
Review: 'Ninja Gaiden: Ragebound' lovingly revives classic 2D experience
Before developer Tomonobu Itagaki brought the Ninja Gaiden franchise into the polygonal realm, the series had been an arcade mainstay and a classic Nintendo Entertainment System trilogy. The side-scrolling adventure was renowned for its difficulty and visuals that pushed the 8-bit system to its limits.
For its time, Ryu Hayabusa's exploits were a revelation of storytelling and action, but unfortunately, it never spawned a true sequel on the Super Nintendo, and fans would have to wait longer for Itagaki to take the reins on Xbox 360. Those who have been waiting for a successor with gorgeous sprite-based graphics now have one thanks to The Game Kitchen, the team that developed Ninja Gaiden: Ragebound .
Spiritually, 'Ragebound' feels like a game that would have been a perfect successor for the NES games.
The side-scroller takes place as a side story that follows what happened to the Hayabusa clan and Japan after Ryu ventured to the US to investigate his father's death. It follows a fledgling ninja named Kenji Mozu, who must protect his people from a demon attack ignited by the rival Black Spider Ninja Clan.
An unlikely ally
When he defeats the evil creatures, he discovers a kunoichi named Kumori, and players experience her backstory. The two play differently, as Kenji has skills comparable to Ryu. He relies on a sword for melee attacks, while Kumori has her own unique weapons and attacks that tend to be more ranged. They both share an important skill called the Guillotine boost that lets them perform a spinning attack while jumping, which lets them hit enemies and pinball off them.
Although Ragebound initially makes it seem as though players will control the two separately for the majority of the campaign, the reality is much different. A twist of fate fuses Kenji and Kumori. Players will mostly control Kenji and his melee-centric combat style while Kumori exists as a shade, who's responsible for ranged attacks and specialised tools with her array of spider weapons. Kenji's sword attacks are unlimited, and it will be how players dispatch most adversaries, while Kumori's ranged attacks are limited by a Ki meter. Once it runs out, players won't have access to them.
A majority of 'Ragebound' enemies can be defeated with one slash or dagger strike, but players will often run into powerful heavies.
The two have to battle through at least 23 stages as they gather three crystals to stop a demon invasion. It's a campaign that will test players' platforming skills as Kenji leaps across scaffolding, climbs cliffs and scales buildings. The traversal is reminiscent of the arcade game, with players being able to press up to scale walls and press down to hang from platforms. The Game Kitchen smartly integrates that with combat, so Kenji can slice enemies while hanging from the ceiling or Kumori can toss daggers at switches above her.
The platforming is easy at first as players adjust to the pace, but it quickly grows more difficult as the developers layer in combat with the platforming, so that players will have to Guillotine boost to bounce off enemies to reach higher areas or deal foes while hanging off a helicopter.
Nuanced combat
The combat echoes that same escalation. A majority of Ragebound enemies can be defeated with one slash or dagger strike, but players will often run into powerful heavies. Defeating them requires multiple stabs or just one blow from a Hypercharge attack. Players can charge their weapon at the cost of their health to perform the strike, or they can defeat specially marked enemies that add a Hypercharge to the next attack.
The platforming is easy at first as players adjust to the pace, but it quickly grows more difficult as the developers layer in combat with the platforming.
This additional complexity creates a more strategic way to fight. Players can't indiscriminately slash enemies as they run. They'll have to find the Hyper-charged foe, take that power-up, and use it against a heavy blocking their way. Ragebound adds another bit of difficulty because Hypercharges come in two colours tied to Kenji and Kumori. To attain it, players have to defeat an enemy with a specific attack from the corresponding protagonist.
These wrinkles added to the NES-style gameplay ensures that Ragebound maintains the series' legendary difficulty, but the generous checkpoints make the game less aggravating than the 8-bit games. The title even has a store, where players can spend Golden Scarabs on Talismans that bestow perks, new spider weapons and even additional Ragebound Arts, which are special abilities only available once per level. Golden scarabs are scattered in each level and are a reward for players who thoroughly explore the world.
These wrinkles added to the NES-style gameplay ensures that 'Ragebound' maintains the series' legendary difficulty, but the generous checkpoints make the game less aggravating than the 8-bit games.
Spiritually, Ragebound feels like a game that would have been a perfect successor for the NES games. The Game Kitchen even puts surprising twists like Kumori-specific sections of each level, chase scenes and boss fights that will test players' pattern recognition. It's a game that balances the classic mechanics with new ideas for a satisfying adventure that will leave old-school fans thirsting for more. – Bay Area News Group/Tribune News Service
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