For enthusiasts of classic action games, one of the most thrilling unveilings at The Game Awards 2024 might have been “Ninja Gaiden: Ragebound“. This is a fresh 2D installment in the enduring Ninja Gaiden series, being crafted by The Game Kitchen. Ninja Gaiden: Ragebound offers an exhilarating reimagining of the traditional action platformer, featuring a captivating new narrative that unfolds simultaneously with the events of the original NES Ninja Gaiden. The game also introduces a new character, Kenji, who is Ryu Hayabusa’s apprentice.
As a passionate fan, I recently had the privilege of getting an up-close look at Ninja Gaiden: Ragebound, thanks to Game Rant. In an exclusive interview, I chatted with David Jaumandreu, producer and director, as well as Raúl Vivar Cano, pixel artist and 2D animator from The Game Kitchen. They shared insights into their innovative approach to this fresh take on the classic Ninja Gaiden franchise in a 2D format.
Moreover, we delved into how Ninja Gaiden: Ragebound presents an exciting new hurdle for the studio as it ventures into traditional action platformer territory following its work on two Metroidvania games, the Blasphemous series. For the sake of clarity and conciseness, here’s a summary of our enlightening conversation.
How Ninja Gaiden: Ragebound Came to Life
Was it The Game Kitchen who proposed the creation of Ninja Gaiden: Ragebound to Koei Tecmo, or did Koei Tecmo approach The Game Kitchen to develop a new 2D series installment as part of the franchise’s ongoing revival? Which party initiated the project?
At The Game Kitchen, I’ve been buzzing since Dotemu proposed a fresh take in their 2D series! With our passion running high, we dived straight into brainstorming an irresistible pitch for the game. Being ardent admirers of the franchise, this project was too good to let slip through our fingers!>
What essential elements did the team prioritize for creating a game in the Ninja Gaiden: Ragebound universe once they had developed the concept?
JohnDoe: In the initial phases of developing our game, we began by scrutinizing what made us fond of the Ninja Gaiden series, whether its 2D or 3D versions. Using these beloved aspects as a foundation, we structured the game around them. Essential features we aimed to include were swift, uncomplicated hack-and-slash combat that keeps players on their toes, intuitive and smooth controls for agile character movements, a balance between toughness and fairness in difficulty, an impressive and impactful soundtrack, and, needless to say, captivating characters with a gripping narrative.
Was it always the intention for Ninja Gaiden: Ragebound to narrate a parallel story alongside the original Ninja Gaiden on NES?
Absolutely! Since we initially conceptualized the plot, it’s been our aim to revive the series by returning to its 2D origins. Re-exploring the first episode from the original trilogy was a fantastic idea, as it enabled us to weave the narrative alongside the events of the NES classic. This approach offered players a nostalgic yet innovative experience, with the reintroduction of cherished characters, some iconic adversary designs, and a recapturing of what made the original game so enchanting.
Ninja Gaiden: Ragebound Represented a New Challenge for The Game Kitchen
A: Could you explain what inspired the design choices and thought processes that led to creating Ninja Gaiden: Ragebound as an old-school action platformer instead of a Metroidvania style game, similar to the Blasphemous series?
In our approach, we decided it was best to return the series to its original 2D format, as opposed to the Metroidvania style we experimented with in Blasphemous. The Ninja Gaiden series has always been known for its swift movement and intense combat that propels players forward. We aimed to maintain this fast-paced momentum in our design. Although our work on Blasphemous impacted certain aspects of level layout, our objective was to embody the spirit of the originals while updating them for contemporary gamers.
A: Did you find it challenging to adjust to the swift and agile battle system in Ninja Gaiden: Ragebound, given that Blasphemous games have a slower, strategic combat style? That’s quite a shift!
Jaumandreu: Indeed, it was quite a hurdle, particularly with the animations. Transitioning from Blasphemous, where combat has substantial weight and each action is deeply committed, our team faced a considerable learning curve. We needed to adapt to a faster, more instant combat style, which meant re-evaluating our methods, emphasizing animation canceling, and ensuring every player action felt immediate and responsive. After numerous iterations of the character’s attack animations, we finally achieved a combat system that was both smooth and impactful, blending fluidity and power.
Question: Could you describe some key insights gained during the creation of Blasphemous and Blasphemous 2’s pixel art, and how these learnings influenced the design and artistic direction of Ninja Gaiden: Ragebound?
In the creation of Blasphemous and its sequel, our team significantly enhanced the quality of pixel art. It’s amazing to reflect on our initial concepts and observe how much we’ve progressed in a short span of time. One key takeaway from this journey was optimizing our art production process for Ninja Gaiden: Ragebound. We’ve become adept at generating smooth animations swiftly, enabling designers to work on gameplay during the early stages of development without having to wait for high-quality assets. This method has been crucial in maintaining both responsiveness and visual finesse within the game.
What to Expect From the Full Release of Ninja Gaiden: Ragebound

A: Will the hands-on demo for Ninja Gaiden: Ragebound feature challenging precision platforming parts that intersperse with high-action segments, much like the original NES Ninja Gaiden games do across all levels? In other words, can players anticipate a well-balanced blend of action and platforming in every stage throughout the game?
As a dedicated gamer, I’m thrilled to confirm! Resurrecting the series with its original essence meant rekindling the speedy platforming that defined the core experience in the classic Ninja Gaiden. Our aim was to maintain a perfect blend of high-intensity action and platforming, just like the iconic NES games. Equipping Kenji and Kumori with an array of ninja abilities ensures they can conquer tricky platforming sections effortlessly, all while swiftly dispatching enemies on the fly.
A: In what way could a possible rephrasing of your question read? Here’s an attempt: “How did the developers of Ninja Gaiden: Ragebound manage to keep the game’s difficulty level as tough as ever, while simultaneously implementing changes that make it more user-friendly?” The challenge lies in finding a balance between maintaining the series’ trademark hardcore gameplay and making the game appealing and playable for a wider audience.
Our aim was to ensure that the game could be enjoyed by everyone, yet maintain the demanding experience that fans have come to associate with the franchise. We strove for an easy entry point using traditional, intuitive gameplay, but also offering depth for those who wish to excel. Achieving this balance involved studying how difficulty is perceived now compared to when the series started. Our focus was on creating challenges that are challenging yet fair, encouraging players to grow while ensuring that each mistake serves as a learning experience rather than a punishment.
Through numerous iterations and playtesting sessions, we carefully adjusted the level of difficulty based on different types of players’ reactions. This experimentation enabled us to create an extensive array of gear and choices that cater to the varied tastes of Ninja Gaiden enthusiasts. Whether players seek a formidable challenge or a more accessible gaming experience, our goal was to offer options for everyone. Each player can customize the game’s difficulty according to their preference while maintaining the series’ authenticity.
A: Approximately how many hours is the game Ninja Gaiden: Ragebound expected to last? Are there reasons for players to revisit the game once it’s been finished, such as rewards or additional content?
Developer Jaumandreu: Although we haven’t set an exact playtime yet due to our ongoing development process, we’ve packed the game with numerous elements to encourage repeated play. Expect to uncover hidden treasures, face stage challenges, discover secret levels, and enhance your gear – all designed to offer a richer experience for those who wish to delve beyond the main storyline. There’s plenty to discover and explore, guaranteeing that the game will continue to engage you even after you’ve finished it.
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2025-04-17 13:27