Ragebound: Ninja Gaiden

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Ragebound: Ninja Gaiden

Post by NYN »

Since this just got a release date at the last of July, I summon a topic to channel some forthcoming lightning. Yes, I switched the official title up to not get in the way of the venerate side-scroller scrolls superiority. :!:

I watched a little of what I suppose is the tutorial level, confirming both the exulted arts of Iaido and hissatsu. Together with the new air bounce tech, and unfathomable pits of platform gold this looks very appealing.

No found of any confirmed retail news just yet, though very probable with all the hype retro flavour.

Any and all free demo impressions welcome!
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Re: Ragebound: Ninja Gaiden

Post by Daytime Waitress »

When it keeps its foot pressed to the floor, it's joyous.
The new Sonic-style mid-air spin is very silly, but allows you that bit much more maneuverability in the air.
And executing frame perfect perfect slashes and wall jumps just feels spot-on.

Demo does a good job of shuttling you between the tutorial and first stage for basics, then a couple of later ones to demonstrate both projectile (kunai) usage and the demon portal time trial where you tag out to the kunoichi and she has to do a rapid fire platforming challenge with some mid-air teleports thrown in.
The little animation and clap sfx that plays when she completes it and releases Kenji from his spider demon prison to continue the level is just *chef's kiss*

Finishing the demo also unlocks one (1) hard modo stage, with some Saigo no Nindou-style enemy spawn numbers, which is pretty fun.
Although...
In both regular and hard mode, there are armoured enemies that require boosted slashes to kill, and there's always this agonising second between when you recognise what you're up against and when the power-up-carrying zako trundles onto screen to give you the correct attack.
It will probably shake out later with more enemies on screen; and the timing is probably there when you're going for a no-miss run, but initially it feels like a microstutter of "just let me kill this fucker already".

The "lock-in" areas also feel like they slam on the brakes a bit.
The combat is generally good, so these sections are not terrible, but I feel like the combat is good in concert with the platforming, so when it's bare on its own, it leaves me a little cold.

Also not a big fan of side-rooms/routes with collectibles squirreled away - feels like a silly modern concession.
I don't want to "explore" or "search action" in a Ninja Gaiden - I want to run through meticulously-placed gauntlets of enemies and walljumps.
But I'll concede that that's on me and I'm glad I can just ignore that shit and GO FAST.

Other nitpicks are the in-stage dialogue between Kenji and Kumori, or more typically, Kenji and the bosses, which is always about three lines of:
"GRAHAHA I AM STRONK!"
"I AIN'T AFRAID OF NO DENOMS!"
Again, just a pacing issue.
They at least fuck it off when you redo a boss fight.

I'm just being petty now - it's a blast when played at a proper clip, go grab the demo already.
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Post by NYN »

Sounds rad.

Ah. Retail announced for September. Standard and knick-knack editions. The usual.
Hm. Digital first, or the double-dip? Dunno yet. Depends on the digital price and size to me.
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Re: Ragebound: Ninja Gaiden

Post by Sumez »

Man I heard some interesting stuff about this. Is there really no way to try the demo without a Steam account? :(
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Re: Ragebound: Ninja Gaiden

Post by miwa »

Sumez wrote: Thu Jun 19, 2025 7:50 am Man I heard some interesting stuff about this. Is there really no way to try the demo without a Steam account? :(
Unfortunately not, but playing the Demo is worth creating an account for.

While you're at it, check out the 'Absolum' Demo from Guard Crush as well!
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Re: Ragebound: Ninja Gaiden

Post by it290 »

Gave the demo a go tonight and I'm super pumped for this game now! The art is gorgeous and the movement is super fluid. I love the ability to bounce off of projectiles to deflect them and I think this game is gonna be badass when people start speedrunning it. I do agree somewhat about the aura slash enemies—hopefully they craft some interesting puzzles with it and don't just stick with this wait for the zako thing. I believe that with the armored guys on the first level at least, you can still damage them when they are not actively covering themselves, so maybe there are some speed techniques there as well.
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Post by NYN »

In the mean: the free demo got updated with a new stage and boss, or so the voices tell. There is a commented video for all others.

