New one. I strongly agree with the idea that action games need need their options constrained. Lol and he just said "constrained" while I was typing. That's what it is, though. Developers don't have the balls to put limits on you.
Anyway, this is exactly what I was afraid of with this game when I saw the trailer.
I hadn't seen such a nonsensical use of the word "compulsive" in many years. Nobody is forcing you to play the game, nor are they forcing you to choose how to play it.
Man, I don't think giving players more movement options and freedom to pick the specific level of challenge is a bad thing. Different gamers want different things. Also...I'm sorry, but dying a dozen times to an infinitely re-spawning bird isn't great design. For me, that was one of the flaws in the original games, not a virtue. Furthermore, I also don't have infinite free time for perfect memorization. I can admire speedrunners and other folks who memorize every last detail and exploit every single obscure glitch, but that isn't me.
If I want to challenge myself and the game allows me to do so, then great. I can aim for a better rank and increase the difficulty from time to time. But what if I don't want to do that during every single run? Give me a break. I'm old enough to have played the original NES games as a kid. That doesn't make me dislike Ninja Gaiden Ragebound for not being a rehash.
Quite the opposite. I think the developers accomplished their actual goal here. There's a difference between making a new modern 2D sequel to Ninja Gaiden, which is precisely what NG Ragebound aimed for, and making something as equally difficult as the NES games or with exactly the same limitations. Personally, I'm glad that a new game released in the year 2025 isn't pretending that game design has seen no evolution in decades. Unless you just want to create a NES Ninja Gaiden clone with a different coat of paint, there has to be a lot of room for including decisions that go beyond the original scope of the NES trilogy.
I can agree that limitations are useful in terms of encouraging skill improvement, but I disagree with the idea that NES-era design should always be mandatory or that rote memorization is the best way to accomplish this. No, there are alternatives. Why shouldn't the developers of Ragebound let players choose how much or how little to engage with the systems? This isn't supposed to be school work nor (at least not for 90% of players) a profession. It's a hobby.
For that matter, we should know the real history of the series. The original Japanese version of NES Ninja Gaiden 3 was significantly easier than than 1 and 2. They made the U.S. release artificially harder back in the day, purely for the sake of extending rentals. In other words, the implication that sequels can or should only get harder is incredibly misleading. Castlevania: Symphony of the Night is, in the end, not a very difficult game and yet most people would still agree that it's a great one, not hating it because Castlevania III was much harder.
I'll give Electric Underground credit for a good presentation of his arguments. I just don't think they're all that convincing in this case. Maybe I'll watch his other videos, maybe I won't.