
In that, Mark of the Ninja is almost two games in how radically different you need to set yourself up to suit your preferred gaming style the idea of leaving anyone alive throughout the game felt alien to me, so I spread chaos and panic around whenever I could. Or sneaking past sentries and leaving them alive. More or less any action you undertake has a specific allocation of points just waiting for you to discover, such as finishing a level without alerting anyone. Entire rooms can be cleared by just scaring the living shit out of one guard, then watching the panic spread like an epidemic, then being more than a little smug at all the bonus points you receive as your enemies all mow each other down in their fear-tainted reactions.
MARK OF THE NINJA XBOX 360 HOW TO
Invest in further skills, and you can eventually learn how to hang dead bodies from strategic lampposts, just to ensure anyone who sees this will never sleep a peaceful night again. Throw the corpse at his former allies, scaring them out of their wits and forcing them to spray the area with panic fire, mowing down any other guards that might get in the way. Or, use it as bait, perhaps drawing a guard in to check on his vitals, and then slaughter him as he radios for help. So, you could hide it, drag it or drop it into an air vent to ensure it’ll never be found, or just graft it into the shadows and hope. Or you could use the distraction to get behind him, and slit his throat.īut, then, what to do with the body you just created? If another guard finds it, they’ll want to check their comrade and, upon finding a corpse, raise the alarms. You could use this time to slink away, undetected with the guard none the wiser. The alerted guard, armed with his assault rifle and flashlight will approach it cautiously, flicking his beam back and forth to try and unearth any possible danger. Being too loud doesn't always mean detection maybe you spend a few seconds throwing bamboo darts at all the lights to destroy enemy visibility, and then intentionally create a little pocket of sound.


Every action, every consequence, can be turned to your advantage. Mainly because Mark of the Ninja is an effortlessly tight game, with very little for me to complain about. Then you get a sword, and, should you chose, everything changes. Then you get a grappling hook that allows you to latch on to vents and perches, doubling your scope to avoid unwanted contact. Controlling these goes a long way towards keeping you alive and alluding the various guards. His footsteps echo, rats and ravens can be startled and dropping from heights causes clatter, sending little visible shockwaves out into the world. He'll need to vanish into the foreground, and cling to ceilings whilst patrols stroll past, and ensure he doesn't make too much noise when within hearing distance. He awakens to find his hidden village under attack from a small army of heavily armed mercs, and has to slink past them, delving further into the desecrated shrine to try and find answers. It's not even until some way into the first level that he collects his first weapon. Mark of the Ninja's unnamed protagonist laughs in their faces the way a true ninja should from an unseen air vent by their feet or dangling upside-down from a chandelier whilst they mince about beneath him.
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Joe Musashi has no idea what to do with a patch of shadows, and Ryu Hayabusa would probably throw a hissy fit if he was fighting any less than a dozen heavily armed foes. I'm looking at you, Ninja Gaiden and Shinobi fantastic games though you often are, you represent the stealthy ninja as one man armies who stroll nonchalantly through huge ranks of enemy brazenly. This is good news for the ninja, an occupation probably sick to the back teeth of how misinterpreted they continue to be in the word of video games. It's been quite a while since I've found myself as taken with a game as I have been with Mark of the Ninja. "It hasn't so much as reinvented the stealth genre, as it has made more or less every other entry look extremely stupid for doing it wrong."
