
Step into a living comic book in this new take on the Ninja Gaiden series. Brandishing his ninja sword and the mecha weapons in his cyber arm, Yaiba slaughters zombies with brutal, over-the-top abandon. Will you slice enemies to pieces, crush them with Yaiba's cyborg arm or just rip off a zombie’s arms to use as nunchucks?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
13 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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Reviews
Themes across 53 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
视角很诡异。。。判定也很奇怪。。。
Game run out of video memory in like 20 minutes. At least it is what error message said.
频繁死机 玩不了
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13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Sep 10: that day the store answered for this game elsewhere and gave no price in those. The 13 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese**languages with full audio support
Hours played at review time, across 53 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Muy bueno, muy dificil y muy gracioso.
打汉化补丁不能解锁成就! [b]我打隼龙,真的假的?[/b] Spark Unlimited,一个由前荣誉勋章制作组成员重组的工作室,他们一共就制作了五款游戏,只有第一部作品评分过了60,开局即巅峰,而我更搞不懂的是,在已经连续出两部粪作的情况下,卡普空和光荣还有信心同时找他们外包,不出所料,不仅游戏双双暴死,工作室也跟着一块寄了。 和失落的星球3卡婊当甩手掌柜不同,本作还有稻船敬二和早矢仕洋介担任联合制作人,后者是臭名昭著的小弟,代表作是忍龙2西格玛和忍龙3;前者很有名,在卡普空参与过洛克人、生化危机等大ip,特别是失落的星球前两部就是他主导的,和SU可以说是命运的相会了(SU这两部还是同期开发的),稻船后来开发的无敌九号也是烂完了,这三位可以说是,聚是一坨屎,散是炸粪坑。 其实不和忍龙比的话,本作也算是个合格的动作游戏,打击感还不错,美漫画风,b级片风味十足,战斗中间穿插着各种qte跑酷。 但是最后一关纯粪,又臭又长,本关全程都是boss战,boss分阶段召唤精英怪上场,然而中间没有一个存档点,死了就得从头开始打,你唯一的回血手段就是处决,每次还都要重新看一遍boss表演,太折磨了。 说回游戏, 本作操作上和忍龙区别很大,忍龙是x轻击y重击b手里剑a跳跃,剑勇的xyb则是使用忍刀、拳套、锁链三种武器;忍龙的闪避和防御共用一个键,剑勇则是单独一个防御键(完美防御可以触发子弹时间),a改成了闪避和跳,实际上这个跳只有在跑酷时会用,战斗中只有闪避,也就是说本作就没有跳,那活该你打不过隼龙啊。 处决也和忍龙完全不同,忍龙的处决是和重击共用一个键,只要敌人被断肢就能处决,处决爆出红/黄魂,吸魂可以取消绝技蓄力,以此达成战斗循环。 剑勇没有重击,处决自然也改成单独键,机制上更像战神,只有在敌人残血被打飞的一瞬间才能处决(有感叹号提示),处决后给血包并且涨怒气值,精英怪和boss处决时需要按qte,并且可以把他们的身体部位扯下来变成临时武器,这个算是本作的特色玩法之一。此外,本作还能连续处决,就是打杂兵的时候,同时打出多个感叹号时按处决键,屏幕上方会出现多个圆框,玩家需要在处决动画的结尾(慢动作时)再次按下处决键,就能继续处决下一个敌人,按早或者晚都会直接中断。 怒气满了能使用斯巴达之怒(误),甚至键位都和战神一样是同时按两个摇杆。 本作的另一个特色是元素反应,游戏里有电火毒三种元素,其中电+火=风暴,火+毒=黑火,毒+电=结晶,元素反应不仅在解谜过关需要用到,战斗中也可以借助元素反应来快速杀敌,比如说靠风暴来大范围清场,或者将精英怪结晶化后直接用拳头打碎。 本来前面挺喜欢的,最后一关给我好感度直接清零[裂开] 不过起码比失落的星球3好玩
如果刨去最后两关,这就是一般屎味的忍龙味Boss。 不过最后两关充分发挥了神笔动作,元素反应和屎味堆怪还有你最骄傲的站桩弹刀,我只能说这是真会做游戏的,你要说他不会做菜吧,他把肠子里的屎都翻出来充分发挥了——纯是好这口的
hell yeah
El juego no esta mal mientras no lo veas como un Spin-off de NInja Gaiden XD Quiero decir, si esta bueno, es frenetico y divertido. Pero tiene sus fallos, la camara es una mierda. Y Moonday... oh, Moonday... tremendas tetorras que se carga la pelirroja
Yaiba: Ninja Gaiden Z - 7/10 I am a fan of Character Action Games (or simply character action games) where you can use combos to defeat enemies. Especially if you use a katana and there are Japanese or anime vibes, the game usually wins me over instantly. So far, my favorites have been the Devil May Cry series (I completed the Hell and Hell difficulty in DMC4, among others) and Assault Spy, and I wish there were more games like this. While I don't consider myself a master, I do pretty well in them. However, I have very mixed feelings about Yaiba: Ninja Gaiden Z, even though it ultimately gave me a lot of fun. Pluses of the game: Main character and humor: Yaiba as a character, his lines, and his relationship with Ryu Hayabusa are absolute gold. It's a huge shame that this story never got a sequel and we probably won't see this character in the Ninja Gaiden universe again.Style and atmosphere: I absolutely loved this whole comic-book, over-the-top (camp) presentation. The game has a great, laid-back vibe that really draws you to the screen.Gameplay: I played through most of the missions on Normal difficulty and had a really good time. Minuses - mostly technical