NINJA GAIDEN: Ragebound |OT| Peak Is Back

Just rolled the credits. None of the music stood out to me, but this song at the end is great. Even if I don't know what the hell she's saying.

 
Finished, including all the secret ops levels. I was kind of surprised on how easy the final boss felt in comparison to some of the earlier bosses.
Though my setup was pretty great for survivability in the end, which seemed pretty optimal for fighting him in particular.

Think I liked every boss, to an extent, except the second to last one

Overall really good game. Now for hard.

Also, I encountered a pretty major bug.

No idea what caused it. Had to fully close out the game to fix it, after this happened even backing out to main menu wouldn't let me interact with Kumori spots. Was worried it might have corrupted the save file for a second. In hindsight, instead of goofing around and trying to get her killed I would have seen how far it would let me go before blocking level progression or if it would have let me beat the level.
 
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Pretty sure they're using a program that is able to check native framerate despite both consoles being locked to 30

This is such a fucking bizarre situation. If it's capped at 30 which is what everyone is reporting, but this guys software shoed Switch 2 is running it close to 60 with drops, then its beyond weird they didn't unlock it for S2.

Then, there's the fact that the dev hasn't made any comments about the situation.

Hate this industry

Since the bolded doesn't make any sense, I looked carefully at the video on Youtube instead of watching it embedded. There is no such thing as a native framerate that could possibly be checked. It's like testing the top speed of your car while you're driving 30MPH while calling it "native top speed". There's only one speed you're driving that can be measured, it only theoretically goes up from there, you can measure it when it's actually happening.

This guy used a PC capture hardware to record footage of gameplay from a Switch 2. The FPS counter must be measuring the framerate of his output video. He says he doesn't know what he's doing for sure and figuring it all out, since the game is supposed to be locked at 30. He's very discerning that something didn't go right.

So in closing, Switch 2 is still 30FPS and this guy inadvertedly spread misinformtion due to incompetence.
 
Finished it including all secret ops, wrapping up a handful of trophies for the plat. It's good - maybe even great - but it's far from a "masterpiece" lol. Let's just be happy we got a solid, 2D Ninja Gaiden game after all this time, that at least is worth celebrating. Shinobi is up next and something tells me it will be a lot more impressive, let's see what happens.
 
Trying to do the 4-5 don't fall in a pit achivement. Keep failing on the chopper because of the bike riding dickbags. Last attempt I got fucked by something during the cutscene, never even grabbed the chopper and went straight into the pit. Le sigh.

What sucks is my first time through the stage I would've gotten it but I had to check if the chains between the carts were just decoration or not. Oops...
 
All the level specific challenge trophies done, light work 👌

y5atycu7Y8ABffDU.jpg


Edit: just beat the first boss on Hard Mode, let's just say the old tactics don't work lol. Stages have more/new enemies and added obstacles including *in* the boss arena lol. This is a worthy challenge and none of that gay assist mode bullshit, my fellow ninjas better not be resorting to such dishonorable tactics, you will be hunted down and ended lol.
 
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I actually assumed I watched the video all wrong last night on my phone while falling asleep because of what everybody is saying. But yeah, it's totally 60 with drops.
They posted a video of the Switch 1 version and the channel also has a video of the Switch 2 version. The Switch 1 version has a very unstable frame rate, whereas the Switch 2 version is almost always at 60 fps, although there are still small drops that are not acceptable in a game like this. Hopefully, if they release a native Switch 2 version, it will be able to run at 60 fps without any drops.
 
They posted a video of the Switch 1 version and the channel also has a video of the Switch 2 version. The Switch 1 version has a very unstable frame rate, whereas the Switch 2 version is almost always at 60 fps, although there are still small drops that are not acceptable in a game like this. Hopefully, if they release a native Switch 2 version, it will be able to run at 60 fps without any drops.

As said in my above post, I'm 99% sure we are just seeing the FPS of his captured video, not the game.

These are his only FPS counter vids that I see on a cursory check and he said he is still figuring things out.
 
I talk about 'game feel' a lot all the time, the kind of hard to define feeling of a game just being fun to control with great flow and pacing regardless if what you're doing is actually mechanically simple, and this is a 10/10 in that regard.
Wholeheartedly agree after getting the hang of the controls and flow of the game. It all feels natural and responsive, reminiscent of how deft and graceful Samus felt to control in Dread.
I mean, you have got to be fookin' kidding me :
etW82GEZeJ5sef4O.jpg

They literally forgot to put vibration in, that, or they ran out of time.
Again, coupled with the 30fps on switch fact, this reeks of incompetence and also being rushed...

