Since this review was originally published, a patch has reportedly addressed one or more of the issues cited below — notably the game's frame rate problems. While we unfortunately cannot revisit games on an individual basis, it should still be noted that the updated game may offer a much-improved experience over the one detailed below.
This is the sad Haiku of Ganryu 2,
A tragedy coded in Unity,
By the Storybird crew.
Visco, a long defunct Neo Geo developer, is having its IPs plundered of late, like a bounty sadly washed ashore. Following on from Picorinne Soft’s Andro Dunos sequel, Ganryu — a distinctly average 1999 arcade game — has now been reanimated by Storybird Studio.
Like the original, this spiritual sequel is a feudal Japan-themed hack and slash platform game in the vein of Shinobi. Where Visco’s title fell short in every respect bar its graphical charm, Ganryu 2 attempts a more layered imagining of the concept.
Mechanically, this runs deep, dishing out a lovely set of manoeuvres for the player to toy with and enjoy. Throwing knives, double-tap runs, rapid-fire sword flurries, insta-kill dashes, and a host of magic attacks all compliment your basic, sword-carving combos. You can double jump and sword spin on your way down, ping between walls, and recover mid-air for flashy kills and spritely ledge negotiations. It’s a limber repertoire with a feel-good snap that pines for speed-running endeavour.
Graphically, too, it’s rather pretty, looking much better in motion than in screenshots, with strong background elements, weather effects, nice palettes, and a variety of colour-coded popcorn enemies that signal different threats. Larger, hulking opponents pepper the landscape too, reminiscent of certain Shinobi III adversaries, requiring you to stun them with your dash before cleaving them out of existence. Additionally, bosses both look the part and deliver fun, strategic pattern-based skirmishes.
In-fact, with all of these elements in place, Ganryu 2 should be a surprisingly good game. Sadly, it's hobbled like Kathy Bates went at its ankles with a sledgehammer. Programmed in Unity, the same engine that buckled Platinum’s Sol Cresta, Ganryu 2 seems perfectly fine until the stage introduction, where you suddenly sniff what appears to be performance issues. Into the thing proper, and it’s clear stage one is chugging a tad, especially where it gets busier. It’s just not smooth at all, and by the time you hit a mine cart chase, it’s clear there’s a chronic problem at hand.
We considered that these issues might be restricted to playing in handheld, but it proved equally concerning when docked. Despite this, we still reaped some enjoyment clearing the first two acts, mostly owing to the well designed edifice beneath its technical deficiencies. Moments of successful dashes and strikes, knife flings and quick evades had us claw back a touch of optimism that Ganryu 2 might, at the very least, be worthy of attention. This was quickly dispelled by the shocking mess that is stage two, where the jitter is magnified a great deal, dropping at points to an eyeball-stabbing 15 FPS (in our guesstimate). ‘Unplayable’ isn’t a term to be banded about lightly, but the frame rate — or lack thereof — is so appalling here that it’s almost running backwards.
It’s so janky, in-fact, that things no longer work in the way they were intended. Sometimes, the action gets too stuttered to allow your inputs to respond, or your character to switch directions in time to strike incoming enemies. This vexation is compounded by the fact that the core mechanics are actually noteworthy, but summarily sunk by the engine’s performance and the studio’s unsuccessful efforts at optimisation. Stage layouts aren’t bad: there’s tons to slash at, hidden areas to crash through, lots of extra lives, point bonuses, and magic to accrue. But when it starts running like a monkey with no legs, it’s effectively ruined, negating any opportunity for clean skill application.
It’s designed to be fairly challenging, requiring attention and reflexes to build magic and negotiate pitfalls, but in later stages the difficulty can spike very unevenly, and the entire thing seems littered with bugs, memory leaks and glitches. Moreover, clunky programming and stage design elements can be a hindrance, too. You sometimes can’t clear bamboo traps with your dash because your hit-box gets snagged on the land’s edge; ascents carpeted with spike traps are also awkwardly implemented. Yet, these problems pale in comparison compared to how roughly the thing moves.
Curiosity took us to the game’s pre-release trailer, where these problems either aren’t present or difficult to discern, and then sat contemplating whether or not to give it an honourable death. While frame rate issues fluctuate a lot throughout the game, they’re still consistently overshadowing the experience: in some places they’re less prominent, in others they can grind things to a near halt.
Conclusion
Ganryu 2: Hakuma Kojiro gives us one of the most mystifying pieces of software to hit the public domain in recent times. If it could muster even a stable 30 FPS, it would likely be a commendable arcade action adventure, featuring nice mechanics, stage variety, large bosses and pleasing graphics. Possibly, even, a highlight in its genre. As it stands, it’s so confusing a technical train wreck that we can barely make sense of why it's been released in this condition. Should a patch materialise that resolves these issues entirely you can add at least three points to our current score, but at present technical problems gravely undermine the positives.
Comments 26
Bummer, I'm always enthusiastic about Shinobi clones, but alas.
