except the exclusive image theme in the opening.
You start with 4 characters ready with their own scenario modes: Rikimaru, Ayame, Rin and Tesshu. Beating all of them reward you with one more scenario mode, and by beating missions reward you with more characters for use on Free mode and multiplayer.
Story-wise the game only has 12 movies. One of them is opening movie which features amazing scenes, 2 movies (start and end) for each scenario modes and credits. The rest of the story is covered with head display and text bubbles.
By grandmastering levels, each characters can gain ninja items. The grandmaster items are the same for every characters, but have to be obtained separately. The items aren't as vast as the console counterpart and they are nothing new.. only selected ones from the console.
The levels have different objectives. Reaching destination, elimination under time limit, escorting someone and even carrying a body to a point for example.
Some bosses can be stealth-killed instead of fighting head on as well.
The level design in Tenchu Shinobi Taizen is a little different than its console counterpart in the sense that there are 'hidden' areas you have to find by exploring first, and sometimes it's necessary to find and go through those hidden areas to reach the destination. This consists of underground areas which cant be viewed in map for the first time.. you have to find someplace to drop down to certain lower ground level to display a different map for it.
Unlike its console counterpart.. the map in Tenchu Shinobi Taizen consists of pixels and colors. The colors red and blue represent things. Red represents higher terrain, the more opaque it is the higher it is. The most opaque red are walls that can't be climbed up. Blue represents watery areas. Blank represents areas on ground level. By going to someplace with much lower/higher ground level, different map is shown. That's how hidden areas come about.
The levels are vast and most of them are open-ended, non-lnear.. and some of them are heavens of roof jumping experince while some are hell of pitfalls.
Unlike its console counterpart, you can't gain abilities but some of the abilities are already present. Cling to ceiling for example. For Azuma ninjas, holding circle while crouching let them listen to the ground to detect moving enemies on the map, while for shimatsuya by doing that controls they will do animal noises. They can paralyze enemies without killing them by pressing circle next to them. This is rather useful to prevent those innocent from hindering your mission.
And yes, you can carry enemy's bodies. Swimming from Tenchu Kurenai is in too.
The stealth kills performed by the characters are the same (no new animation) except the new main character Onikage. His stealth kills are brand new and exclusive and it actually looks cool.
The replay value is quite short because all the available, 33 characters, share the same scoring for each available 40 level from scenario modes. But, the replay value is virtually limitless in the existence of Mission Editor.
Honestly.. the game's presentation is not really solid and I would be lying if I say I weren't a little turned off. But what makes up for it is the Mission Editor feature.
Unlike the studio for Adventure Player, a PSP game that let you create text-based adventure games, which is crippled in term of functionality and features, the Mission Editor is such a robust level creator that could let you create levels on par in terms of quality with the levels in scenario modes. In fact, it seems those levels in scenario modes are also done with Mission Editor itself.
Mission Editor works similar to the one in Tenchu 2, only with more functionalities. You can:
- Set the mission name, author and short description
- Set the level type (normal, multiplayer vs/coop)
- Set the objectives (there are many more)
- Set the layout set
- Set the main character (either all or only one of them)
- Set the time limit
- Set the stealth requirements
- Set the boss, 3 types of enemies and 2 types of innocent prior to editing
- Set the preface screen with scrolling text. You can change the background, music, effects, and the message. And color. And Speed. Wow. So flexible.
- Set the ninja items to be included and its quantity.
- Set 3 cutscenes: starting, prior to boss fight, and ending. These 'cutscenes' make up of text bubbles and head display. You can add lines, input text, and change the character emotion. This feature is flexible as well.
Editing works the same with Tenchu 2 mission editor.. just there are more ground levels and more terrain types that make underground areas possible for example.
Overall, Mission Editor is the highlight of this game.
I believe this game does not really sell for what the scenario modes have to offer. This game sells for its mission editor. It is a Tenchu game less emphasized on the story but more emphazied on its mission editor feature, for Tenchu fans and gamers alike to create missions and share it with others.
That said, if you wouldn't want to create those custom missions, then this game might not be worthy for you.
Lastly, multiplayer mode. Like Tenchu 3 it has vs or coop option, and you can play with much more characters and the character mechanics have been fixed to avoid cheap ways of winning. You gotta host or join a section like any other multiplayer PSP games.