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Saturday, September 3, 2016

Ninja Theory: A Brief History of A Famous/Infamous Video Game Developer

(Originally posted for The Voice of Heard on February 17, 2012)


The official logo of Ninja Theory, first used on November 14, 2004 when the company was "reincarnated" from Just Add Monsters.

When I think about the video game DmC: Devil May Cry (set to be released sometime this year), I wonder whether or not Ninja Theory, the UK-based developer I mentioned in most of my entries on the game, are qualified for the remake/reboot produced by Capcom. With that thought in mind I did some research on the development company, its origins, the people who founded it, and the games they have created and released so far. For the past few days, I surfed through various game websites for as many bits and pieces of information as I could find, jotting down notes as a go. The following information presented here may not be considered the most accurate to those who know the company a little better than I do.

Founding a Small Company with a Vision

The logo of the UK-based video game company Argonaut Games that was used from 1994-2004, around the time Just Add Monsters was formed.

In March 2000, three employees resigned from Sony Computer Entertainment and founded a development studio in Cambridge, England called Just Add Monsters. The founders, Mike Ball, Nina Kristensen, and Tameem Antoniades, hope to one day “realize their vision of the future of games, technology and development (at least, according to a short article on Ninja Theory from MobyGames).” In October of the same year, the fledgling studio was acquired by Argonaut Games, another UK-based company best known for the development of the Super FX chip, a 3D graphics accelerator used for the Super Nintendo and three of its games, including Starfox. It is also recognized for its line of games for the original PlayStation, including Croc: Legend of the Gobbos and 2 Harry Potter titles (The Sorcerer’s Stone and The Chamber of Secrets, respectively). The company’s founder, Jez San, joined Just Add Monsters’ board. It would be three years before Just Add Monster released its first game, Kung Fu Chaos.

Box cover art for Kung Fu Chaos, released in late February 2003 for Microsoft's Xbox.

Kung Fu Chaos, a multiplayer party game of the beat’em up genre, was published by Microsoft on the Xbox in late February 2003. The premise behind it was a parody/homage on old Hong Kong martial arts movies from the “Kung Fu Craze” of the 1970s. This is evident in the cheesy English dialogue, the grainy film footage effect, the Hong Kong action movie archetypes represented by nine playable characters, and Carl Douglas’ famous ’70s disco song Kung Fu Fighting and the main theme from Enter the Dragon, the classic film from 1973 starring Bruce Lee; both songs are featured in the game’s soundtrack. The game itself received, for the most part, average critical reviews. Although positive points were received for a decent single-player mode, varied environments, a variety of multiplayer modes, and a multitude of mini-games, the game was criticized for low replay value, lack of depth to the simple fighting mechanics, repetitive combat, lack of difficulty, lack of music variety, average graphics, and what IGN called an “unenjoyable multiplayer experience” that occurs when four players jump into the game. The game was also panned for the character Shao Ting, the action movie director/commentator and the main character of the game that has, as Gamespot put it, a shrill, irritating voice and bad dialogue; he was widely considered to be a horrid Asian stereotype. Kung Fu Chaos has not performed commercially well, either. According to one source, up to 120,000 copies were sold. By comparison, the Xbox’s launch title, Halo: Combat Evolved, had sold around 3 million copies by the time Kung Fu Chaos was released. Tom Clancy’s Splinter Cell and Star Wars: Knights of the Old Republic had respectively sold 3 million and 2 million copies by 2003. The commercial setback of Kung Fu Chaos was just one of many that did not bode well financially with Just Add Monsters’ parent company, Argonaut Games.

A Ninja-Like Leap from the Ashes of Financial Collapse

Around 2004, Argonaut Games had experienced several financial troubles due in part to the severe depletion of cash reserves and the transition from the PlayStation to the PlayStation 2 and Xbox. After the company’s stock trade was halted in London, the numerous staff layoffs, and the closing down of several of its departments and studios, Argonaut Games finally closed down in October 2004. Just Add Monsters would have met the same fate as the other studios were it not for a management buyout that occurred one month later. In what IGN called a ninja-like leap, Just Add Monsters was reformed as Ninja Theory Ltd., with Tameem Antoniades as Chief Design Ninja, Mike Ball as Chief Technology Ninja, Nina Kristensen as Chief Development Ninja, and Jez San as Non-Executive Ninja. Around the same time, the newly christened Ninja Theory set to resume work on a new game that has been in development for a year and a half when the company was still Just Add Monsters; one that was to be set for a new generation of consoles. It would be another six months before they would be hired by Sony to make an exclusive game for then-up-coming PlayStation 3.