Have to tell: what I see here is far more fresh to me then the stuff I viddy for the new Shinobi. Slashing minions for 10 sec? Saucy business. Maybe a hissatsu modo can be unlocked...
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Re: Ragebound: Ninja Gaiden

Post by AGermanArtist »

Great demo. Sold.
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rage per second

Post by NYN »

Apparently all platforms support 60fps for the game, except for Switch. I am not a stickler for tech, though if a Switch 2 version would be announced with easy 60fps, it would feel uncouth somehow. Anyway, decided to go for retail in September. It's not as if there isn't a boatload to play...
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Re: rage per second

Post by Sumez »

NYN wrote: Thu Jul 31, 2025 7:24 pm Apparently all platforms support 60fps for the game, except for Switch. I am not a stickler for tech, though if a Switch 2 version would be announced with easy 60fps, it would feel uncouth somehow. Anyway, decided to go for retail in September. It's not as if there isn't a boatload to play...
I'd be curious if the Switch version doesn't play at 60 fps on Switch 2 already. Kinda odd they wouldn't disclose that
I *really* want the game on a handheld, but looks like I'll have to go for PS5.
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Re: Ragebound: Ninja Gaiden

Post by Austin »

Played it yesterday for a couple of hours. So far, I definitely approve.
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Re: Ragebound: Ninja Gaiden

Post by AGermanArtist »

Anyone try the Shinobi demo?
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Re: Ragebound: Ninja Gaiden

Post by Sumez »

AGermanArtist wrote: Fri Aug 01, 2025 6:05 pm Anyone try the Shinobi demo?
Yes, here: viewtopic.php?p=1582900#p1582900

In short, it's not good. At the very least it's not what I think any of us wanted. But I think it's probably not good regardless.
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Re: Ragebound: Ninja Gaiden

Post by FunktionJCB »

Sumez wrote: Sun Aug 03, 2025 11:20 am Yes, here: viewtopic.php?p=1582900#p1582900

In short, it's not good. At the very least it's not what I think any of us wanted. But I think it's probably not good regardless.
I couldn't disagree more.
Obviously, a new game would always "modernise" a few things, so I was never expecting the formula to remain as it was in the 16-bit era, and I can understand some people disliking some of the changes, but I played it with no expectations, and was surprised at how much fun, and fluid, combat and traversing the stages was, especially after a couple of upgrades.

I read your feedback on the other thread, and I don't understand what's the problem with the game having a dodge mechanic? Even in terms of setting/plot, you're a Ninja, wouldn't it make sense to have some agility skills to avoid attacks?
Also, about "backtracking", it really doesn't appear to be a necessity, you can just proceed as you want, and complete the stage. That's what I mostly did. The "backtracking" is there if you want to explore every nook and cranny, and maybe find an extra fight or item. But, unlike what we usually get from "metroidvanias", there was never a moment in the demo where I had to go back, in search for an item/skill, in order to progress.

I really enjoyed the demo, and personally, I'm ecstatic that, in the space of less than a month, we have quality 2D revivals of Ninja Gaiden and Shinobi, plus Salamander III and a Yuzo Koshiro Mega Drive shmup. :)

If anyone likes the genre, check the demos for Ninja Gaiden and Shinobi. I think a lot of people who do so will ended up wanting to buy both games. :mrgreen:
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Re: Ragebound: Ninja Gaiden

Post by 1KMS »

FunktionJCB wrote: Mon Aug 04, 2025 12:48 pmwhat's the problem with the game having a dodge mechanic?
I don't like i-frame dodges because they usually reduce dodging to a single all-purpose action regardless of the angle/spacing. I would've preferred a vulnerable slide or high/low parries that could be canceled into a dodge.

And if you're dead set on the i-frame dodge, don't also remove contact damage/knockback, that's a formula for passive enemy design.
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Re: Ragebound: Ninja Gaiden

Post by Sumez »

FunktionJCB wrote: Mon Aug 04, 2025 12:48 pm I couldn't disagree more.
Obviously, a new game would always "modernise" a few things, so I was never expecting the formula to remain as it was in the 16-bit era, and I can understand some people disliking some of the changes, but I played it with no expectations, and was surprised at how much fun, and fluid, combat and traversing the stages was, especially after a couple of upgrades.
I wasn't expecting the formula to remain similar to 16-bit games either. I wasn't expecting anything from the game honestly.

I'm just judging the game on the fact that playing just it isn't very fun (to me). It comes across as a chill casual game, rather than a skill based action game. But it also doesn't seem to tap into any of the things that can make a chill casual game fun and engaging (see Symphony of the Night etc.)
I read your feedback on the other thread, and I don't understand what's the problem with the game having a dodge mechanic? Even in terms of setting/plot, you're a Ninja, wouldn't it make sense to have some agility skills to avoid attacks?
Yeah it would make sense, but it would make sense if those agility skills were actually skills, and not just the press of a button.
I have no issue with dodge mechanics, but I do have issues when a dodge mechanic is basically just a win button. You can fight every enemy by dodging behind them all the time to prevent getting hit by their attacks and then just mindlessly spam attack until they die. Even the boss fight of the demo works the exact same way - and their only idea for how to counteract that is by occasionally giving him super armor and making a blatantly telegraphed attack that *can't* be dodged through for some reason (but is very easy to jump over).
This has the effect that every enemy encounter feels like the same thing, and going through the stages fighting the same enemies over and over just felt like repetition with a complete lack of challenge.

