![]() ![]() ![]() #MINI NINJAS SAMURAI PS3#And while the 360 and PS3 versions have virtually no pop-in-along with the fact that the plentiful grass reacts as you run through it not on Wii-grass on Wii is continuously seen popping-up and loading in as you run through the environments. Speaking of the Wii version, it uses a lesser version of the 360/PS3's engine, which, of course, uses higher-res assets, along with much more complex rendering and shader methods-meaning the latter looks better roll-over for an example. Just one of the many scenic views in Mini Ninja's seventeen vast levels. Textures are clean the lighting filters prettily through mist-filled graveyards, fuels the torches' vibrant glow, and causes water to reflect on the rock walls-speaking of which, water interacts convincingly with your boat and feet as you run through it, and its effects on the pelting rain and falling snow are more than adequate the framerate stays steady, even with vast areas to render load-times are brief, and are only between, not during the levels and even on Wii, the pre-recorded cutscenes, using each systems' in-game engine to tell the story, are sharp and uncompressed. The smoke clouds that expel when enemy Samurai are defeated have a substantial, layered effect, and the twelve Kuju spells, from Lightning Storm to Fireball, are dynamic and fun to watch. The graphics have a cute, colorful and simplistic look, with plainly adorable character design and-for such a simple style-surprisingly intricate environments from flowing fields of individually bladed grass and cherry blossom trees, to forests of bamboo and fir far as the eye can see, flooded ricefields lit by muted sunset, and vast snow cover landscapes all of which have a large, impressive scope. ![]()
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