Some game franchises get to a point where they can be considered too big. Certain franchises outlive their glory days quickly, espeically by trying to cash in on their fame and glory by producing less-than-stellar offshoots.
These offshoots will have the name of the successful franchise attached, but often with none, or not enough, of the original team who made the amazing game possible. Desperate cash-grabs exist in every entertainment media.
Video game fans can be pretty brutal in the reception of them.
Yaiba: Ninja Gaiden Z
Guess what the Z stands for? Actually, don't bother. It's zombies. You know it's zombies. Whenever a franchise wants to 'mix things up' in a nice, safe way they always go with zombies. Zombies are the easiest villain for anyone. They're already dead, so there shouldn't be any guilt over murdering the ever-loving-shit out of them.
This game is not as offensive as it could be, but we're easing into this card delicately. This game has some pretty nice cel-shaded animation, and employs more humor than the previous Ninja Gaiden titles, but that's pretty much where the goodness ends.
The plot is absurb. I mean, Ninja Gaiden is already pretty absurd, but this is a bit extreme. You play as Yaiba, a cyborg ninja, who's aiming to kill the series' hero, Ryu Hyabusa. Oh, and it's in Russia. During a zombie outbreak. Why? BECAUSE WHY THE HELL NOT YOU'RE A NINJA, THOSE ARE ZOMBIES. MAKE WITH THE HEAD CHOPPING.
The combat is terribly unbalanced- you'll clear room after room of foes, only to watch in impotent meagerness as the boss (or even mini-boss) takes you out with a measly two hits. You might be a robot ninja, but you get wrecked by a fat zombie.
Shadow the Hedgehog
Somewhere along the line at SEGA, some exec had an idea. That idea was to take Sonic's bitter rival Shadow and build a whole game around him. It was ambitious, it was potentially a good idea. It could be cool to have a grittier, darker, more powerful version of Sonic running around.
At some point in the planning process, though, all of the producers must've been replaced by a team of chimpanzees, because what the game wound up being was the result of a room full of people just slinging handfuls of shit around the room.
They took Shadow, who was one of the cooler side-characters in the Sonic continuity at that point, and they decided that the best way to make a speed based running game was to slow everything down and add guns to it. More than that, they decided to add a strange karma system that allows the player to choose moral alliances, either with the game's antagonist or with Sonic and co., or even with Dr. Eggman.
The game is not quite unplayable, but it is effectively broken. The controls are dodgy at best, the camera will, on a whim, decide to abandon Shadow, and the frantic, high-speed pace of the action means that despite whatever side you want to ally yourself with, you will end up accidentally killing some of your own teammates in the action sequences. There is also the inexplicable inclusion of pilotable vehicles, something that makes literally no sense for a character who is touted as one of the fastest beings alive. Sonic Team was already on the way out with this title, and this was but one more nail in the coffin.
Let's get one thing straight here: Castlevaniais not a fighting game. It is a platformer with RPG elements, with a focus on exploration and reward. If you don't know about Castlevania, go play Symphony of the Night. How? I don't know, find a Playstation 1, or a decent emulator.
The people who made this game must have never played Symphony of the Night, or really any Castlevania games for that matter. In fairness, they did have some ambition with this project. They tried to make the transition from 2D side-scrolling to a 3D fighter which is ambitious enough, but they decided to do it on the goddamn Wii. The console that is possibly least conducive to accurate fighting controls.
Because of the technological limitations of the Wii, the fighting in this fighting game is less than dynamic. The character actions on screen seem often to only barely resemble the actions taken with the controllers, and the combo system is far from intuitive, as the controls seem only peripherally related to the actions of the character.
The game is full of characters who are only tangentially Castlevania related, offered as padding to fill the roster of the game, which results in weird balancing. This is a common complaint of many fighting games, as it can be hard to include fighters of staggeringly different ability levels in the same arena without skewing the narrative to allow it to be possible. All in all, this game stands as reasoning why third-party developers just didn't do well on the Wii.