It has some flaws... maybe too much flaws, but is still playable.

User Rating: 6.5 | Tenchu 4 PSP
Tenchu saga gains a new installement on PSP.
Indeed this game is a porting from the original presented for the WII.
Maybe to adapt the game concept to the Wii remote controller Tenchu: Shadow Assassins strays from the prequels game concept trying a new directions. All the features of the original was accurately transposed in the Sony's console.

Previous Tenchu games provided the player some huge maps where was possible follow several routes for achieve mission's target.
Tenchu 4, instead, put our favourite ninjas (Rikimaru and Ayane, of course) in a sequence of mini stage with few freedom possibilityes. Each mission is made of sub-stage; the goal will be come to the exit (marked by two blue lanterns), killing enemies and act stealthy in the meantime.
When previous Tenchu was more action oriented, this game work more like a puzzle/action very similar to first Commandos game.
Pressing the triangle button you'll activate the "Ninja Vision", highlighting hidden features handy to proceed like: enemy sight directions and range, shadow zone where hide, hidden enemies, interactive elements of scenario, ecc.
The game assume so the aspect of a trap cage for rats where the player proceed for trial and errors.
As trademark of the saga we'll have a good numbers of stealth instant kills (Hissatsu) even more stylish and violent than past. Another newness, the hissatsu can be performed now from almost all position of the main character, with specific animation (example: if you are hidden in a bush or approach an enemy from a roof truss). Multiple kills are now possible too.
Programmers also include in the game a lot of behavior possibilities. For extinguish a candle you'll can blow on it, use water, and even toss a shuriken.
The wide range of possibility is granted even to the good number of items. You'll can take with you only three this time (can be always be switched on air during level wandering), and space from the usual shuriken and ninja sword to some unusual fishing rod (for take objects without alert enemies) or the fantastic ninja cat (no spoiler, you'll see yourselves).
Though game levels are pretty linear a little possibility of choice remains for most of them allowing the player to elude (if he wishes) a couple of enemies.
Levels presents some environmental kills too: for example try to toss a shuriken to an enemy near a well and you'll see him fall in it.
Enemies are now less dumb than the past, and, especially if alerted, can spot you even if you are in the shadow; they shall control even the bushes with their swords.
Another point totally different from previous games is the management of sword fights.
This time you'll wander in the level without a fixed sword. If you are spotted from an enemy he will attack immediately and you will escape with a ninja trick, returning to the beginning of current phase. If in the same sub-level you will be spotted again the following enemy attack will kill you (remember when I talked about trials and errors).
If in your equipment you have a sword, once spotted you could decide to fight back. Visual will switch in first person allowing to see only your sword and the enemy in front of you. First you'll must defend yourself just moving the analogic stick in the right direction to parry enemy's attack, then you'll have some time to try to kill him. The defence phase can be pretty difficult especially because the PSP analogic is not a champion in accuracy. Useless to say that boss fights follow the same rules.
Being more puzzle oriented than action, this game may result even more difficult and frustrating of his prequels. Fortunately there's an in-game save option, for resume to play from the beginning of the last section faced.
Though different from the other games of the saga, once used to it can be pretty satisfying and fun roam in the levels killing enemies remaining totally unseen.
Unfortunately a stiff and bad optimized control ruin the stealth experience.
Rikimaru and Ayame walk like they have nails in their shoes, and please don't touch the jump button. If you want to jump on something it will want at least four tries before succeed.
Technically the game is pretty good, especially in polygonal models, less for the environments. Soundtrack is also good but less evocative respect prequels. Very good the sound effects and the voice acting in-mission. This last during the cutscene is surely loud and clear, but more than Japanese people of 1000 years ago it seem to hear talking some beach American boys.
Moreover the Italian version keeps the English dubbing with Italian subtitles that have almost no relation with the spoken language (lol).
Strange even the main characters design. Rikimaru never was so effeminate and Ayane (always pretty sensual in the previous game) is now thin like a bamboo stick.
Absolutely nonsense is the rating system for the missions. In previous game to achieve a Grand Master title you can even go trough the stage without be seen (just like…duh… a ninja!)
The final grade results from the average of three aspect: how times you was spotted, how hissatsu you performed and… the mission time completion?!?
Are programmers idiots or what?
This game must be faced quietly, pondering every movement and they put as a discriminating factor the time?
Some missions can require an entire hour of play, with a deadline of 25 minutes for the best score.
This in not absurd… is totally stupid.

Bottom line
A try to create something new, not perfectly achieved. Tenchu: Shadow Assassins can interest and entertain, but the control issues, the poor plot and some stupid programmers choice throw it amid the legions of mediocre games.

Final Vote: 6.5