Admitted, this is only the first stage and the first boss of the game. But if that's what they are giving me to judge the game by, that is what I will judge the game by :)
Also, about "backtracking", it really doesn't appear to be a necessity, you can just proceed as you want, and complete the stage. That's what I mostly did. The "backtracking" is there if you want to explore every nook and cranny, and maybe find an extra fight or item. But, unlike what we usually get from "metroidvanias", there was never a moment in the demo where I had to go back, in search for an item/skill, in order to progress.
I don't really mind the optional rooms where you can pick up extra stuff. While they weren't particularly entertaining, those *can* be fun to explore on a first playthrough and then ignore afterwards. Shovel Knight did that and it worked well.
When I'm talking about backtracking, I'm talking about those blatant "you can ground pound here to access a clearly visible chest" locations. But you don't get the ground pound until after beating the stage, so the game specifically asks for you to systematically go back only to get those chests.
It's a very rigid and mechanical implementations of the "open up new areas as you progress" design of the Metroidvania genre, and pretty much the worst way to do it, because there is no player agency involved at all - it's just padding the game.

For a recent metroidvania that does it really well, I highly recommend Afterimage. It even has those exact same "it's obvious that you need to groundpound here" locations, but the way they are distributed it never feels as rigid. There are also many other skill gated locations that are much more vague and genuinely surprising once you get the required tools.
That game also has a dodge move that's used much better, especially in boss fights.

I really enjoyed the demo, and personally, I'm ecstatic that, in the space of less than a month, we have quality 2D revivals of Ninja Gaiden and Shinobi, plus Salamander III and a Yuzo Koshiro Mega Drive shmup. :)
Don't get me wrong, I'm glad you liked it. We don't all need to share the same tastes.
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Re: Ragebound: Ninja Gaiden

Post by AGermanArtist »

Loving this, but I definitely have a preference for Shinobi. There's no controller feeback with this at all and so far I can't air dash, which kept my fruit machine/XTC addled brain occupied between scrapes, with the Shinobi game. For me this is an 8 and Shinobi's a 9.
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Re: Ragebound: Ninja Gaiden

Post by it290 »

Controller feedback? Like rumble? Because rumble is working for me—using Steam Deck and a GuliKit Elves controller.
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Re: Ragebound: Ninja Gaiden

Post by AGermanArtist »

it290 wrote: Wed Aug 06, 2025 3:40 pm Controller feedback? Like rumble? Because rumble is working for me—using Steam Deck and a GuliKit Elves controller.
I just Googled and found this

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So I booted up the PS5 in the off chance I overlooked a setting, and there's no mention of rumble/haptics on/off.
I get nothing and rumble is working fine elsewhere.
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Re: Ragebound: Ninja Gaiden

Post by spmbx »

I don't know this game, but one universal truth is to never trust google's AI overview.
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Re: Ragebound: Ninja Gaiden

Post by Sweatlord_STG »

Played the demo what feels like a long time ago, Idk when, but I didn't like it at all. Zero freedom, the game wants you to play it in one certain way and that's it. Like forced gimmicky combat. A friend of mine thought the same.

I don't like the new Shinobi either. I haven't played it but the art style is enough for me to pass on it.
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Re: Ragebound: Ninja Gaiden

Post by AGermanArtist »

Edge said something similar in their nonsense 6/10 review. I'm usually OK with their reviews, but this is seemingly one of the few that don't come down to anything remotely rational. They complain that Hypercharge is contrived, but didn't quite seem to grasp that you can do that any time by holding down the attack button at the expense of a little health, and by killing the marked enemies you're essentially getting a freebie. The controls aren't "cluttered" in the slightest - I detect someone had a hissy fit because they weren't very good at it.

"And while it's hard to grumble about shades of grey in any story, we're not quite sure this is place for it. Similar could be said for the katana-and-kunai action platform game our duo must fight through, where modernising additions detract from a core arcade-like purity. It's complicated, in short, in ways it needn't be.
...
Because, outside of boss battles, hypercharge often feels like an idea that doesn't quite gel with everything else. It appears as a somewhat contrived curiosity when it's introduced in Kenji's training level, and never quite convinces us that it isn't.
...
As your enemies continue to storm in, their linear patterns combining to increasingly devious effect, Ragebound is most entertaining when you're reacting rather than thinking, parsing the identity of each sprite and adjusting course instinctively. Yet too often there's a thin film of strategy wrapped around it that's more restrictive than refreshing, and as complexity stacks with the intricacy of the stage design, a cluttered control system struggles to keep up - accidentally grabbing walls in tight spots is a problem. Time-limited sequences created for Kumori to tackle alone in spirit form, meanwhile, follow a rote cycle of die, memorise, repeat.

