Strider, the titular character in this game, is a ninja. Ninjas, by definition, are the epitome of stealth. Developers Double Helix and Capcom Osaka seem to have taken this so much to heart, they refuse to even tell you how to play their game, instead shrouding it in a mystery which is left up to the player to uncover.
My introduction to Strider began with me standing still and trying out all the buttons. I had only selected normal difficulty, though it did cross my mind whether easy might be a tad more helpful. I decided to persist with my choice. Ah, there’s how to jump. That’s a good start. And there’s….nope, those five buttons don’t seem to have any effect. Oh, we have an attack. And another attack, that seems a bit slower than the other one. We’ll call that the ‘heavy’ attack. With this valuable self-taught lesson, I proceeded to nudge the stick left and find out what the hell I was supposed to do. A vague onscreen message said something along the lines of ‘find/eliminate/deliver flowers to Grandmaster Meio’. A worthy task for our ninjitsu-loving Strider.

To progress in this game calls for a certain amount of patience, one which modern gamers may not possess in abudance. I'll include myself here, as my initial version of this review had me ending my playtime of Strider after all of 15 minutes, frustrated by a particular enemy who had the endearing habit of teleporting right above my head while I stood motionless charging an attack. After eventually defeating two of them at once on about the tenth attempt, I felt I should persevere to get a better rounded view of the game.
Certain discoveries - such as the ability to be mobile while preparng my charge attack - and the ease at which I began to pass through the rest of the game made up for some of my initial misgivings. Levels have a decent amount of replay value, with some areas only accessible by moves you learn later in the game. Combat still devloved into spamming the two attack buttons, however this is only really an issue when fighting bosses, as the regular fodder the game provides are swiftly dealt with. Movement through the games is slick: Strider possesses a 'go-anywhere' pick axe that lets him cling to walls and ceilings, meaning if you can jump to it, you can scale it from top to bottom. This provides areas with numerous levels, many of them hidden and getting in-game items such as added health or energy, or bonus content like concept art and challenge arenas.

The game opens up after the first few sections, with new moves, enemies and locations providing a sterner challenge. The platforming side of the game also receives more attention, and soon becomes one of the more difficult elements. Avoiding gint machines that attempt to crush you into the grond or spinning saws travelling along the walls require precision jumping, with a double jump skill adding to your movement. Expect to die. A lot. Mercifully the game is quite generous with health pick-ups, though you mat find yourself on your first playthrough missing a substantial number of upgrades and bonus items, You would be best served by thoroughly scanning every location before moving on, as you may find there's is no returning once you have left.
Perhaps I’m not the ideal person to be reviewing this game. I have no memory or past fondness to call on for the original that came out on the Sega. Though perhaps this could mean I’m more suitable as I have no rose-tinted glasses where this game is concerned. Minor frustrations and a lack of depth in the gameplay mechanics may put off newcomers. Perhaps us modern gamers are not all meant for the unforgiving nature of bygone titles that cared little for hand-holding, regenerating health and constant hints. Manage to move past the obstacles Strider places in your path, however, and like I did, you may come out the other side and discover something fun and challenging.