Box cover art for Ninja Theory's PlayStation 3 exclusive title, Heavenly Sword. It was released on September 12, 2007.

On May 16, 2005, Ninja Theory announced its first title under its name, Heavenly Sword, as an exclusive launch title for the PlayStation 3. It is a third person action game that centers around a tale of vengeance featuring Nariko, a black sheep of a warrior clan sworn to protect a powerful weapon that once belonged to an ancient deity, which is called the Heavenly Sword. Using an overwhelming force of invading armies, an ambitious warrior king named Bohan seeks to claim the Heavenly Sword for his own evil ends. As the badly outnumbered clan gets slaughtered, Nariko is then force to wield the sword in order to defend what’s left of her clan at the cost of draining her life force since the sword itself was not meant to be wielded by mortals. Heavily inspired by Asian martial arts cinema, the game was intended to be a fast-paced “blockbuster action-movie experience” that is emotionally engaging. To achieve that end, motion-capture technology was used to record facial movements, body movements, and the voice all at the same time and a few talents were brought on-board for the game’s music and dramatic direction. The former was provided by Nitin Sawhney, a British music producer and club DJ who had scored movies like The Namesake and TV shows like House, M.D. Andy Serkis, famous for his portrayal of Gollum in Peter Jackson’s Lord of the Rings movies and the giant ape in the same director’s 2005 remake of the famous 1930s-era film King Kong, contributed the majority of the latter. Serkis provided the motion capture and voice for the antagonist King Bohan while also co-writing the story and screenplay with Tameem Antoniades and Rhianna Pratchett, known to be a writer for the Overlord video game series. After two years of previews, interviews, and anticipation, Heavenly Sword was finally released for the PlayStation 3 on September 12, 2007. The game received mostly positive reviews, mainly for its presentation, facial animation, graphics, cinematic cutscenes, and the combat system that allows the player to switch from three different stances in battle. The Speed Stance has the Heavenly Sword split into two blades enabling one-on-one fast attacks, the Power Stance turning it into a huge blade for slow but powerful attacks against enemy defenses and armored enemies, and the Range Stace has the sword extend from its handles with chains in order to take out large groups of enemies in large and wide areas. There are also segments that allow the player to take the role of Kai, Nariko’s strange but only friend. Though she cannot fight enemies hand to hand, Kai makes up for it with her crossbow which is useful in a couple of sniper sections. There are also segments that have Nariko use a cannon and a pump-action rocket launcher to take out massive hordes of invading enemies. Despite the cinematic glamour and melodramatic spectacle, the game was criticized for its short length (6-10 hours long), repetitive unrewarding battles that render the combat stale, poor enemy A.I., very few enemy types with the exception of the bosses, and the lack of block and jump buttons. Regardless, Heavenly Sword sold 533,000 copies in the first 10 weeks, later reaching 1.4 million in total sales. It would be a couple of years before Ninja Theory decided to make a franchise for multiple gaming consoles (or at least make an attempt to).

In this screenshot, Nariko, the protagonist of Heavenly Sword, engages in battle with a group of enemies.

The antagonist of Heavenly Sword, King Bohan (voiced and motion-captured by Andy Serkis), sits on his throne.

A Franchise That Never Became One

Box cover art for Enslaved: Odyssey to the West, released on October 5, 2010 for the Xbox 360 and PlayStation 3.

In August 2009, Ninja Theory announced a partnership on a new multiplatform game with Japanese publisher Namco Bandai Games at Germany’s GamesCom. That new game is an action adventure platformer called Enslaved: Odyssey to the West, set for release in 2010 on the PlayStation 3 and Xbox 360. Loosely based on the 14th century Chinese novel Journey to the West, the game is set in a post-apocalyptic America populated by robots, more than a century after an unknown war that involved the said robots ravaged the world. The story itself follows a pair of would-be slaves that escaped robot captivity, the brutish loner Monkey and the tech-savy Trip. After their escape, Trip placed a modified slave control device on Monkey’s head because she needs his immense physical strength in order to return to her home. This ties Monkey to Trip so that if she dies or he strays to far from her, he dies as well. A few key players in the development of Heavenly Sword returned to work on Enslaved as well, notably Nitin Sawhney for the musical score and Andy Serkis to provide the dramatic direction as well as the voice and motion-capture animation for Monkey. Alex Garland, author of the novel The Beach and screenwriter for the 2002 horror film 28 Days Later and Neill Blomkamp’s film adaptation of the video game franchise Halo that never saw production, co-wrote Enslaved‘s story with Tameem Antoniades. Enthusiasm for the game’s potential success appeared high when it was first announced as evident in the following quotes from an IGN article:

“Ninja Theory’s first title exemplified their incredible talent and ability to deliver a high-quality, cinematic and captivating gameplay experience. With producers from our North American office working closely with such a strong European development studio, we will be able to create a blockbuster title with strong pan-Western sensibilities and appeal for a global gaming audience.”-Makoto Iwai, executive vice president and chief operating officer at NAMCO BANDAI Games America Inc.

“This new project pushes our core strengths of rich story-telling, cutting-edge technology and exciting gameplay beyond anything we have created before. The support of NAMCO BANDAI combined with the skills and talent we have nurtured over the years means that players are going to be in for a truly deep and memorable experience.”-Nina Kristensen, co-founder and chief development ninja, Ninja Theory Ltd.

That enthusiasm, reinforced by the game’s high profile status, would later be diminished after its release on October 5, 2010. Enslaved received positive review scores for its story, cutscenes, facial and body animation, boss battles, chase scenes, the developing non-romantic relationship between Monkey and Trip, and its unique environmental take on apocalyptic worlds. Ruined buildings are littered with plant-life wrapped around a majority of man-made structures and sprouting out of the ground, something not usually seen in the grey dreary landscapes (which are seen near the end of the game) found in most apocalyptic tales. However, the game is marred by its short length, linearity, too simplistic platforming, limited versatility in combat gameplay, frame rate issues (made more apparent in the PlayStation 3 version), glitches during cutscenes, and unresolved ending. Although these negative aspects did not affect the review scores, the sales of Enslaved have been less than hoped by Namco Bandai Games and Ninja Theory. Between the release date and December 31, 2010, only 460,000 copies were sold in Japan, North America, and Europe, with 138,000 copies for the PlayStation 3 sold during the first ten weeks of release. These sales are a stark contrast to other Namco products; by the end of 2010, the 2009 fighting game Tekken 6 had sold 1.08 million copies in the U.S. alone; God Eater Burst and Gundam Musou 3, two of Namco’s Japan-only release games, had respectively sold 460,000 and 430,000 copies, making them best sellers by the standards of Japanese games released only in Japan. The poor sales of Enslaved have been officially blamed by Namco Bandai Games on the busy holiday period; in other words, the timing of the game’s release was bad. Other theories (at least as I understand them) have suggested otherwise; an entry on The Guardian’s Games blog suggested that Enslaved was just an old-fashioned single player game, something that does not cut it with today’s gaming market anymore. Despite the climb in sales to 730,000 copies by March 2011 and the release of a downloadable side quest featuring a non-playable character in the game, any hopes of a sequel have faded and Ninja Theory lost its chance of expansion. Although it cannot be confirmed, it is rumored that fans of Capcom’s popular Devil May Cry franchise are partially blamed for the poor sales of Enslaved due to their disapproval of the Japanese game company’s controversial move of hiring Ninja Theory to remake/reboot it, a move that would make Ninja Theory a target of an Internet backlash.


In this screenshot of Enslaved: Odyssey to the West, Monkey engages in battle with a pair of robots.

Monkey (left) and Trip (right), the two protagonists of Enslaved: Odyssey to the West.

Stepping into the Spotlight of Internet Infamy

Promotional art for DmC: Devil May Cry, a new game in a line of one of Capcom's most popular franchises currently under development by Ninja Theory, which is due to be released sometime this year.

On September 15, 2010, Capcom, the Japanese publisher famous for its Street FighterMega Man, Resident Evil, and Devil May Cry franchises, announced at a pre-Tokyo Game Show press event that they have hired Ninja Theory to develop a new game for the Devil May Cry franchise. More details on the announcement can be found in this Gamespot article. When the trailer for the new Devil May Cry(currently referred to as DmC: Devil May Cry) was released, an Internet backlash from the fans had erupted and the rest is history. Everything I learned about DmC: Devil May Cry can be found in my previous entries. The first one covered my personal comparisons of previous Devil May Cry games to the remake/reboot and the controversy itself, the second covers a few bits of information revealed at last year’s Gamescomanother post contains links to videos of gameplay from previous Devil May Cry games, trailers for the new DmC, and (just recently) trailers released in December that I posted for comparison purposes, another entry covered updates made at last year’ Tokyo Game Showanother covered a few more updates revealed just last month, and the last one expresses my personal doubts as to whether or not the whole issue is worth discussing anymore. Having gotten all of that out of the way, I would like to take the time to share information I have uncovered via the game sites MobyGames and allgame about the three founders of Ninja Theory: Mike Ball, Nina Kristensen, and Tameem Antoniades. What follows are lists of games in which they have been credited in their careers to date and what their roles were around the time those games were released, including those before they even founded Just Add Monsters.