Edit : CRT filter is also missing on PS4/PS5 - is it the same on XSX/XSS ?
No CRT filter on Xbox either. You gotta figure it was rushed. KT really wanted this game out before NG4.
PS5 struggles at the pirate cave waterfall. It's going at half speed there. CRT filter isn't on PS5, which is strange.
PS5 is not alone, I can report frame drops below 60 as well on One X; VRR cleans it up but definitely strange for obvious reasons.
Goes without saying but Switch 1 & 2 absolutely need a 60fps patch. Zero excuse for 30fps here.

Zacfoldor Zacfoldor Just confirming, no performance issues for you at all on Pro? I'll laugh my ass off if at launch a PS5 Pro is needed for a locked 60 on console.

Shoddy optimization aside, the game is still an utter treat to play.
Dare I say, The Game Kitchen cooked. I hope they can get a patch out sooner rather than later.
Thank you kindly again CrimsonTide CrimsonTide for getting me in on the action!

Pro tip if you get stuck:
Step 1: Mute in-game music.
Step 2: Play this at a high volume.

Step 3: EVISCERATE
 
Wholeheartedly agree after getting the hang of the controls and flow of the game. It all feels natural and responsive, reminiscent of how deft and graceful Samus felt to control in Dread.

No CRT filter on Xbox either. You gotta figure it was rushed. KT really wanted this game out before NG4.

PS5 is not alone, I can report frame drops below 60 as well on One X; VRR cleans it up but definitely strange for obvious reasons.
Goes without saying but Switch 1 & 2 absolutely need a 60fps patch. Zero excuse for 30fps here.

Zacfoldor Zacfoldor Just confirming, no performance issues for you at all on Pro? I'll laugh my ass off if at launch a PS5 Pro is needed for a locked 60 on console.

Shoddy optimization aside, the game is still an utter treat to play.
Dare I say, The Game Kitchen cooked. I hope they can get a patch out sooner rather than later.
Thank you kindly again CrimsonTide CrimsonTide for getting me in on the action!

Pro tip if you get stuck:
Step 1: Mute in-game music.
Step 2: Play this at a high volume.

Step 3: EVISCERATE

The only thing I've seen so far is there is still a reduced frame rate during the waterfall section in the pirate cave, unfortunately even on Pro. Other than that it has seemed a locked 60 but I have not completed it yet. I should soon. Will report back if there are any other issues.
 
The only thing I've seen so far is there is still a reduced frame rate during the waterfall section in the pirate cave, unfortunately even on Pro. Other than that it has seemed a locked 60 but I have not completed it yet. I should soon. Will report back if there are any other issues.
16 terraflop console that can't run this at a locked 60 ..jesus
 
Finished the first two lvls and I like it a lot, but I'm a bit disappointed in Kumori's gameplay cuz it's basically kunai spamming all the way and nothing else, which is a lot easier that Kenji's gameplay.

Like, I guess it's different and all that and there's variety, but still, I wish she had different weapon like Kusarigama or both Kunai (ranged) and Kusarigama (wide attacks for crowd control). Oh well, it is what it is I guess:messenger_relieved:
 
Can I get your rating since we have similar game tastes?

I'd rate it an 8.5/10. Super polished top to bottom. It's a good game with or without the Ninja Gaiden name. I have a few complaints though. The level design is kind of bland. It's also graphically detailed, but the levels and some of the characters don't stand out to me at all. Also, this doesn't totally feel like Ninja Gaiden to me. For better or worse. I need to go back and play the NES games to compare while this Ragebound is fresh in my mind.
 
Finished the first two lvls and I like it a lot, but I'm a bit disappointed in Kumori's gameplay cuz it's basically kunai spamming all the way and nothing else, which is a lot easier that Kenji's gameplay.

Like, I guess it's different and all that and there's variety, but still, I wish she had different weapon like Kusarigama or both Kunai (ranged) and Kusarigama (wide attacks for crowd control). Oh well, it is what it is I guess:messenger_relieved:
When they merge she becomes a limited subweapon for Kenji. And her sections will be little time trials, some of which have really tight timing and your throws have to be accurate.