issues. Learning curve: The game has an incredibly brutal and punishing margin for error. Before a player even grasps how the combat system works here, they will die hundreds of times. For someone who isn't deep into this genre, this game will be an impassable barrier and will simply discourage them. Camera work and offscreen attacks: The camera can completely lose track of enemies. The worst part is that enemies can launch an attack while being completely out of frame (offscreen), causing you to take damage that you physically couldn't predict. Animation priorities and input lag: The game has responsiveness issues. Enemy attack animations have strange priorities, and the game can lock your character into a long strike animation, making it impossible to dodge. On top of that, there is a noticeable input lag at times. Most often, enemies will completely stun-lock your character after just one hit and there is nothing you can do about it. So in my opinion, the best tactic is two quick hits and a dash, and repeat this until the enemy is dizzy enough that you can play around with combos more.Lack of a traditional combo list, ideally showing how the character executes the moves: Sure, you can turn on the so-called input recording so you see what button combinations you are pressing, but you don't really have a way to compare it. Yes, the game explains what attack series you unlock in the codex tab, but the list is heavily hidden. I think it should be better presented, not to mention that judging by my gameplay, there are plenty of moves that aren't even listed there! So the game encourages you to do combos, but the game design itself—where enemies swarm you so heavily that you can barely pull off two hits before a wave of zombies takes you out—is completely self-contradictory. Even Assault Spy allowed you to check your moves at any terminal, which I consider a necessity in games of this type.Lack of a traditional jump: My personal nitpick – the lack of a dedicated jump button in a hack'n'slash action game drove me crazy.Horribly designed final boss: I lack the words to describe how much I struggled with him, and I once beat Jack Norman on Inferno—one of the toughest and most bugged bosses in the entire Resident Evil series, ha ha. The final mission is a dreadful, tedious festival of bad design. The boss is ridiculously hard only because you have to wait around idly for the right zombies. Most of the time, due to a tiny mistake, the enemy waves can literally touch you and melt your health bar, because you get attacked by 3 or 4 enemies at once who have special attacks and often spam them from a distance. You then have to gather very specific parts from them just to damage him. Worst of all, this fight irritated me so much because I couldn't skip the cutscenes; the lack of an option to skip certain scenes definitely pissed me off. Also, the lack of checkpoints between the boss phases was ridiculous. Even when fighting Ryu, the designers at least realized you had a high chance of dying in every wave, so they gave you checkpoints for each of the 4 or more phases—here you literally have 1 checkpoint and if you die, you have to fight 12 waves of enemies all over again every single time—Good Luck!Ultimately, I gave up and finished the finale on Easy (unlocking only the Schoolgirl outfit). Summary: Balancing the great atmosphere against a lot of technical flaws, I give the game a solid 7/10. The atmosphere is brilliant (9/10), but the gameplay itself definitely drags down the game as a whole. If you are looking for a fair challenge – you might bounce off. However, if you can overlook the technical flaws and accept the fact that it can be very difficult at the beginning, over time the game should show you how many cool things it has to offer.
