Ninja Gaiden III: The Ancient Ship of Doom - Reception

Reception

Reception
Review scores
Publication Score
GamePro 5/4/5/5/5
IGN 8.0
Nintendo Power 4.1/4.3/4.1/3.9
GamePro (Lynx) 3.5/4.0/5.0/4.5
Electronic Gaming Monthly (Lynx) 8/6/6/6
Allgame (Lynx)
Awards
Entity Award
Nintendo Power "Best Challenge" (NES), 1991

Ninja Gaiden III: The Ancient Ship of Doom received preview coverage in video gaming magazine Electronic Gaming Monthly, where it was displayed at the Consumer Software Group trade show in Tokyo on March 24–25, 1991. They said that Ninja Gaiden III was the best Famicom game in display there, that it "easily walked away with the best for this system!" The game was also previewed in the July 1991 issue of Nintendo Power. They said that the game contained all the old features of previous Ninja Gaiden games which included ninja arts (but they lamented at the lack of the "jump and slash", absent from Ninja Gaiden II: The Dark Sword of Chaos) and similar usage of cinematic cutscenes that made the original Ninja Gaiden game popular. They also particularly praised the new moves Ryu had as well as an excellent plot. GamePro magazine previewed the game in August 1991. They said that the game's visuals were good and on par with the previous titles and that the scrolling was great.

The game was featured in Electronic Gaming Monthly's July 1991 issue as an "EGM Exclusive". They praised the game, saying "Ninja Gaiden gets better every time!" It was also one of the featured games in the August 1991 issue of Nintendo Power, where it received 11 pages of coverage, which included a full walkthrough of the first four Acts plus a brief plot overview of the entire game. It was in this issue where Ninja Gaiden III was purported to be the final Ninja Gaiden game by Tecmo. As in their preview, they gave praise to the action, gameplay, elaborate plot, and difficulty. GamePro reviewed the game in its September 1991 issue. The magazine gave the game top ratings in all categories except sound. They noted the difficulty level as being dictated by the enemies' strategic placements in the various environments; they added that while Act 1 is easy, the remainder of the game is very difficult. The review praised the usage and usefulness of the secondary weapons, Ryu's new ability to hang overhead, and the new addition of the sword power-up, which it said bore resemblance to the game Strider. They slightly criticized the game for leaving out the "cloning" power-up from Ninja Gaiden II: The Dark Sword of Chaos as well as the limited continues and lack of passwords. In March 1992, Ninja Gaiden III received three nominations in the "Nintendo Power Awards '91" in the following NES-related categories: "Best Graphics and Sound", "Best Challenge", and "Best Overall". It won in the "Best Challenge" category; the magazine commented that "the game-playing public knows a challenging game when they see one!" It placed second in the "Best Graphics and Sound" category, finishing behind Battletoads for the top spot. It was the ranked as the third "Best Overall" NES title for 1991, finishing close behind Tecmo Super Bowl.

The Atari Lynx version of Ninja Gaiden III also received coverage in various magazines in 1994. In GamePro magazine, they criticized the fact that the Lynx's small screen makes it difficult for players to see the various power-ups and enemies and to use secondary weapons. However, they praised the good controls, and they said the sound was fine though "weird and spacy". VideoGames & Computer Entertainment praised the game for being better than the arcade version that was previously ported to the Lynx, but they were disappointed that Tecmo did not port the first two NES Ninja Gaiden titles to the handheld, as well. Electronic Gaming Monthly praised Tecmo for a good translation of the game from the NES to the Lynx – complete with good graphics, controls, and varied gameplay – while saying that "Ninja Gaiden is a game that the Atari Lynx has been longing for". Despite that, the reviewers noted that the Lynx's small screen made all the sprites too small for most players to see well, and the screen's blurring makes it frustrating for players to track character movements. In a retrospective review, Allgame gave a mostly negative review, saying that the background makes it difficult to see foreground elements, that players cannot see their character or what power-ups they are collecting, and that sound is very poor, saying "thirteen banshees all wailing different, off-key songs would only begin to approach just how bad the music is".

A few modern video gaming websites reviewed Ninja Gaiden III upon its release to the Virtual Console in 2008. Nintendo Life's Damien McFerran gave lackluster ratings, saying that the game "passed under the radar of many a videogame enthusiast". He added that while the presentation was great, he pointed out criticisms in the silly plot, the inconsistently laid-out level designs, and frustrating difficulty in addition to the five-continue limit. He said that many gamers would prefer the previous two Ninja Gaiden titles over this one. IGN's Lucas Thomas appreciated the improvement in Ryu's ability to scale and climb on top of walls, his ability to hang overhead, good storyline, and the new items such as the Dragon Sword power-up and the Vacuum Wave. His chief criticism was the game's difficulty, saying that it's not the "rewarding kind of difficult" but instead "the cheap, annoying kind of difficult that makes you want to throw your controller at the TV screen and just go read a book". As with the Nintendo Life review, Thomas similarly criticized the inconsistent level design as well as a storyline which becomes progressively more bizarre, including "weird science-fiction themes about bionics and clones".

In a retrospective of the Ninja Gaiden series, Eurogamer said that Ninja Gaiden III was the only game in the NES trilogy not to make it to Europe. They made similar criticisms about the difficulty level, saying that the North American version was made more difficult than the Japanese version by utilizing limited continues, making the enemies much more powerful, and removing the password system present in the Japanese version. They said the story was too outlandish, calling the plot, of which a short-lived anime Ninja Gaiden series would loosely be based, "a glorious load of old bollocks". While the version from Ninja Gaiden Trilogy for the Super NES remedied most of their criticisms, they said that the game added new frustrations which included slower framerates, lower-quality controls, and the omission and shuffling around of several tracks, which they said "is precisely the sort of thing that makes die-hard videogame fans apoplectic with rage".

Read more about this topic:  Ninja Gaiden III: The Ancient Ship Of Doom

Famous quotes containing the word reception:

    I gave a speech in Omaha. After the speech I went to a reception elsewhere in town. A sweet old lady came up to me, put her gloved hand in mine, and said, “I hear you spoke here tonight.” “Oh, it was nothing,” I replied modestly. “Yes,” the little old lady nodded, “that’s what I heard.”
    Gerald R. Ford (b. 1913)

    But in the reception of metaphysical formula, all depends, as regards their actual and ulterior result, on the pre-existent qualities of that soil of human nature into which they fall—the company they find already present there, on their admission into the house of thought.
    Walter Pater (1839–1894)

    He’s leaving Germany by special request of the Nazi government. First he sends a dispatch about Danzig and how 10,000 German tourists are pouring into the city every day with butterfly nets in their hands and submachine guns in their knapsacks. They warn him right then. What does he do next? Goes to a reception at von Ribbentropf’s and keeps yelling for gefilte fish!
    Billy Wilder (b. 1906)