Hard mode stages have some intense enemy spam.
 
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Finished the first two lvls and I like it a lot, but I'm a bit disappointed in Kumori's gameplay cuz it's basically kunai spamming all the way and nothing else, which is a lot easier that Kenji's gameplay.

Yep. That immediately jumped out at me. There's no limiting factor for her. She's got the same mobility as Kenji, but her kunai are infinite, ranged, spammable, and do the same damage as Kenji's sword. Seems pretty ill-conceived for her solo outings.
 
I can confirm the game runs at 60 FPS even if the FPS counter says otherwise. This is so stupid. It doesn't feel very smooth even at 60.

When you enable V-Sync the counter goes up to your monitor refresh rate (e.g. 240), but it just means the game is running at 60 FPS in a 240 FPS container. If your refresh rate rate is not a multiple of 60 you will most likely get some stuttering, so either disable V-Sync or cap the FPS at 60.

I tried running it with Lossless Scaling and it seems to work well. The game's rendering seems to be pretty simple so it doesn't create too many artifacts, but the game for sure feels slightly weightier to control. The motion clarity you gain is extremely noticeable though, so pick your poison.
 
Only been able to play this in small doses. Work, Donkey Kong. Finally felt like it truly clicked for me after beating the double water serpent. The whole stage finally felt like Ninja Gaiden. Lots of short precision jumps. Really good boss. Really enjoyed it.
 
what i didn't like:

the game bait and switch you in the prologue with nostalgia.

hate having to hold up to grab the ceiling.

no demonic or spooky tone or vibes like the first ninja gaiden aside from gore when you uber kill enemies.

have to play forced sequences as ghost of demon girl teleporting around.

the game scores you on time, enemies killed and combos but doesn't tell you the numeric target goals until you finish the level.
 
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Btw the game looks 10x better with a proper CRT filter. I'm using CRT-Royale with ReShade and it's great. If you are on PC it's worth a try. Or you can play it directly on a real CRT.
 
Btw the game looks 10x better with a proper CRT filter. I'm using CRT-Royale with ReShade and it's great. If you are on PC it's worth a try. Or you can play it directly on a real CRT.

I'm using shader glass and indeed it looks miles better with proper CRT effects

Just beat the 3-4 boss on hard and damn, what a good fight. He is really agressive and toke me some time to get his patterns down
 
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Just finished, this was extremely fun. The game is tightly designed, they focused on few things and got all of them right. This is distilled videogame essence with no bloat. We need more games like this one.

The only disappointment is that it's too easy, I'm not interested in replaying it in Hard Mode right now, it should have been available from the beginning. That and the fact that it's capped at 60 FPS. Side scrollers at 60 FPS don't look great on modern displays with super low response time, you need at least 120. Luckily the game works really well with Lossless Scaling, the only artifacts I noticed were on some containers in Act 4. If you are on PC give it a try, it's way better and the input lag is not bad at all.

Maybe I will play Hard Mode on and off on my Steam Deck while I'm traveling around.

If you are in the mood for more side scroller ninja goodness, I recommend Cyber Shadow. It's not as good as Ragebound, but it's not bad at all.
 
Just finished it myself.

Unfortunately, this game has a split personality (no pun intended here) when it comes to it's gameplay loop. There are two ways to play this game. One way is a combination of these two games:

sonic-1-game.gif

2d-platformer-nes.gif


The other way is more careful and methodical, like this game:

castlevania-1-castlevania.gif


Playing it either way will lead to the game attempting to punish you for it. For example, being more methodical will lead to enemies either respawning too fast or more enemies spawning from outside of the screen area, running towards you full-sprint. Nothing wrong with the idea, but it starts to feel like I'm grinding in an RPG with zero experience points. The first way, the faster way, has it's own shortcomings too. I think the game's over-reliance on the pogo stick-style mechanic of bouncing on enemies is part of what causes this problem.

Secondly, in the second half of the game, it starts to funnel you more and more into taking either path, because the checkpoints are fewer and far between and the enemies are more and more armored (with some having moves that give them super armor). Also, before anyone says anything, my issue has nothing to do with difficulty. Difficult games are fine and I usually prefer hard modes anyway. My issue with this game is with the gameplay loop and it's design, and I think I simply prefer the NES Ninja Gaiden games over this, as odd as that may sound.

