Ninja Gaiden: Ragebound Strikes the Balance Between Classic and Modern

The classic trilogy of Ninja Gaiden games for the NES is infamous for being incredibly challenging action platformers, even by the standards of their time and all-time difficulty levels. Given this reputation, one of the main concerns about the upcoming game Ninja Gaiden: Ragebound was how it would manage its level of difficulty. The developers of Ninja Gaiden: Ragebound, The Game Kitchen, have already demonstrated their ability to create demanding action platformers through games like Blasphemous and Blasphemous 2. However, fans of the 2D Ninja Gaiden series are eagerly anticipating a challenging experience reminiscent of the originals. Fortunately, it seems that Ninja Gaiden: Ragebound is set to offer a reasonable yet fair challenge.

Experiencing an advance version of “Ninja Gaiden: Ragebound,” we got a feeling that it was addressing some of the rough spots in the original NES “Ninja Gaiden” by focusing more on seamless combat and platforming transitions. Interestingly, this smoothness was intentional, as The Game Kitchen aimed to equip players with the right tools for any challenges “Ninja Gaiden: Ragebound” might present, while still staying true to the essence of the series’ games. In a discussion with The Game Kitchen post-demo, director David Jaumandreu elaborated on their efforts to achieve a balance between ease and difficulty in the game.

Ninja Gaiden: Ragebound Poses an Adequate Challenge With Clever Ways to Subvert Difficulty

At The Game Kitchen, they’ve got quite a knack for intricate games, demonstrated through their development of Blasphemous and its sequel – a blend of Metroidvania and Soulslike genres. However, the methodical pace of these titles is in stark contrast to the swiftness and smoothness found in Ninja Gaiden: Ragebound. This project allowed them to strike a delicate balance between the tough gameplay that hardcore Ninja Gaiden fans anticipate and an experience that’s more welcoming for newcomers. The approach taken was to create a beginner-friendly starting point, but offer advanced players the opportunity to excel with further mastery. As Jaumandreu points out:

Our aim was to create a game that could be enjoyed by all, yet retain the difficult gameplay that the series is known for. We wanted to ensure that beginners could easily jump in and start playing, but also provide an opportunity for advanced players to truly excel…We worked hard on designing challenges that are both challenging and fair, encouraging players to grow while making each mistake a learning experience instead of a penalty.

To strike a harmonious blend, Jaumandreu points out that it demanded numerous trials and game testing. The solution was to equip players with an array of diverse ninja skills, enabling them to conquer difficult platforming stages effortlessly while swiftly eliminating enemies. This enhancement incorporated a secondary character, Kumori, who specializes in platforming, and a new one-shot kill move against stronger adversaries through the Hypercharge feature. As a result, although Ninja Gaiden: Ragebound remains a 2D Ninja Gaiden game at heart, the expanded set of tools for both platforming and combat shifts the focus from the trial-and-error mechanics that characterized the NES trilogy towards understanding when to employ the appropriate ability in different scenarios.

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2025-04-16 20:10