There is still plenty to like. The pixel art and simulated chip music find that sweet spot of feeling 16bit while being so much more. The pace remains quick, enemies are varied, and long platform levels are punctuated by breezy chases. In other words, Ragebound sparkles when it doesn't over-egg the pudding, confusing additional layers for mechanical depth. And we remain convinced that, whichever clan they're from, the best ninjas work alone." [6]
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Re: Ragebound: Ninja Gaiden

Post by 1KMS »

SHMUPSCHLAMPE.com's most popular Robert Z'dar lookalike just published a review, and it was none too kind.
https://youtu.be/FTM7tYDi1pM

I'm not sure that I wouldn't reach similar conclusions after playing, but I also think you could pick apart a lot of 16-bit classics with that level of scrutiny. Contra: The Hard Corps, for example.

Kommander approves, which to me is a high indicator of worthiness.
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Re: Ragebound: Ninja Gaiden

Post by Sweatlord_STG »

AGermanArtist wrote: Fri Aug 08, 2025 4:38 pm [...]
See! :P "SHMUPSCHLAMPE.com's most popular Robert Z'dar lookalike" agrees with me.
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Re: Ragebound: Ninja Gaiden

Post by AGermanArtist »

1KMS wrote: Sat Aug 09, 2025 3:21 am SHMUPSCHLAMPE.com's most popular Robert Z'dar lookalike just published a review, and it was none too kind.
https://youtu.be/FTM7tYDi1pM

I'm not sure that I wouldn't reach similar conclusions after playing, but I also think you could pick apart a lot of 16-bit classics with that level of scrutiny. Contra: The Hard Corps, for example.
I'm having a great time with it and I don't find the game easy at all. I've put 4hrs into it so far and I've only just started the (Spider Clan) level.
I watched some of his review and he's back at the hipster purist it's not like the original shit. I'd wager he's completely missing the point again.

edit - MSX is missing the point again. This game is meant to be played at pace, it's not NES Ninja Gaiden.
It's like complaining that MGS isn't about killing enemies.
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Re: Ragebound: Ninja Gaiden

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Re: Ragebound: Ninja Gaiden

Post by BurlyHeart »

I don't think I have ever disagreed with an iconoclast take on a game.

I very much enjoyed NG: Ragebound. Not sure I like it enough to try S+ Hard mode but my time with it was a lot of fun.
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Re: Ragebound: Ninja Gaiden

Post by 1KMS »

AGermanArtist wrote: Sat Aug 09, 2025 7:39 amedit - MSX is missing the point again. This game is meant to be played at pace, it's not NES Ninja Gaiden.
It's like complaining that MGS isn't about killing enemies.
It's common for advanced Ninja Gaiden players to use low jumping slashes to attack while moving forward. I don't think Ragebound streamlining that is any more egregious than NG2 streamlining the climbing of NG1.

He makes a good defense for the appeal of weighty, committal actions, but that would be better served for a Chi no Rondo review. Also, saying the developers didn't sufficiently adapt away from Metroidvania conventions is kinda bugnuts. The density of resistance from the stage layouts, particularly on Hard mode, is well beyond any Metroidvania I'm aware of. The occasional dead ends are repopulated on the way back, just like in my other favorite Metroidvania, Metal Slug 3.

The game's issue with challenge is not inherent to the stages themselves, but the HP bar. I came to the conclusion after playing for a couple hours that enemies and hazards should deal 33-50% more damage, and fortunately there's a talisman that does that. I do wish knockback canceling was a less lenient command like down, up + jump. Maybe they'll add that in a patch.

"Self-serve" difficulty describes a lot of games Mark seems to be fond of, like SOTN, a Gerber-certified baby game without self-imposed restrictions. At least Ragebound doesn't make you keep track of the extra rules in your head. Oh, and I guess every arcade game with continues ever too.

Hiding extra difficulty options is annoying and anti-QOL, but not modern. Gunhed/Blazzzin' Lazzzerz made you enter 3 codes to unlock its highest difficulty, and NES Contra made you play through the game like 6 times or something.

Anyway, yeah, I'd say this time Mr. MSX missed the...heheheh, you know. :wink:
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I'm curious if he'll soften on this after Shinobi: Art of Rollspam comes out.
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