It took me about 60 seconds of the Ninja Gaiden: Ragebound game to realize that the programist The Game Kitchen created a mighty argument for the Ninja Gaiden series to recover his house on a 2D plane. For a 12-hour executive time, furious smoothly combines the great play of pixels, an ingenious design and a sublime gameplay to create one of the best retro return I’ve ever played.
Ninja Gaiden: Ragebound throws you to action as Kinji Monzu, which must protect the village of the Hyabusa clan, while Ryu Hyabusa is in America, dealing with the events of Ninja Gaiden from 1989. The fight begins straight, with sword attacks and strengthening the guillotine, which allows you to touch the jump button at the right time above the enemy or bullet, to not only damage them, but also to bounce away from them. This movement is the core of RageBound movement techniques, which soon prompt to unsafe gaps, escaping from fire, avoiding refugees and more.
If the strengthening of the guillotine is at the root of the RageBound platform, then the hyperdicular attack of Kenji is the fighting nucleus. By killing marked enemies or sacrificing some health, Kenji gains the power of an Insta movement, called a hyperdid attack. The basis of RageBound’s perfection can be traced in unique ways in which Kitchen Kitchen asks players to exploit these two moves, often in tandem. Later, when the second hero, Kumori, joins the fight against the ungodly fusion to the soul of Kenji, adding bullets to your arsenal, the rate is significantly increased.
Now killing enemies marked with turquoise by means of a compact -circuit attack rewards an immediate attack, while you will have to kill the enemies of pink -pink -maned with kumori missiles to gain it. Although any enemy can be killed with standard attacks, hyper -id movements allow one arrows of armored enemies or a shield, who would otherwise withstand many hits by lighting the shoot. This creates rhythmic dance, teaching you to quickly identify the most competent way to eliminate enemies in front of you.

Game Kitchen elegantly decides to focus less on punishing errors, supported by helpful control points and availability options, instead emphasizing pure adrenaline, which is associated with maintaining the pace. Achieving the S at level ranking is not required in any way, but RageBound is so good that you want. The same applies to finding collector items; Some allow you to buy recent talismans or combat movements/ another collecting unlocks exceptionally, but fantastic secret levels on the world map to complete in your free time.
Kumori’s demonic side also causes demonic altars to appear at most levels that show platform challenges of Kęsa. They are complex and fleeting, requiring almost perfect control of its movements. Each of them provides a 30-second distillation of what makes Ragebound so witty.

The RageBound combat mechanics itself is very witty, which makes it better, that the game kitchen has built an impressive side adventure to have them. The levels are ingenious from beginning to end, because the game kit has an idea as a side and creates a living world that transforms this basic premise of movement in a unique way. In combination with lively pixel graphics and a fantastic result, Ragebound constantly engages all possible senses.
Ragebound is complex to finish, and even more complex to master, but it is most complex to put it away. With a slight frustration, engaging with several centuries, and ultimately a reminder that although the contemporary adventures of Ryu can be great, you can still find KI in the original dimensions of Ninja Gaiden.