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Atomic Ninjas Review: radiating on PSN

on 21 October 2013

Available as part of the cross-buy initiative on PlayStation 3 and PS Vita, Atomic Ninjas delivers fast-paced, ninja-themed, multiplayer platforming action where players get to punch, shoot, and throw objects at opponents and, hopefully, force them into a variety of horrible death traps.

Developed by Grip Games, Atomic Ninjas begins with a cute animated intro with a drunken ninja kicking off the apocalypse by accident in a nuclear plant, thus making our ninja troupe….atomic! Unfortunately, the game doesn't go any further into the story than that, which is disappointing since each of the ninjas has a funny background story that could have been used in some quirky, animated interludes between matches. The lack of story also diminishes single player modes to nothing more than a practice area for gamers to hone their control skills and platforming moves against bots before moving on to the main game mode, multiplayer.

While the single player is shallow, it’s worth noting that Grip Games does advertise Atomic Ninjas as a multiplayer game and single player is only mentioned as an additional game mode. Though I’ve usually found enough people online to play with, bots are available to fill up slots if desired. Boasting a variety of traditional gaming modes, including Deathmatch, King of the Hill and Capture the Flag, there’s plenty to get stuck into and many of the modes also have team variations to allow gamers to partner up.

Atomic Ninja offers several different platforming venues for gamers to duke it out. The arenas have a nice variety of hovering platforms, rotating wheels, falling crates, as well as death traps such as ninja-zapping power walls, fiery pits, and pillars of toxic smoke. But the areas can feel a bit confined at times. I often felt that kills were too easily accomplished with a single punch or shot into a hazard; and though this is the overall point of the game, a bit more room to roam would have been nice.

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