Archived from the original on 2008-09-27. Retrieved 2008-10-13. James Mielke (2007-01-12). "Previews: Ninja Gaiden Sigma". 1UP.com. Retrieved 2008-01-27. Alex Kidman (2004-08-02). "Ninja Gaiden". CNET Australia. Archived from the original on 2009-11-04. Retrieved 2007-08-23. "This gripping feeling is accentuated by the game's controls, which are both fluid and responsive, whether in the pure platform-like sections (think Prince of Persia: The Sands of Time, especially when Ryu's running along walls or flipping himself out of pits) or the core of the game's challenge, the combat sections." Aaron Boulding (2003-06-25). "Ninja Gaiden: The Interview". IGN. Archived from the original on July 4, 2003. Retrieved 2007-08-21. Eric Williams (2008-02-15). "Combat Canceled: God of War & Action Game Design". IGN. Archived from the original on 2008-02-18. Retrieved 2008-02-21. Tom Orry (2008-03-28). "God of War: Chains of Olympus Review". Pro-G. Retrieved 2008-05-31. Christian Nutt (2004-02-27). "Ninja Gaiden (Xbox)". GameSpy. Archived from the original on 2007-09-05.
Archived from the original on 2008-09-27. Retrieved 2008-10-13.
Alex Kidman (2004-08-02). "Ninja Gaiden". CNET Australia. Archived from the original on 2009-11-04. Retrieved 2007-08-23. This
gripping feeling is accentuated by the game's controls, which are both
fluid and responsive, whether in the pure platform-like sections (think Prince of Persia: The Sands of Time,
especially when Ryu's running along walls or flipping himself out of
pits) or the core of the game's challenge, the combat sections.
Alex Kidman (2004-08-02). "Ninja Gaiden". CNET Australia. Archived from the original on 2009-11-04. Retrieved 2007-08-23. This
gripping feeling is accentuated by the game's controls, which are both
fluid and responsive, whether in the pure platform-like sections (think Prince of Persia: The Sands of Time,
especially when Ryu's running along walls or flipping himself out of
pits) or the core of the game's challenge, the combat sections.