What I don't understand is why the non-combat aspects of NG1 were not appreciated? Actual level design that requires navigating and figuring out even despite being relatively linear*, a lost art these days. There's relatively decent exploration and secrets, even a hub area (city), the platforming is pretty great (ninja wall running and stuff), and even underutilized I'd say. Basic yet solid economy/resource management/inventory. There are some cool puzzles, not too easy but not too hard. All the kind of stuff these newer hack n slash action games like Soyonetta are missing.
Yeah, the long swimming level in the moat does suck a bit by comparison to the core gameplay, just too slow and limiting to combat & platforming, but it's still nice variety. they failed to capitalize on what swimming could have added to the game, but it's still not terrible. same shit as the swimming level in DMC1.
Yeah, those infinitely respawning ghost fish are annoying and don't add to the core gameplay also, but again they add variety and serve as a puzzle of sorts. Still has value.
Other than that Ninja Gaiden 1 is a gem of the 2000s.
I hear the remasters/extended editions add a forced playable Rachel segment, dumb down some puzzles etc which may have sullied the experience, but I wouldn't imagine by all that much.
I mean you wrote off another sort-of gem Dying Light as well
Ivan, so clearly we have different tastes and expectations, but I still want to hear further elaboration.
*Games these days are either linear asf and funnel you like a retard with no navigational challenge, no obstacles to figure out, braindead puzzles and such, that or open world. No old gold standard mddle ground where most games on the linear side still demanded plenty thought and had great level design.