Save the Ninja Clan Review: Super Ninja Boy

When someone comes up with a good idea, it’s often stolen. This is seen very often in the entertainment field in regards to plot devices, character dynamics, as well as straight up referencing something else in the hopes of A) get it, we like that thing too B) having the original source’s effect on someone that has never seen it used before. When a video game does it, it’s often referred to as a clone – the way to stand out is to either be better than the original, or have a new gimmick.

Save the Ninja Clan is most easily compared to Super Meat Boy. The game involves speed running, grades for levels, traps to avoid, and erratic platforming. Completing a level even results in showing all the deaths you encountered on your way to success. Levels include collectibles, as well as the ultimate goal of saving your ninja brethren. It’s all a bit cut and paste up to this point. However, it does do some stuff differently.

The game offers multiple ninja to use when traversing the levels. The one I used most often had a double jump, but you also have a ninja with a sprint and a ninja that can dash with limited invulnerability. Similar to the aegis in the recently released Pankapu, you’ll have to master all three for the completion of the later levels and bosses. In addition to the different ninja styles, you’ll also have kunai, or throwing knives. These will not only let you kill enemies, but scale walls that you are unable to climb normally with wall jumps and destroy obstacles. It’s a nice change from the game it will often be likened to.

The other big difference is the ability to find bugs/secrets in the levels. While SMB had warp zones and the like, this has sections that bring up the game manager who tries to tell you to go elsewhere. In the beginning levels this entails going left opposed to right, or walking through a wall or ceiling, and the manager either tries to steer you toward the actual level again, or somewhere else that he deems appropriate. Going against that will often lead to challenges you won’t find elsewhere in the game. These include invisible platforms, reversed controls, and … Pong.

Playing this type of game simultaneously with N++ isn’t really fair. While both are in the same genre and feature ninja, this one feels much less refined. But that style is part of its charm, and it works well for short bursts of play. The uniqueness of being able to disobey the game manager is reminiscent of how you break the game in The Magic Circle. Without this part of the game, it would certainly be written off by many for its competitors.

What Save the Ninja Clan does is bring a competent speed running platformer while also adding in another way to play that distinguishes it from other games in the genre. It’s not the best platformer you’ll play in this field, but it is one of the more unique if you choose to play it that way. It is also one of the cheaper ones you can purchase.

7 out of 10

Pros

  • Decent Level Design
  • Lots of Secrets
  • The Unexpected

Cons

  • Feels Unpolished

Save the Ninja Clan was developed by Willz and published by Sometimes You. It was released on PC January 20th, 2017, X1 on May 5th, 2017, PS4 on July 7th, 2017, and PS Vita October 6th, 2017 for $2.99 on consoles and $.99 for PC. The game was provided to us for review on Vita.

 

Here at GBG we use a rating method that you are more than likely familiar with – a scale of 1 to 10. For clarification, we intend on using the entire scale: 1-4 is something you should probably avoid paying for; 5-7 is something that is worth playing, but probably not at full price; 8-10 is a great title that you can feel confident about buying. If you have any questions or comments about how we rate a game, please let us know.

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