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What would you want to see in a new Tenchu ?

Variahunter

Member
With Acquire being part of Kadokawa since December 2023, and From Software being the owner of Tenchu, I'd love them to collaborate on a new Tenchu.

tenchu-z.jpg


This is what I'd like to see :

- Stats like in Tenchu Z : Stamina, strenght, dexterity, intelligence => stealth skills and stealth ranks at the end of stages give experience to boost them.

- AI : normal enemies with different stats which could be randomized with each "seed" or playthrough, like vision being good or bad affecting how far they might see you, hearing, they strenght, stamina and dexterity

- Difficulty choices : enemies having their stats boosted rather than their life. Maybe more enemies on the map.

- Big zones like in MGS Ground Zeroes that could be reusable for other missions, but no open world

metal-gear-solid-v-ground-zeroes-screen-space-ambient-occlusion-001-extra-high.png


- Lighting and sound : being core gameplay elements with dynamic lighting (global illumination in a map would be feasible as it's not open world)

- Time : time would progress in your mission like in MGS TPP and would impact enemies routine

- Grapple : would be like in Tenchu/Shinobido, not fixed anchors like in Sekiro, upgradable

- Exploration : gives you new items, weapons, armor (shurikens and grapple being in the first map as tutorial, and bow, different arrows, fuma shuriken, makibishi, poisonous onigiri, longer grapple, etc being loted in other maps), crafting materials, and gold and rare treasures
- Shops / Hub : would sell already discovered items on the maps, with a few exceptions by trading gold or treasures
- Stamina : running would deplete it, how much noise your breath make, how much you sweat => of course, being a ninja you can still do a lot of actions (much more than in Souls for exemple) until you deplete your stamina, it's just to keep the action grounded in reality
- Dexterity : learning new acrobatics moves or attacks, jump distance, run speed, aim accuracy...

- Strenght : learning new attacks, controls how much damage you do (with ninjato, bow, lance...) outside of stealth kills, if you can carry a corpse or drag it, how much equipment you can carry

- Intelligence : learn how to make your own items in hub or on the go, or new ninpo

What would you like to see ?
 
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Danny Dudekisser

I paid good money for this Dynex!
I'd like to see one actually exist.

But uh... no. I think the way they can be novel is by not evolving the game. Keep it to relatively small levels, but just make the mechanics feel really, really good. I don't want more attacks, I don't want an overworld, and if you make it a roguelike, I'll fucking kill you.

These games need tight level design, good AI, and an excellent feeling of control. Keep it simple.
 

Variahunter

Member
I'd like to see one actually exist.

But uh... no. I think the way they can be novel is by not evolving the game. Keep it to relatively small levels, but just make the mechanics feel really, really good. I don't want more attacks, I don't want an overworld, and if you make it a roguelike, I'll fucking kill you.

These games need tight level design, good AI, and an excellent feeling of control. Keep it simple.
I mean you can still play Tenchu 1 to Z if you don't want any changes or evolutions...

There already were new attacks, items, stats in Tenchu 2, 3, Z already, so I don't really get your feeling.

As for your last sentence, Tenchu Z already have that besides good AI.
 

Danny Dudekisser

I paid good money for this Dynex!
I mean you can still play Tenchu 1 to Z if you don't want any changes or evolutions...

There already were new attacks, items, stats in Tenchu 2, 3, Z already, so I don't really get your feeling.

As for your last sentence, Tenchu Z already have that besides good AI.

They look old and the mechanics are quite clumsy. There's merit in not making a new game bigger and just focusing on making it better.
 

Optimus Lime

(L3) + (R3) | Spartan rage activated
For it to not exist, and thus to leave my memories unmolested. There's 0.0000% chance that they wouldn't modern audience it, so no thanks.
 

Soodanim

Gold Member
I would love to see Tenchu return. But to be completely honest Varia, I wouldn't want to see most of the changes you'd want. It would be unrecognisable as Tenchu, instead like some franchise returns where they might as well have made a new IP instead.

Ideas I like from the OP: difficulty increasing the challenge in various ways, randomised enemy layouts. A shop would almost be a certainty in something modern but not really necessary.
Ideas I hate from the OP: shoehorning in features, mechanics, and expansion for the sake of it.

