Ragebound: Ninja Gaiden

Anything from run & guns to modern RPGs, what else do you play?
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NYN
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secret side story

Post by NYN »

Finally. Game card wait. Off to a rough start. Declined the "offer" to update, started it, and got a black screen several times. No indicator that it was booting. So, I took the update of 1 GB. :evil: Next challenge: agree kindly to terms of use on the title screen. :!: Otherwise one apparently cannot proceed, mind you I already paid for it. :roll: Is that The Norm for video games in 2025? :idea: I'm afraid so.

Cleared tutorial clean, only to fail and confirm the eminent sensei. Punku ninja. Hilarious how the speedo-metal-cutto way of playing must now be taught to novice players. To un-learn to stop and watch a stat, to feel the breeze of flow. Nice filter and screen shape to exorcise any notion of HD games. Found the intro level very funny, another legend to play: Hi, my name is Jô!
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NYN
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the price of charge

Post by NYN »

OK, I found something that bothers me. It's the delay after the slay of a zako that transfers the charge to become available. It's around 1 second, when I feel it should be INSTANT. That is enough in crowded situations that ask for high execution to lose composure over. I kind of wish that hardo modo would remedy that, yet being a basic element of play I highly doubt that. :x Others?
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Sumez
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Re: Ragebound: Ninja Gaiden

Post by Sumez »

That's confused the hell out of me in most boss fights. It often feels "random" if I get the charge, or lose it after taking a hit etc. Results in a lot of random buttom spam on my end.
I'm sure there's a predictable logic to it, but it feels unmanageble to me.
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NYN
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we kiss the pain matta o i eh

Post by NYN »

Cleared Norm, with all Side Ops, Scarabs&Skulls, never used any Muramasa item or looked anything up, and you can betcha Hypercharge I took my sweet time with it. Already played half the missions on Hardo Modo, aiming A, only accepting B when first clear, never under. Even the Norm last couple of mission where so sweet, I never felt diminished in challenge. That's where I collected my 3 Bs total. What an overall experience, I feel refreshed with a game! You know how Vania is the base for NES GAIDEN? If the new Curse would only have to offer half the experience, it would be all right. Alas, I continue to doubt it. Mark this one for excellence, please! No sceptics!
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MommysBestGames
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Re: the price of charge

Post by MommysBestGames »

NYN wrote: Thu Oct 30, 2025 11:11 am OK, I found something that bothers me. It's the delay after the slay of a zako that transfers the charge to become available. It's around 1 second, when I feel it should be INSTANT. That is enough in crowded situations that ask for high execution to lose composure over. I kind of wish that hardo modo would remedy that, yet being a basic element of play I highly doubt that. :x Others?
I generally was able to enjoy the game, but the stupid charge delay for me (as you mention) I never got figured out. Hated the delay and wished it was instant! Anyway, still a fun game, but that held back some of it for me. Like it messed up my rhythm while slicing through baddies, to all of a sudden have a delay, but be right in the face of a big dude that required the charge attack but I had to wait for that delay.
Making an action platformer with a transforming grappling hook: ChainStaff. Also made a shmup with multi-ships: Shoot 1UP DX, and more .
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lastemperorjubei
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Re: secret side story

Post by lastemperorjubei »

NYN wrote: Mon Oct 06, 2025 11:02 am Finally. Game card wait. Off to a rough start. Declined the "offer" to update, started it, and got a black screen several times. No indicator that it was booting. So, I took the update of 1 GB. :evil: Next challenge: agree kindly to terms of use on the title screen. :!: Otherwise one apparently cannot proceed, mind you I already paid for it. :roll: Is that The Norm for video games in 2025? :idea: I'm afraid so.

Cleared tutorial clean, only to fail and confirm the eminent sensei. Punku ninja. Hilarious how the speedo-metal-cutto way of playing must now be taught to novice players. To un-learn to stop and watch a stat, to feel the breeze of flow. Nice filter and screen shape to exorcise any notion of HD games. Found the intro level very funny, another legend to play: Hi, my name is Jô!
I didn't check online if this is normal with this game but same thing happened to me playing the physical version for the first time on Switch 2 without the update, so I had to download it. Will try with the Switch 1 if it's the same. I'm playing on normal, played in one session until act 3.2. Needed some repeats with the bosses. It's fun for casual play on normal. I prefer Neon Inferno and Moonrider until now but this could change if I progress further. It's easier than Shadow of the Ninja Reborn. I like all the games I mentioned. Shoutout to Huntdown, Blazing Chrome, Steel Assault and Katana Zero.
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Stevens
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Re: secret side story

Post by Stevens »

lastemperorjubei wrote: Sat Jul 11, 2026 11:30 am Shoutout to Huntdown, Blazing Chrome, Steel Assault and Katana Zero.
You are a scholar. I love all of those - have you played Akane or Kill the Crows?
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lastemperorjubei
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Re: secret side story

Post by lastemperorjubei »

Stevens wrote: Sat Jul 11, 2026 12:29 pm
lastemperorjubei wrote: Sat Jul 11, 2026 11:30 am Shoutout to Huntdown, Blazing Chrome, Steel Assault and Katana Zero.
You are a scholar. I love all of those - have you played Akane or Kill the Crows?
No sir. I checked them and they seem like twin stick arena shooters? Not exactly my cup of tea. Do you recommend them and if yes why? I'm old school in my taste but sometimes try something different like roguelites like Hades or Absolum and then enjoy it until finishing.

