
Game intel
Ninja Gaiden 4
The definitive ninja action-adventure franchise returns with Ninja Gaiden 4! Embark on a cutting-edge adventure where legacy meets innovation in a high-octane…
Thirteen years is a long time to wait for a mainline Ninja Gaiden. So when Team Ninja dropped a 13-minute gameplay slice at Gamescom, centered fully on new protagonist Yakumo, my first reaction was relief: this looks fast, mean, and gloriously messy in a way Ninja Gaiden should. My second reaction was a bunch of questions. The footage shows a brutal toolkit-Bloodraven Form, surgical dismemberment, a flashy Bloodbath Kill finisher-but the real story is whether this is the first true return to form since Ninja Gaiden 2, or just a modern spectacle action game wearing Hayabusa’s mask.
Yakumo’s kit sells two pillars: speed and control. The demo showcases tight aerial-to-ground transitions, wide-arcing crowd control swipes (including a katana reach-extension for zone denial), and ruthless limb-targeting that turns mobs into manageable parts. That’s textbook Gaiden: create space, isolate a threat, delete it, reposition, repeat. The gore isn’t just for shock; dismemberment has always helped the series communicate state and threat—maimed enemies behave differently—so seeing that emphasis return is a good sign.
The new wrinkle is Bloodraven Form, a power state that appears to amplify mobility and damage at the cost of careful resource management. Used well, it sets up the Bloodbath Kill—a cinematic execution that looks like it triggers under specific conditions. The critical question is timing: if the finisher is tied to clean play (perfect staggers, punish windows, or risk-heavy counters), it’ll feel like Ninja Gaiden’s classic Ultimate Techniques—earned, not spammed. If it’s easy meter burn for free momentum, that’s a red flag. The demo leans toward earned, but we need hands-on to verify.
“Assassin’s Tools” read like modular secondaries rather than one-size-fits-all sub-weapons. If Team Ninja threads the needle, we’ll get the best of both worlds: the series’ sharp, execution-first baseline with build nuance borrowed from the studio’s modern action RPGs. Just keep it readable—Gaiden lives and dies on clarity in the chaos.

Context matters. Ninja Gaiden Black and Ninja Gaiden 2 set the standard for aggressive, punishing action, then Ninja Gaiden 3 lost the plot with spectacle over substance before Razor’s Edge clawed some of it back. Since then, Team Ninja sharpened its combat instincts on Nioh, Wo Long, and Rise of the Ronin—games defined by resource loops, cancel windows, and high accountability. You can feel that lineage here. Enemies push, your toolkit answers, and misplays are punished instantly. That’s the good kind of fear.
The PlatinumGames collaboration is the big swing. Platinum brings immaculate hit-stop, clean animation reads, and cancel logic forged in Bayonetta and Metal Gear Rising. The upside: snappier feedback and better move legibility. The risk: sanding off Gaiden’s serrated edge into something too combo-exhibition-friendly. From the footage, the violence and enemy malice are intact, but the camera and encounter design need to keep relentless pressure. Ninja Gaiden should feel like firefighting with a katana, not a stylish recital.

One fair critique from the demo: environments look a bit sterile. Early series highs mixed sadistic combat with memorable space—multi-level arenas, sneaky flanks, and platforming beats that tested your spatial awareness. The footage here favors clean corridors and broad arenas. That helps clarity, but it risks homogeneity. This game needs verticality, off-screen threat indicators, and enemy compositions that force varied tools, not just wider sweeps. And please, a camera that stays calm when you corner three bruisers and a telegraphing elite. The series’ camera history is… let’s say inconsistent.
Wishlist items? Give us mission modes and a robust training suite. The speedrunning and score-attack communities helped define Ninja Gaiden’s legacy—leaderboards, replays, and granular input data would go a long way. And while Yakumo isn’t Ryu, series-defining techniques (the spirit of the Izuna Drop, the satisfaction of a perfectly spaced punish) need to carry the same weight and risk-reward.

This demo did the one thing I needed: it reassured me that Ninja Gaiden 4 isn’t afraid to be sharp. The Bloodraven/Bloodbath systems could add welcome texture, the dismemberment readability feels right, and the PlatinumGames touch may finally give Gaiden the snappy feedback it always deserved. Now the pressure is on level variety, encounter design, and a frame-stable camera to keep the chaos fair. If Team Ninja sticks the landing, October 21 could be the day Ninja Gaiden reclaims its throne—as long as it stays mean.
Yakumo’s 13-minute gameplay debut shows a fast, vicious Ninja Gaiden with smart new systems and classic cruelty. It looks legit—now it needs ironclad performance, stronger environments, and a camera that can keep up.
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