However, aside from this glaring issue, the boss fights were really fun, the game looks gorgeous and the levels were varied enough to keep things interesting. I wasn't a fan of the enemy types in the last 3rd of the game, nor the story twist regarding why you're fighting these enemies, but I guess that enemy type is sort of a Ninja Gaiden staple at this point. I was nearing a point where I started to feel like I wanted to get the game over with and thankfully it ended right before I fully felt that way.

I was hovering at a C+ for my rating of this game but I think I'll push it over to a B-

I hope, if they are successful enough to greenlight a sequel, that they use a different 'hook' for it's gameplay.
 
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Just beat it too. Enjoyed the ride but it did get a little frustrating once the human enemies showed up. I'll go for a hard run and try to get most achievements without cheating.
 
Just finished it myself.

Unfortunately, this game has a split personality (no pun intended here) when it comes to it's gameplay loop. There are two ways to play this game. One way is a combination of these two games:

sonic-1-game.gif

2d-platformer-nes.gif


The other way is more careful and methodical, like this game:

castlevania-1-castlevania.gif


Playing it either way will lead to the game attempting to punish you for it. For example, being more methodical will lead to enemies either respawning too fast or more enemies spawning from outside of the screen area, running towards you full-sprint. Nothing wrong with the idea, but it starts to feel like I'm grinding in an RPG with zero experience points. The first way, the faster way, has it's own shortcomings too. I think the game's over-reliance on the pogo stick-style mechanic of bouncing on enemies is part of what causes this problem.

Secondly, in the second half of the game, it starts to funnel you more and more into taking either path, because the checkpoints are fewer and far between and the enemies are more and more armored (with some having moves that give them super armor). Also, before anyone says anything, my issue has nothing to do with difficulty. Difficult games are fine and I usually prefer hard modes anyway. My issue with this game is with the gameplay loop and it's design, and I think I simply prefer the NES Ninja Gaiden games over this, as odd as that may sound.

However, aside from this glaring issue, the boss fights were really fun, the game looks gorgeous and the levels were varied enough to keep things interesting. I wasn't a fan of the enemy types in the last 3rd of the game, nor the story twist regarding why you're fighting these enemies, but I guess that enemy type is sort of a Ninja Gaiden staple at this point. I was nearing a point where I started to feel like I wanted to get the game over with and thankfully it ended right before I fully felt that way.

I was hovering at a C+ for my rating of this game but I think I'll push it over to a B-

I hope, if they are successful enough to greenlight a sequel, that they use a different 'hook' for it's gameplay.

Man, this feels like it was written by that Electric underground guy 😁.
Jk

The NG's of yore are DEFINITELY not better though, they were always super mediocre to downright bad, it's just that we didn't know any better 30 years ago...
 
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Playing it either way will lead to the game attempting to punish you for it. For example, being more methodical will lead to enemies either respawning too fast or more enemies spawning from outside of the screen area, running towards you full-sprint. Nothing wrong with the idea, but it starts to feel like I'm grinding in an RPG with zero experience points. The first way, the faster way, has it's own shortcomings too. I think the game's over-reliance on the pogo stick-style mechanic of bouncing on enemies is part of what causes this problem.
You can for sure play the game by bouncing around and skipping all enemies, but at that point you might as well not play at all. It's the equivalent of playing 3D action games using only the standard combo. You can do it, but why?

That way of playing is there mostly for speedrunning.
 
Man, this feels like it was written by that Electric underground guy 😁.
Jk

The NG's of yore are DEFINITELY not better though, they were always super mediocre to downright bad, it's just that we didn't know any better 30 years ago...
I just wanted to clarify and say that for me this simply comes down to a taste issue. I don't like to do the whole 'better or worse' thing that people do with reviews and especially review scores like everyone was doing in the recent Edge Magazine thread by comparing every game that was scored above Ragebound, to it (I don't think the "better or worse" system is how Edge or any other review site works in general).

I think this game is it's own thing, much like the 3D Ninja Gaiden games, and I judge it that way. For me it just comes down to preference, and I simply prefer the removal of the over-reliance on the pogo stick mechanic to get a more simpler gameplay loop.

If I were to create an example, it would be like a developer being hired to make a sequel to old-school Castlevania and adding a mechanic that overly relies on throwing items. That sounds like an interesting twist on Castlevania that could be a fun game, but if done too much it would just lead me to saying I prefer simply whipping enemies to death in the NES games.

