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Mini Ninjas Review: Small Ninjas, Big Charm

Mini Ninjas, IO Interactive's 2009 animal-cursing action-adventure, reviewed: six playable ninjas, 100 Jizo statues, and a world built for wandering.

By mitch·4 min read
Two young ninjas stand ready before a glowing artifact amid shadowed trees.

Mini Ninjas arrived in 2009 as an action-adventure from IO Interactive, published by Eidos Interactive for PlayStation 3, Wii, PC, Xbox 360 and Nintendo DS. A Mac OS X version followed on July 8, 2010, from Feral Interactive. Square Enix also holds a publishing credit on the game. It is a long way from the studio’s usual work, and it mostly earns the trip.

Trailer, via Gamehelper.

Hiro and Futo Climb Down the Mountain

The setup is simple and clean. In ancient Japan, the samurai warlord Ashida was defeated by a wise ninja master, who hid the secrets of Kuji magic in scrolls locked inside shrines across the wilderness. Three centuries later, Ashida returns and starts using that forbidden magic to turn forest animals into samurai soldiers.

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The ninja master trains six orphans on Ninja Mountain. He sends four of them — Kunoichi, Tora, Shun and Suzume — to investigate. All four are captured. That leaves Hiro, the youngest and the only one who can wield Kuji magic, and his strong but clumsy friend Futo.

Hiro and Futo rescue Suzume, then infiltrate the Earth Castle and beat an enormous samurai boss. The castle explodes. Ashida learns the new ninjas exist. From there the pair pushes through the wilderness, meeting new samurai types and tortured spirits that try to drain their life force.

Six Ninjas, One Hat, Plenty of Bombs

Mini Ninjas is a linear third-person action-adventure, and its best idea is the roster. Six Mini Ninja characters are playable, each with unique abilities, weapons and skills. Hiro casts fireball and lightning attacks, camouflage and time manipulation. He can also possess animals for short stretches.

Spells run on Ki, dropped by enemies and topped up with potions. The collectible loadout is generous:

  • Caltrops and shuriken
  • Different bombs and fishing rods
  • A multi-functional ninja hat
  • Potions and food items

Coins and ingredients — mushrooms, flowers, ginseng roots — can be traded to the Tengu, crow-like humanoids who hand out weapons, recipes, quests and advice. Fruit shaken from trees and bushes restores health, as does sushi.

The enemies are the hook. Every samurai is an enchanted animal, and beating one breaks the curse. The animal returns to its original form and can then fight for you. Brown bears claw. Warthogs charge. Panda bears slam the ground. All of them have a keen sense of smell for spotting ingredients and collectibles in places players would otherwise overlook.

A World Built for Wandering

The game’s stated goal is freedom. Mini Ninjas pairs furious action with stealth and exploration, and the design leaves room for varied approaches to getting through it. Shrines scattered across the world each hold a scroll that grants Hiro a new spell, which gives exploration a concrete reward rather than just scenery.

There are 100 Jizo statues hidden throughout the game. That number is the tell. This is a game that wants you to poke at the edges of its map, and the animal companions and their noses exist to make that poking pay off.

Ghosts complicate the loop. They approach and try to drain life force, a different pressure from the samurai fights. The mix of stealth, open wandering and straight combat is where Mini Ninjas earns its keep.

The Spin-Offs Came Fast

Mini Ninjas did not stay a single game. In December 2011, it was announced the game would be made available as a browser game for Google Chrome. A Kinect and Xbox Live Arcade spin-off, Mini Ninjas Adventures, followed in 2012. An endless runner called Mini Ninjas Mobile hit iOS and Android phones and tablets in 2013. A Shield Android TV port arrived in 2017.

That is a lot of afterlife for a game that never became a franchise anchor. It suggests the premise — small ninjas, enchanted animals, a world worth searching — traveled better than the original release did.

What the Curse Actually Does

The animal curse is the smartest thing here. Turning every enemy into a rescue rather than a kill gives the combat a moral shape without a lecture, and it lets the game stay gentle enough for younger players while keeping the action furious. The Tengu economy and the shrine scrolls give the wandering a spine.

The weakness is the same thing that makes the game work. Linear structure plus open exploration is a tension, not a blend. The varied approaches are real, but the game is not deep enough to make each one feel distinct for long. Six playable ninjas sounds like range; in practice the roster spreads the design thin.

What separates Mini Ninjas from the pile of 2009 action-adventures is that its systems all point the same direction. The shrines reward searching. The animals reward fighting. The Tengu reward collecting. Nothing here is bolted on to pad a runtime, and that coherence is rarer than any single mechanic on the list.

The critical record backs that up. A 7.7 of 10 aggregate across five outlets is not a rave, but it is a durable one — the score of a game that reviewers respected more than they loved, and that players kept finding anyway through three spin-offs and a port.

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