I'm currently at the 4.5 boss in Ragebound. Really enjoying this game. Had some jank one time in one of the earlier levels where you switch screens and there is some train wagon and a new save point but there is dialogue and I didn't land on the wagon and didn't reach the save point and went back multiple times to the earlier save point. Then the dialogue didn't vanish from the screen and the bug kept repeating. A new start of the level helped.
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lastemperorjubei
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Re: Ragebound: Ninja Gaiden

Post by lastemperorjubei »

Normal clear done (took some time, around 10 hours). Game grew on me, would give it a 8.5. I didn't have problems with the controls (liked them more than Shadow of the Ninja Reborn). Mapping the distance attack above the slash and pressing both together helped with damage output for bosses but I did it late in the game.
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Stevens
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Re: Ragebound: Ninja Gaiden

Post by Stevens »

I would suggest Akane of the two then.

Here is a write up I did about it a while back:

Akane - Steam/Switch - $4.99

Saw this one a few months ago but wasn't ready to play something else. I don't back log and figured if I saw it again and was still interested I would give it a shot.

Top down fight to the death against the Yakuza for less than the price of a cup of fancy coffee.

First we get a nice loading screen of the title character and some of her Yakuza pals in an elevator:
Spoiler
Followed by this which leads to the title screen:
Spoiler
The game begins from there with those four mooks being your first victims.

What can Akane do in the face of insurmountable odds?

Sword slash - You'll be cutting down hoards of fuckers with this. The only move you have tied to stamina. Honestly you can swing it 13 or 14 times before you need a break. There is no diagonal attack animation, but you can move in 8 directions and the swords hitbox if plenty generous. I didn't even notice it was missing until someone else mentioned it. There are two other swords you can unlock. I've unlocked the first which allows you to do a 360 slash with a start up, five second cool down, and a bit of recovery frames at the end. This move seems pretty well balanced.

Gun - You can shoot fuckers too. There are a few different gun. I've been sticking with the default pistol so far. Good fire rate and a fair amount of ammo. Bullets are replenished by cutting enemies down with your sword. Switching back and forth between both modes of attack is seamless.

Special Attacks - You have a meter at the bottom that is filled as you kill and chain enemies. What fun would a romp like this be without chaining? A mechanic I usually loathe. LOATHE. Here it works beautifully. Go figure.

There is a bar at the bottom of the screen, cut into 3rds, that fills as you kill. Fill it 1/3 or 2/3 of the way and you can do a dash slash that kills all in your path. Fill it all the way though and murder everyone on the screen as your character does the ole' zip around the screen, kill everyone, and get back to where she started in time to take a drag before everyone falls to the floor. It's very cool, and a better use of the meter, at least early game.

Block - Yeah you have a block, but the only time you should be using it is if you're being shot at which is rare. The gun mook has a unique sprite and visual cue when he is about to shoot. If he isn't on screen block is useless.

This game rewards aggression.

Dash - I use this for two reasons - breathing room or to close distance. It works for both. I do not know if you're invincible while dashing.

These mechanics can be practiced in a cool training stage.

Back to the mooks, there are 4:

Sword mook - Has a few different sprites which is nice.
Gun mook - As above
Cyber Ninja mook - There is a huge X before he dashes and slashes. Avoid and hit him when he is recovering.
Tank mook - Only one who takes multiple hits. Pretty easy to avoid.

Boss - A boss mook. Boss mook has three levels. Level 1 he is similar to Cyber Mook. You can generally dash towards him while he is running towards you, he will attack and miss, you hit him in the back. Do this once or twice and he gets put into a nice little stun animation where you can strike him down.

Level 2 he gets a gun, so that block will come in handy. You can also choose to hide as there are five things you can hide behind in the arena. One reminds me of a Fotomat. Anyone else remember those?

Level 3 he gets an attack like Cyber Mook. That is his max level.

That's it. There is only one stage. Kill 100 mooks, fight the boss, and do it again. And again. And again. Until you die.

Upgrades - These unlock by meeting certain criteria. Swords, guns, smokes (just effects the color trail you leave behind), shoes, and two slots for cyber type upgrades that grant passive abilities. Sword 2 of 3 is probably the best as it grants you that spin attack. You can throw sword 3. Not a fan as of yet.

I've come to appreciate the shotgun. Less capacity, but aiming not required. I've unlocked some shoes too - the 2nd pair is Marty's from Back to the Future 2. They give you a really long dash that doesn't seem too useful. The next pair are sandals that grant you a proper long dash, those are pretty cool.

Passive Upgrades - Unlocked 3 things so far. A power glove looking thing that makes your bullets recharge faster. That one is super useful. Another that doubles the amount of bullets you reflect back. Cool, but gun guys don't show up enough to make it worth it. The 3rd upgrade fills your meter faster. That one is pretty good so far.

Fun game? Yes. Worth a fiver? Easily.
Show me everything you have, puppet of Geppetto.
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