Mike Ball, currently Chief Technical Ninja at Ninja Theory

  • Enslaved: Odyssey to the West (2010), Namco Bandai Games America Inc. (technical director)
  • Heavenly Sword (2007), Sony Computer Entertainment America, Inc. (Chief Technical Ninja)
  • Kung Fu Chaos (2003), Microsoft Game Studios (game concept, technical director)
  • Primal (2003), Sony Computer Entertainment Europe Ltd. (unknown)
  • Dig Dug Deeper (2001), Infogrames Europe SA (special thanks)
  • This is Football (1999), Sony Computer Entertainment Europe Ltd. (unknown)
  • MediEvil (1998), Sony Computer Entertainment America, Inc. (technologies management)
  • Beast Wars: Transformers (1997), Hasbro Interactive, Inc. (programmer, technologies group manager)
  • Frogger (1997), Hasbro Interactive, Inc. (technologies group manager)
  • Defcon 5 (1995), Data East USA, Inc. (additional programming)
  • Pinocchio (1995), Buena Vista Games, Inc., Virgin Interactive Entertainment, Inc. (unknown)
  • Diggers (1994), Millennium Interactive Ltd. (unknown)
  • James Pond 3: Operation Starfish (1994), Millennium Interactive Ltd. (unknown)
  • Mr. Blobby (1994), Millennium Interactive Ltd. (unknown)
  • Super Troll Islands (1994), American Softworks Corporation (unknown)
  • James Pond 2: Codename: RoboCod (1993), Ocean Software Ltd., Millennium Interactive Ltd. (unknown)
  • Morph (1993), Sony Electronic Publishing Ltd. (unknown)
  • The Super Aquatic Games (1993), The Sales Curve Ltd., (unknown)

Nina Kristensen, currently Chief Development Ninja at Ninja Theory
  • Enslaved: Odyssey to the West (2010), Namco Bandai Games America Inc. (development director)
  • Heavenly Sword (2007), Sony Computer Entertainment America, Inc. (Chief Development Ninja)
  • Kung Fu Chaos (2003), Microsoft Game Studios (game conceptproducer)
  • Primal (2003), Sony Computer Entertainment Europe Ltd. (unknown)
  • Dig Dug Deeper (2001), Infogrames Europe SA (special thanks)
  • MediEvil II (2000), Sony Computer Entertainment Europe Ltd. (art management)
  • MediEvil (1998), Sony Computer Entertainment America, Inc. (level modeling, additional character animation)

Tameem Antoniades, currently Chief Design Ninja at Ninja Theory

  • Enslaved: Odyssey to the West (2010), Namco Bandai Games America Inc. (story, dramatic directioncreative director)
  • Heavenly Sword (2007), Sony Computer Entertainment America, Inc. (Chief Design Ninja, storyscreenplay)
  • Kung Fu Chaos (2003), Microsoft Game Studios (game conceptdesign directorprogrammer)
  • Dig Dug Deeper (2001), Infogrames Europe SA (special thanks)
  • Beast Wars: Transformers (1997), Hasbro Interactive, Inc. (programmergame design)

At the moment, this is the best information about Ninja Theory I can find on the Internet. If you, the reader, notice any errors, missing pieces of information, or would like to contribute additional information that I may have missed, feel free to post that information in the comment section below. By the time you finish reading this, it is now up to you to decide whether or not Ninja Theory is really qualified to develop the new Devil May Cry video game.


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· Enslaved: Odyssey to the West | Fan Review of Enslaved

[…] Most in-game movie game cinematics suck, and it'd be a good proving ground for your game design.Squandered potential, and I'm not sure who exactly is to blame. Heavenly Sword felt rushed. This gam…felt rushed. This game felt rushed. I want to "believe" that there is real talent in this studio, […]

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