Ninja Gaiden Ragebound: 7 coolest things

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I am often excited when I can display a preview of the upcoming game. Who would not? Familiarizing yourself with the pre -release game, and then sharing this experience is one of the joy of this work. But when the code of the recent Ninja Gaiden compilation was furious in my inbox, I am sure that I began to drool. This is really Pawlovian’s reaction; You see, US Ninja Gaiden Sickos for some time from a long time, but this year this year will stumble in an oasis in the desert, only the oasis has air conditioning, a menu on order from your favorite local pond and an open belt. Ninja Gaiden fans have long wandered around these sands. But this year we think we are coming home.

I did not play a demo that we presented last time, so Ragebound was a recent experience for me. But I felt like slipping into a few venerable shoes. A second passed to go back to the swing of things – I didn’t play 2D Ninja Gaiden in a warm second – but when I did it, I felt like I never left. There is so much to talk, but we have already made a more established preview that looks at the impressions of meat and potatoes to play rage, so this time let’s get into a trifle. This is the 7 coolest things in Ninja Gaiden Ragound.

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#1: Strengthening the guillotine allows it to jump (and “it” it all)

In Ninja Gaiden Gaiden Ragound there are a lot of cold mechanics, but I start by strengthening the guillotine, because everything else flows out of it. When you are in the air, you can jump again when you have contact with the enemy, to attack them and bounce from them to another jump. Cool, right?

You can exploit a guillotine strengthening to bounce between enemies and stay in the attack.

But these are not only enemies. You can also do this to bullets and even some enemy attacks. Of course, you can exploit a guillotine strengthening to get to places where you would not be able to, but you can also exploit it to bounce between enemies and stay in the attack. I managed to jump on Gurthce, head of the second level of demo, for a few seconds when he tried to attack me. And these strange samurai spirits with spears? Just bounce off the attacks and continue. Is the guillotine as cold as the Izuna drop? NO. There is nothing. But it’s quite close.

#2: Hyperchary is one hit in a style

Okay, so strengthening the guillotine allows you to get to challenging places, stay in the attack and style on the bosses. But what happens when you have to kill something with one blow? Well, this is where Hiper Mary appears. Do it and you gain a hyperkole for a few seconds. When you have it, your next attack will immediately kill enemies. To be truthful, most enemies in Ragebound die in one hit. But those who don’t do it? You don’t want to walk with these cats. You can devote some health to the peak to manually discharge, but you will want to avoid it if you can. When you really cook, you can combine them to quickly reduce enemies or free them to the boss to stun them and lie down in pain, and feels great. Speaking of this, it leads me to the next point.

#3: Simon says it’s cold now

Many video games really like Simon say that Combat Design. You know what I mean; The enemy has a specific color, so you exploit a specific type of attack (I look at you, DMC: the devil can cry) or they hold a specific weapon, so you fall into a built -in attitude to counteract this (I don’t think I noticed the spirit of Tsushima). A bit dull, right?

Ninja Gaiden Ragound Flirts with Simon says that Combat Design, but escapes from him because he does it in a nice way. You can still kill everything in Ragebound Demo, which I played in any way. But some of those AUR that give you hyperchars? You must kill these enemies in a certain way if you want this charging hyper. The blue aura means that you need to cut them with the Kenji katana, and the purple aura means that you need to exploit kunai. After obtaining this hypercin, you can spend it as you like; But forcing you to match the aura to the right weapon in flight adds a welcome element of the challenge, especially when the enemies are on the screen for a few seconds and you have to react quickly.

#4: Rollin from Kumori Rocks

At some indefinite point in the history of Ragebound, our boy Kenji connects with Kumori. Like any good member of the Hayabus clan, he is very nervous that the ninja of the Spider clan is grabbing, but he should not. Kumori smoking has many benefits. First of all, he gives Kenji access to Kunai to cope with enemies in Range (and teleport to some objects in the environment), but also with a spider’s weapon. In my version, the demo took the shape of a sickle kick with a bow that reminds me terribly a lot Castlevania’s axes. And it gives access to stunning art of rage. When everything around you absolutely has to die positively, do not accept any substitutes. So hey, more toys, right? But that’s not all Kumori brings to the table.

He can also see demonic altars to move around the world. With her spirit separated from the body of Kenji and moving around the world, he can go places that he cannot, opening recent paths. He also has access to his kunai, even without KI, which Kenji is not. Drawback? He must constantly replenish the meter to stay in the world. Otherwise he returns to Kenji and you have to do it again. Sometimes this means that you repeat the section several times. It also breaks the action and gives a recent way of playing. Pretty cold. In addition, Kumori says a lot of “good regret”. I love her.

#5: Discovering is worth your time

One of the things I really appreciate in Ragebound is its purity. This is not another Rogualite in the endless Roguelite Sea (thank God); It is an action game in the veins of the original trilogy of the series. But this does not mean that there are no things that are worth leaving the side path. Turbing and crystalline skulls are to be found, and although it was not clear what one of them does (the Scarabs serve as a currency for the Muramasy store, which was not available in my demo, so I can only guess on gadgets that will be on offer), it definitely gives you an exploration for exploration. My favorite sections “do optionally, get a nice thing”, there were those in which I had to move in a challenging, platform teleportation as kumori. It took me a few attempts to do it well (at the end I had fun), but before I nailed it, I knew it like the back of my hand. And it feels Good.

#6: It rewards the championship

Oh, and talking about mastering something, Ninja Gaiden Ragebound wants you to play at these levels over and over as much as you want. After defeating one, you can immediately access it from the map. And every time you play, you are shot on time, collector’s, the number of killed enemies and the best combination. And if this is not enough, there are also optional challenges that include completing levels without hitting the tasks specific to the level, such as killing so many enemies with a Lunge attack or defeating Ryu Hayabus in tutorial. I … I didn’t do it. Izuna dropped my ass. It was advice like hell. One day I will get, Ryu.

#7: It hurts so well

I would not call Ninja Gaiden Ragebound Fatent, but this is also not impossible in case of regular difficulty. This series has a legacy to maintain when it comes to being challenging, and you must be a masochist to see the deepest levels of depravity that he must show you. What can I say? I like pain.

Good news for me, because defeating a demo unlocked the tough version of one of the levels I just played. And, UH … it’s much more challenging. There are recent enemies! Everything is burning! The Game Kitchen developer put something for Sickos and I appreciate it.

I left Ninja Gaiden, like a man who had just ate a good meal with portions, which were far too petite. Appreciating, but a desire more. What can I say? I love action games, and in particular this series occupies a special place in my heart. I get cocktails when you are not around, ninja Gaiden. But it’s damn it’s good that you’ve come back.

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