Personally I'd like to see them lean into enhancing what's there in 3 and FS but underutilised.

You could have different characters with different abilities/capabilities even more so than previous games, which opens up different options/styles and gives replayability. You could start with Rikimaru being stronger but Ayame faster, but then unlockable characters with perhaps more drastic gameplay shifts like no grappling hook or one that was better with items to encourage that style but with no weapon. Or the opposite: no items, but then a better jump to compensate. If the level design was good enough you could support a lot. You already had things like alternative routes, this would be taking that to the next level.

There is the odd environmental interaction. Lean a bit more into that and you open up more creative gameplay options. It would fold into the above's level design point.

Importantly: no realistic art style, but not goofy cartoonish. Tenchu never took itself too seriously, especially with that unlockable B story in 3. Something fitting that tone. The closest I can think of (appropriately) is Sekiro.
 
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salva

Member
I'd love to see a new Tenchu but I don't think it'll happen with Sekiro existing. I think From would be like.. why make a new Tenchu when Sekiro was so successful (even though I think Sekiro is shit).
  • Bigger levels would be awesome. Keep it mission based with different locations, definitely not one big open world.
  • The key characters need to be there... Rikimaru, Ayame, Tatsumaru and Onakage.
  • Make the overall movement more fluid from jumping between roof tops, grappling, running and climbing. Dare I say like Ass creed.
  • Keep the focus on stealth. No "modern" see through walls powers or anything like that.
 

Puscifer

Member
Why did I always think tenchu was an activision game? just do splinter cell/mgs with ninjas pls
They published for years I think


TBH the only thing I could think of that I want from Tenchu is non lethal and inspiration from the panther style of playing Splinter Cell (stealthy, but fast and lethal)
 

Variahunter

Member
I'd love to see a new Tenchu but I don't think it'll happen with Sekiro existing. I think From would be like.. why make a new Tenchu when Sekiro was so successful (even though I think Sekiro is shit).
  • Bigger levels would be awesome. Keep it mission based with different locations, definitely not one big open world.
  • The key characters need to be there... Rikimaru, Ayame, Tatsumaru and Onakage.
  • Make the overall movement more fluid from jumping between roof tops, grappling, running and climbing. Dare I say like Ass creed.
  • Keep the focus on stealth. No "modern" see through walls powers or anything like that.
I like your ideas except for that Assassin's Creed inspiration. I think it's the worst automated gameplay of all time. Zero skill involved, or actual gameplay in fact.
I'd prefer it to be fluid like MGS V with added mobility for jumping and grappling... like a fusion between MGS V and Sekiro/Ninja Gaiden.

Focus on stealth indeed.
 

Variahunter

Member
I would love to see Tenchu return. But to be completely honest Varia, I wouldn't want to see most of the changes you'd want. It would be unrecognisable as Tenchu, instead like some franchise returns where they might as well made a new IP instead.

Ideas I like from the OP: difficulty increasing the challenge in various ways, randomised enemy layouts. A shop would almost be a certainty in something modern but not really necessary.
Ideas I hate from the OP: shoehorning in features, mechanics, and expansion for the sake of it.

Personally I'd like to see them lean into enhancing what's there in 3 and 4 but underutilised.

You could have different characters with different abilities/capabilities even more so than previous games, which opens up different options/styles and gives replayability. You could start with Rikimaru being stronger but Ayame faster, but then unlockable characters with perhaps more drastic gameplay shifts like no grappling hook or one that was better with items to encourage that style but with no weapon. Or the opposite: no items, but then a better jump to compensate. If the level design was good enough you could support a lot. You already had things like alternative routes, this would be taking that to the next level.

There is the odd environmental interaction. Lean a bit more into that and you open up more creative gameplay options. It would fold into the above's level design point.

Importantly: no realistic art style, but not goofy cartoonish. Tenchu never took itself too seriously, especially with that unlockable B story in 3. Something fitting that tone. The closest I can think of (appropriately) is Sekiro.
What you're pitching is almost the same as Tenchu 3.

