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Reviewed by Aaron Haynes
Gorosaurus
is, without a doubt, the most accomplished character animator in
the history of 3DMM. A bold statement to open a review,
particularly so because I have worked with him before, but
something I say with no hesitation whatsoever. The program's
(and by extension, the community's) evolution has brought forth
several animators that can bring an assortment of spheres to
life in powerful and expressive ways. But while Redwampa's got
the subtle nuances of character movement down to a tee and
Pikios has the ability to pack a raw, emotional wallop into
expressions and gestures, Goro's very personality shines in
everything he does; he has completely and utterly mastered the
art of making an HMC speak to you through movement alone,
and what Ninja Gaiden ultimately demonstrates is the refinement
of his trademark exaggerated cartoon animation into a subtle,
darker, and more captivating form.
The plot is a nuts and bolts ninja/revenge tale, adapted loosely
from the NES game the film was inspired by. The opening
sequence, in fact, is a direct lift from the pre-title cinematic
in the game, which Goro animates so accurately it's rather
uncanny. Fans of the game (myself included) are guaranteed a
swell in emotions when Goro gives us the exact monologue that
accompanies this sequence in a very cool fading text form, with
Ryu reading his father's letter. But it's not ten seconds into
the next scene before we realize that while Goro knows the power
of such homage, this is his tale, and not Tecmo's. Some 90% of
the movie takes place in the same location, which at times feels
a little suffocating, particularly because Goro has a habit of
creating environments so dark he doesn't even have to make
scenery, animating the action overtop of a black screen. When
lighting effects spill through the windows it provides a stark
contrast to the reaction and conversation shots, which have no
backgrounds to them. Although the minimalist approach works
extremely well, with the only evidence that the characters are
in a room and not a black void being the window silhouettes, the
contrast provides the biggest problem, highlighting both
extremes in a very noticeable way -- but in the scheme of what
Ninja Gaiden is, this is just some sour window dressing. In
fact, the lack of backgrounds sort of emphasizes the stellar
character animation in a way. You win this round, Mr. Saurus.
The important thing to remember is that this is a movie told
entirely by its animation. The campy dialogue, acted by Goro,
creates an almost B-movie-esque atmosphere that is occasionally
in danger of turning viewers cynical to the rest of the
experience, and the story, while undeniably a complete tale,
rarely strays from its simple premise. But the emotional hook,
the key element of the film that draws us in, is the way Goro
develops Ryu through his expressions and actions alone. Every
raise of the eyebrow, every glance around the room, every
tensing of the muscles, and especially the way all of these are
used to enhance each other brings Ryu to life the way no other
HMC has ever been given life. Goro exaggerates every action to
just the slightest degree, leaving no confusion as to what's
being expressed. We see him angry, we see him in shock, we see
him cocky, all with the seemingly effortless movements of his
head, neck, and eyes. When he crouches, rubs the back of head in
pain, shifts into en guarde position, we are able to sense what
he is thinking and align with him automatically. And the
maddening thing about it is how simple and at times even goofy
his character design is. Goro is one of the elite
classifications of animators that you can give only a single
sphere to work with, and he can give it the full range of
emotions just by moving it around onscreen.
There's depth too in the contrast between Ryu and his adversary
-- the millennia beast changes his appearance three times
throughout the film, widening the alignment rift between them.
Because the antagonist repeatedly changes forms, Ryu's design
stability is further emphasized. So not only does he inspire our
alignment because of how expressive he is, but because he's
comparatively stable and familiar, which does wonders for how we
identify with him. I don't know if Goro had this contrast in
mind when he was making the film, but there are several examples
of this kind of good design instinct echoed later in Redux: We
can't see the Bored With 3DMM Demon's entire body because part
of it is underground, creating a sort of sinister and secretive
design, while Godzilla can walk around and we DO see his entire
body. Granted, the Demon is originally Redwampa's design, but
one of my favorite Gorosaurian shots in Redux, the iconic
staredown between them while meteors pummel the landscape,
illustrates that Goro again knew how to create a design
contrast. This is subtle and its ultimate effect debatable, but
a good indicator that the man knows how to use every aspect of a
character to achieve his goal.
I've mentioned that the animation is unique, expressive,
powerful, and manages to convey character development almost
entirely by itself. On top of all that, it also kicks some
serious ass. There are moments here that I still drool over, two
years after its release. Since the dialogue rarely stops until
the climax of the confrontation in Walter Smith's house, it's
less of a movie-length fight scene and more of a sinister
conversation peppered with increasingly longer and cooler
moments of action. One of the neatest moments for me was rather
throwaway in the scheme of what came next, but it demonstrates
Goro's eye for really cool moments, a sword going through a
beard, with tiny hairs floating down past the character's shirt.
Ryu being repeatedly slammed into the wall was a neat running
gag (and the payoff shot where he's slammed right next to the
Ryu-shaped indentation from earlier inspires laughter and
wincing sympathy at the same time). And the ultimate badass
sequence, the time slow-and-release ability Ryu uses to vanquish
his enemy when it seems he's been bested makes for two of the
greatest looking shots in the movie while simultaneously
meditating on the result of his character's humility throughout
the movie, a newfound maturity and confidence. Hell, the Dragon
Sword is practically a Freudian symbol if you think about it.
Sound effects, which Goro owes in big part to the talented Matt
'Z-Man' Burkett, are phenomenal, matching the mournful pieces
from the game and some more explosive and dramatic pieces from
Guyver with fantastic sword slashes and explosions aplenty.
There's also one midi, during the NES game lift at the
beginning, which is very appropriate. And while Goro sometimes
seems to forget which character he's doing lines for (at one
point I'm almost positive Ryu is speaking with Dr. Smith's
voice), the goofy style doesn't impede the movie too much, and
works on some enjoyably cheesy level.
If Ninja Gaiden falters in any big way, it's because of the
plot. Not that it doesn't work -- as a complete story, told by
animation and enhanced by dialogue, it's so iconic and classic
that it's even been imitated by at least one ten-year-old fan.
But the trouble with Ninja Gaiden is that the characters are too
big for the movie. Goro has almost created an imbalance in
emotional punch and actual plot merits....through no fault of
its own, the movie feels too powerful to contain itself in some
ways; an untapped potential that will no doubt fulfill itself
spectacularly in The Dragon Born. Still, this is a minor quibble
that ultimately confirms the staying power of the movie. The
first installment of Ninja Gaiden will remain a classic in 3DMM
History, and continues to serve as a powerful warning shot for
fellow animators: Look busy, cause Gorosaurus is stomping this
way.
Critical Score: 95/100.
Personal Score: 98/100.
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