Thank you for writing the haiku in the (mostly) correct cadence, short phrase/long phrase/short phrase. That 5/7/5 crap needs to die off already!
Putting the "No" in Shinobi
Been eyeballing it for a while in the coming soon section, but I’m at least slightly concerned when a game doesn’t include a video in the screen shots, like this one. A real shame as the art is beautiful and the game sounds fun if properly constructed.
Dammit, I was looking forward to this one.
This looked so good and was hoping it would scratch my action-platformer itch until Gunvolt 3 dropped. Oh well...
That is a shame. Seemed promising from the screenshot and the premise. Could have been a solid 7/10 if not for the seemingly horrendous issues here. Ah well, one to delete off the wishlist. Thanks for the review.
Dammit, was hoping it will be as good as Muramasa. Oh well.
More pitch it ‘n patch it, too bad
I hate to ask, but might the performance issues be hardware-related? Meaning that they may not exist on other platforms?
Apart from the apparent technical issues , when i read the review, it reminds me Ghost N Goblins a lot (and GNG wasn't a monster of technology too, especially when it came out on NES). Hardcore game, hardcore progression. Just my feeling. May be interesting finally. But let's cross our fingers for a patch soon too.
@Hck I wonder as well.
This game is beautiful and I'd like to pick it up. Either an update on switch or on my laptop (though graphically weaker than my switch, it might perform better)
@Specter_of-the_OLED We desperately need Muramasa on Switch. Imagine how gorgeous it would look on the OLED model. I miss my Vita for that game more than any other… well except for Persona 4 Golden maybe!
@Hck @tyranny_life Push Square rated the PS4 version 7/10 when they reviewed it via backwards compatibility on PS5. They didn’t mention any performance issues, so I’m guessing yes, it looks like it may well be hardware related.
@The_Pixel_King Not really, more like a lazy dev issue. How do one released a 2D ninja action side-scroller in Unity in 2022 and still manage to make it worst than The Messenger, a 2D ninja action side-scrolling also made in Unity in 2018 and for Switch? There's no excuse, these guys made it for a quick bucks and that's it. Heck it manage to play even worst than the original that was on NeoGeo.
That stinks, this was on my radar. I had this, chrono cross, and MLB on my list for the month and ultimately I'll hold out on all 3 due to the avg to below avg scores.
Thank you so much for pointing out the importance of the frame rate issues. Something that the Wife Quest review completely ignored, despite being one of the worst performing games I've ever seen. It was game breakingly bad.
@The_Pixel_King
It's a retro-inspired, 2D action platformer with a 550 Mb file size. It's not likely that this game needs to be compromised, ala Doom Eternal, in order to run properly on the Switch hardware. It's almost certainly a programming issue, and it can probably be fixed with a patch. Hopefully sooner, than later.
@zbinks @Specter_of-the_OLED Oh I couldn’t agree more. I didn’t mean it’s a hardware issue where the Switch isn’t powerful enough to run the game properly. I meant that it runs well on PlayStation, so the performance issues are simply isolated to this platform. Clearly, it is 100% down to optimising the programming to run properly, and not down to the game being too much for Switch to handle. Hope that clears up what I was trying to say.
Noooo, I had high hopes for this. Sigh. Back to Shinobi III.
Thanks for the heads up on Muramasa, I'll give it a go on my Steam Deck. I'll try Ganryu 2 on Steam Deck as I can always refund if it plays like the Switch version.
HOLY SH~T!!! The two reviews I watched gave it an 8.5. I was very skeptical about this being good. What a shame and waste of a licence.
I watched a performance test video of the Switch version and the entire first stage runs at around 15 fps. Frankly, the developers of this game should be ashamed of themselves.
This review openly implies that this game (and Sol Cresta) have performance problems because they're written in Unity. That is, frankly, BS. There are plenty of counterexamples of Switch games written in Unity that have no technical issues, including Death's Door, The Messenger, Hollow Knight and Cuphead. I don't expect game reviews to be 100% accurate from a technical standpoint, but what good is a professional review if it's as sloppy as a random Reddit post?
Apparently it has been patched for better FPS on Switch as well as bug fixes, but regardless, one needs to get good and learn how to flow in this game, including the wall jumps which seem hard at first (tip - you don't need a direction press at all, just the jump button to scale walls).
On Steam it is incredible. I locked mine at 120FPS on a 240hz g-sync screen and it's just butter. I would give it a 9.5/10 if it had just one continue and allowed me to reassign joypad buttons so I could use my M30 instead of the familiar xbox layout which the controls are designed around, but as it is it's still an 8 or 8.5/10 for sure anyway.
One of the most fluid, natural feeling arcade games I have played in at least a decade and a brilliant alternative to Shinobi.
I guess it's cases like this where it would be fair if Nintendo followed Steam's 2 hr playtime or 2 week from purchase date refund policy. I do understand after reading this review one might be terrified to spend their cash for a bad port...
SO I'm gonna buy it as I want to play it on the go anyway, and I'll let y'all know how the current version plays in handheld mode on my OG Switch asap!
I don't like the control. Terrible control
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