I don't think anything I've proposed is shoehorned, scope of the levels has increased for each subsequent episodes. Tenchu already used stats (vitality, dexterity, strenght) and ability learning mechanics with experience. Tenchu Z also put an emphasis on lighting (you even were less visible if had your weapon sheated) and sound, even smell !
What I want is a refinment of these mechanics, with an actual good AI.

I agree with your level design proposition, as more routes to infiltrate an environment given your choices / items / abilities is always welcome.
 
Just make the game fun again for stealth and kills. And make th combat hard and dynamic like the originals showing that you are built for stealth not combat which is my only gripe with the bosses.
 

Aion002

Member
I just want it to be made.

Wrath of Heaven is my favorite and Kurenai is also good, but everything after didn't grab my interest.

Tenchu Z was one of the games that made me buy a 360 and unfortunately I ended up disliking it.

I 100% trust that current FS can make a great Tenchu game, so whatever they make I will buy it and I am ready to be amazed.
 

Hrk69

Member
I forgot about this series and don’t really care if it comes back or not.
Same. It's just nostalgia at this point.

No developer is going to be able to recapture the feeling of the old games.

OP is essentially describing a ninja rpg-like in his post.
 

Variahunter

Member
Same. It's just nostalgia at this point.

No developer is going to be able to recapture the feeling of the old games.

OP is essentially describing a ninja rpg-like in his post.
I am describing just an evolution of Tenchu Z, if you played it you would know. Stats (you know the ninja RPG...), lighting, sound, smell... everything was already in Tenchu Z.
Just makes those mechanics better, makes bigger maps à la MGS GZ, throw in a good AI and we're good.
 
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John Bilbo

Member
I'd like the devs of the original game have another crack at it with all the knowledge of the present day and see them learn from their possible mistakes.
 
Sekiro was Godlike but I’d like to see the stealth evolved. It was pretty much the same as the first Tenchu in the 90’s. Also, I’m not sure if any of the old staff are still at Acquire, but if so they should handle it.
 

Klosshufvud

Member
As others have stated, there needs to be more evolved stealth. Don't RPG lite shit. That has nothing but surface level depth. Instead make the stealth gameplay dynamic by having many ways to approach a stealth kill and maybe even how to avoid killing altogether. There should be more emphasis in using environments to your advantage. And I would like a more evolved AI where enemies cooperate more and communicate. All these things, MGS has already pulled off.

And just like MGS, maybe it's time to go beyond the stage formula and into a more overarching progression where a single massive stage is the whole game. Though I don't want open world.
Open world is the death of level design and stealth games live and die by level design.
 

Soodanim

Gold Member
What you're pitching is almost the same as Tenchu 3.

I don't think anything I've proposed is shoehorned, scope of the levels has increased for each subsequent episodes. Tenchu already used stats (vitality, dexterity, strenght) and ability learning mechanics with experience. Tenchu Z also put an emphasis on lighting (you even were less visible if had your weapon sheated) and sound, even smell !
What I want is a refinment of these mechanics, with an actual good AI.

I agree with your level design proposition, as more routes to infiltrate an environment given your choices / items / abilities is always welcome.
You're not wrong, it's my strongest point of reference only having played 1-3 and FS and I think it's a solid formula but with potential for even more. Never got a chance to try Tenchu Z, but on paper at least I don't like the idea of stats etc. It doesn't quite seem what Tenchu is about for me. Unlocking techniques as you progress through the game is enough growth.

Smell sounds like a broken mechanic to put in unless it's an obvious and uncommon debuff or a tool you can use.

When I played Sekiro I could clearly see the Tenchu DNA and I got a feel for where it could have gone had it not taken a turn into what Sekiro is. The basics are still there, and From (or whoever) could pick up from that earlier point and make a modern Tenchu.

I don't know how else you would format levels (or scrap levels) and still keep Tenchu as it is, especially with the points system etc. As Warablo Warablo said, Hitman is probably the closest idea if you want to retain what Tenchu is while making changes. There is also Aragami, which was made by fans of Tenchu (one of the devs posted here during its development back in 2016) which shows a more modern level design and scale.
 
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