Cvit just made a trilogy review of the games here:
https://www.youtube.com/watch?v=S6rjKGN2qQ8&feature=youtu.beResponding to a few of his points:
- If you have a longer combo IN FIGHTS (In other words, maintain the flow of combat) for NGB, this not only increases your karma, but this also increases the amount of yellow orbs you get. So yes, there is a reward.
- The karma was originally meant for leaderboards on Xbox Live.
- Beat the ghost fish by jumping back and forth, and hitting X while in mid-air.
- Lock-on wouldn't work in Ninja Gaiden. There are too many enemies rushing your ass on higher difficulties. So the camera would likely be swinging around a fuckton more. And not to mention that the higher difficulties were what the games were designed around, not normal, so if you went onto said difficulties, you would understand.
- NINJA GAIDEN DOES NOT NEED ON THE FLY WEAPON SWITCHING. Fucking hell, not all action games need this like so many people say. This is not Devil May Cry, where it's all about styling on your enemies, it's about efficiency with the tools you have on hand. I would be a fan of a swap attack though, like how in Nioh, if you switch weapons while attacking, you do a risky, but strong attack.
- The higher difficulties change a LOT about the game.
- Pause combos would break the flow of the game, and wouldn't necessarily fit, mainly due to the aggressive enemies.
- Ninja Gaiden 3 is so much worse than DMC2, that I fail to understand how it is better in any way sans graphics, and possibly story, which should be tertiary consideration in an action game that's about gameplay.
Anyway, I much prefer Ninja Gaiden over Devil May Cry, and Bayonetta, because enemies are actually trying to kill you consistently. I also prefer it's weapons, pace, bosses, focus on efficiency over style and in the case of Black, level design. Really, I think these quote sums up Ninja Gaiden's philosophy to it's design best:
"It was done intentionally of course. The testers who tested this game went nuts. At first it was easier, but when the testers said 'this is too difficult', I made it even more difficult"
"When I first saw the ghost fish that were in the game, they just kind of floated around near Ryu and they didn't do anything. I looked at the guy who worked on this and I said, "What is this; what's the point?" And he said it was "for atmosphere." I said, "This is an action game. You can't just put something in there for atmosphere that is taking up memory and disc space. You either take it out or make it an enemy and do what I say because this is an action game." That's how that enemy came into being. I felt it was ridiculous to have an object in an area where there are no other enemies."
For fuck's sake, why does every action game have to compared to Devil May Cry?