You can for sure play the game by bouncing around and skipping all enemies, but at that point you might as well not play at all. It's the equivalent of playing 3D action games using only the standard combo. You can do it, but why?

That way of playing is there mostly for speedrunning.
Because the game slowly funnels you down either direction. For some stages, I did just that, pogo stick-speed run style. For other stages, I decided to be more methodical and fight. Either way, the pogo stick mechanic slowly became a necessity to victory. To beat the final boss I mostly bounced on it's heart to avoid attacks with large hit areas while also doing chip damage to it with those bounces. I personally found it to be an odd fight.
 
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You can for sure play the game by bouncing around and skipping all enemies, but at that point you might as well not play at all. It's the equivalent of playing 3D action games using only the standard combo. You can do it, but why?

That way of playing is there mostly for speedrunning.
If the game doesn't punish you for skipping enemies why should you fight?

There needs to be a reason to fight. If not fighting doesn't have a negative result it should at least have a reward for fighting.
 
If the game doesn't punish you for skipping enemies why should you fight?

There needs to be a reason to fight. If not fighting doesn't have a negative result it should at least have a reward for fighting.

If you decide to always skip enemies to the point of absurdity, that would affect your rank at the end of the stage. So it is already subject to punishment, at least symbolically.

That said, I think it's fine to skip through just a couple of chokepoints and play the rest of the stage normally. It's flexible enough to accommodate that approach .
 
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If you only skip things to the point of absurdity, that would affect your rank at the end of the stage. So it is already a punishment, at least symbolically.
That is correct. If you play for grade and skip too many enemies the game punishes you by lowering your rank.
 
If you decide to always skip enemies to the point of absurdity, that would affect your rank at the end of the stage. So it is already subject to punishment, at least symbolically.

That said, I think it's fine to skip through just a couple of chokepoints and play the rest of the stage normally. It's flexible enough to accommodate that approach .
Just wanted to chime in again with helpful advice, for those who simply want an S-rank (and nothing more) this doesn't matter if you equip two red talismans (debuff talismans).

I know because that's what I did. I used the no health orbs red talisman along with the no health given at checkpoints red talisman. Then you can combine it with the heal special and reflect kunai.
 
Are all games equal or could a game be made more rewarding?
Sure, it could be better, I'm not denying that. What I mean is that the fact that you can skip all enemies by bouncing is not a deal breaker or a fatal design flaw, since that is not how you engage with the game normally. That kind of freedom actually opens up new possibilities for speedrunning.

As M Madonis said, there is a ranking system. Personally I don't care about these kind of ranking systems, I would still have the same opinion even if the ranking system was absent. It's good it's there for people who like that though.

To me the biggest flaw is that the game is too easy, at least during the first playthrough. I'm not sure if Hard Mode actually fixes that.

Because the game slowly funnels you down either direction. For some stages, I did just that, pogo stick-speed run style. For other stages, I decided to be more methodical and fight. Either way, the pogo stick mechanic slowly became a necessity to victory. To beat the final boss I mostly bounced on it's heart to avoid attacks with large hit areas while also doing chip damage to it with those bounces. I personally found it to be an odd fight.
I did the same to defeat the final boss. I don't have a problem with that, the problem is that the window to perform the bounce is too generous, it should be way tighter imho.
 
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I just beat the final boss. I didn't like the design as the rib cage coming back wasted too much time each time it came back.

Overall I liked the demo better than the normal difficulty campaign of the full game. I would have preferred if the hard mode would have unlocked for each level after beating it on normal difficulty. That way the level would've been fresh on my mind when going in to the hard mode.
 
Beated hard mode and the final level with both characters

One was a breeze, the other was true hell. I hate the bug lady demon with a passion, her lightning attacks were the hardest to learn in the entire game for me
 
Glad I looked up the hard mode ending. The shortest of all of them.

All the endings were kinda crappy, which is sad since this franchise pioneered the narrative cutscene format on console.
 
Glad I looked up the hard mode ending. The shortest of all of them.

All the endings were kinda crappy, which is sad since this franchise pioneered the narrative cutscene format on console.
The only thing I think they should change going forward is Kumori's design. It's clear that her ending is the canon ending, which means she might become a playable character in a future 3D Ninja Gaiden. The problem is that her character design just reminded me too much of Ayane.
 
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