YAIBA: NINJA GAIDEN Z is a chaotic hack-and-slash action game that completely abandons the serious tone and technical precision of the traditional Ninja Gaiden series in favor of exaggerated violence, comic-book insanity, and nonstop zombie carnage. Developed by Spark Unlimited in collaboration with Team Ninja and Comcept, the game reimagines the franchise through a grindhouse-inspired lens filled with absurd humor, over-the-top gore, and highly stylized action. Rather than delivering the disciplined and brutally challenging ninja combat that longtime fans expected from the series, YAIBA embraces arcade-style chaos and exaggerated spectacle, creating a spin-off that feels more like a violent comic parody than a conventional Ninja Gaiden title. The story follows Yaiba Kamikaze, an arrogant and ruthless ninja obsessed with surpassing Ryu Hayabusa. After losing a deadly confrontation against Ryu, Yaiba is resurrected through cybernetic experimentation and thrown into a world overrun by zombies, mutants, and monstrous bio-engineered horrors. Equipped with mechanical enhancements and fueled entirely by revenge and selfish ambition, Yaiba cuts his way through endless hordes of enemies while constantly mocking everyone around him. The narrative itself is intentionally ridiculous and never attempts emotional depth, instead focusing entirely on crude humor, exaggerated personalities, and nonstop destruction. One of the game’s strongest qualities is its visual identity. YAIBA uses a cel-shaded comic-book art style filled with thick outlines, exaggerated animations, bright colors, and massive splashes of gore that constantly make the action feel energetic and exaggerated. The environments are designed with the same over-the-top mentality, featuring ruined cities, grotesque laboratories, industrial wastelands, and zombie-infested battle zones overflowing with visual chaos. The art direction gives the game a distinct personality that immediately separates it from more grounded action titles. Combat revolves around fast melee attacks, environmental destruction, and large-scale zombie slaughter. Yaiba fights using both his katana and cybernetic weapons attached to his mechanical arm, allowing players to slice enemies apart with chainsaws, electric attacks, explosive gadgets, and brutal finishing moves. The combat system is intentionally flashy and excessive, prioritizing visual spectacle over careful precision. Battles frequently fill the screen with explosions, severed limbs, blood effects, and giant enemy swarms that create a constant sense of chaos. One of the more entertaining mechanics involves using enemy body parts and environmental objects as improvised weapons. Players can rip weapons from zombies, trigger traps, and create destructive chain reactions during larger encounters. These moments help the game stand out from more traditional hack-and-slash titles because the combat constantly encourages ridiculous and creative forms of destruction rather than simple sword combos alone. Boss fights are another major highlight. The game features enormous mutant creatures, cybernetic monstrosities, and grotesque zombie abominations that push the game’s exaggerated tone even further. These encounters are visually memorable and often prioritize cinematic spectacle over mechanical complexity. Watching Yaiba battle giant monsters while entire environments collapse around him captures the absurd energy the game constantly aims for. The pacing remains energetic throughout most of the campaign. Levels move quickly between combat encounters, platforming sections, scripted action sequences, and boss battles without long periods of downtime. The game constantly introduces new enemy types, environmental hazards, and increasingly ridiculous scenarios to maintain momentum. Its relatively short runtime also works in its favor because the chaotic gameplay remains entertaining before repetition becomes completely overwhelming. The soundtrack and sound design contribute heavily to the game’s identity as well. Heavy rock music, explosive sound effects, aggressive voice acting, and exaggerated combat noises reinforce the loud and chaotic atmosphere. Yaiba himself constantly delivers sarcastic insults and immature jokes during gameplay, further emphasizing the game’s grindhouse-inspired tone. Players who enjoy intentionally ridiculous action and crude humor may find the presentation entertaining simply because of how unapologetically excessive it becomes. However, despite its stylish presentation and entertaining ideas, YAIBA: NINJA GAIDEN Z suffers from several major problems that prevent it from reaching its full potential. The biggest issue is the combat depth. Although flashy at first, the combat system lacks the precision, responsiveness, and strategic complexity that defined the mainline Ninja Gaiden games. Enemy encounters often devolve into repetitive button-mashing rather than rewarding mastery and technical skill. Compared to the refined combat systems of Ninja Gaiden Black or Ninja Gaiden II, the mechanics here feel significantly less polished. The camera system also creates frequent frustration during larger battles. The chaotic visual effects, crowded enemy groups, and rapid movement often make it difficult to track incoming attacks or maintain spatial awareness. Combined with inconsistent enemy behavior and cluttered environments, some encounters become visually confusing rather than exciting. Level design eventually becomes repetitive as well. Most stages follow a similar structure involving moving through linear areas while fighting large waves of zombies and mutants. Although the visual style keeps the environments interesting initially, the actual gameplay progression rarely evolves significantly throughout the campaign. The combat remains flashy, but the lack of meaningful gameplay variety causes fatigue during longer sessions. The humor is another divisive aspect of the experience. YAIBA constantly relies on crude jokes, profanity, exaggerated violence, and intentionally immature dialogue. Some players may enjoy the ridiculous grindhouse atmosphere and comic-book absurdity, while others will likely find the writing obnoxious and exhausting. The game never takes itself seriously, which helps reinforce its identity but also makes emotional investment in the story almost impossible. Longtime Ninja Gaiden fans were especially disappointed because the game abandons much of what made the franchise respected in the first place. Instead of delivering brutally challenging combat built around timing, precision, and mastery, YAIBA focuses far more on visual chaos and exaggerated humor. As a result, it often feels disconnected from the series it carries in its title. Technical roughness also hurts the experience. Certain animations feel awkward, platforming sections can become frustrating, and enemy reactions occasionally lack proper feedback. The game’s mechanics often feel inconsistent, giving the impression of an ambitious project that never fully refined its ideas. YAIBA: NINJA GAIDEN Z ultimately delivers a messy but memorable action experience filled with exaggerated violence, loud humor, and chaotic combat. While repetitive gameplay, uneven mechanics, and shallow combat depth prevent it from standing alongside the best hack-and-slash games, its unique visual identity and unapologetic insanity still make it an entertaining ride for players who enjoy outrageous arcade-style action. Rating: 7/10
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