Wood Block amiibo also revealed.
Nintendo has today announced it’s releasing a new line of Mario-themed products, videos and even an app designed for parents and their children.
Read the full article on nintendolife.com
Wood Block amiibo also revealed.
Nintendo has today announced it’s releasing a new line of Mario-themed products, videos and even an app designed for parents and their children.
Read the full article on nintendolife.com
EA has flat out said that fans shouldn’t expect The Sims 5 anytime soon. But if you’re looking for a new release from the franchise, you’ll be happy to know a new Sims game actually did just come out July. Did you somehow miss this momentous news? I certainly did, and that’s because it’s actually just a board game. The Sims Board Game arrived at Target on July 20, 2025 and it seems to have gone largely unnoticed.
Which makes a lot of since to me. It’s been a long time since I’ve played The Sims 4, but having spent a decent amount of time in that game I can’t really conceptualize how it would effectively transition to a tabletop experience. The board game itself is a collaboration with Goliath that was announced back in February and garnered a bit of news coverage from various gaming outlets, but now that it’s available to buy nobody seems to be talking about it.
I have no plans on ever purchasing or playing this game, but for the sake of this article I watched the official how to play video recently published on the Goliath YouTube channel. It’s about five and a half minutes long and after sitting through the whole thing, I’m still not sure how to categorize this game or even how to actually play it. The gameplay and rules seem unnecessarily confusing despite the narrator suggesting just “tossing out the rulebook” early on in the video. The main theme of the game is that each player tries to earn points by completing aspirations and various actions throughout play. The first player to eight points wins, with the bonus option of playing to 10 points instead to make the game longer.
As confusing as the gameplay seems, what turns me off to this game the most about this game is that it’s meant for 2-5 players. That immediately removes the thing about playing The Sims I enjoyed the most: That I got to do it by myself. Introducing one or more players into the experience seems like a recipe for disaster. It’s being marketed as a family board game, but I could never imagine trying to play this with my actual family.
Although it initially launched at Target, The Sims Board Game is currently available to preorder from Amazon with an August 15 release date. If you feel like giving it a try, it is actually pretty reasonably priced at $19.99.
2XKO has been a staple of Evo for the last three years, but the finish line (or perhaps the true starting line, depending on how you look at it) is finally starting to come into view on the horizon. A closed beta has been announced for September 9, and after that, the servers will remain up all the way until launch, whenever that may be. The game has changed a lot since it’s first iteration, and even since its first appearance at Evo, and there are even more changes in store for the Closed Beta. To cover some of these changes, and to get a breakdown of the newest character, Vi, I talked with lead champion designer Alex Jaffe, after going hands-on with the latest build for myself.
You’re launching a closed beta on Sept. 9 and have announced that the servers will remain live until the game launches. First off, how does that feel? Can you sum up what you’re feeling at this significant milestone in 2XKO’s long life at this point?
Alex Jaffe, Lead Champion Designer on 2XKO: I appreciate you asking, because it’s very much an emotional thing for so many of us. We’ve been working on this game for a long time. I think people know. People have been waiting, right? We get it. We are the same way. We just want people to have the game. We just want them to play. And, years of my life, I have just been waiting for this moment, right? So when you make a game, you’re there to bring joy to people.
And so, we knew that we were heading towards the closed beta, but the day we announced it, I got to tell you, my spirit’s lifted in a way they haven’t in a while, because it just feels so real now. And, having people here at EVO playing it, everybody signing up for the beta, soon they’re going to have it home and they’re not going to have it taken away from them again. They’re going to have it. And they’re just going to keep on playing forever, hopefully. And I just cannot wait to have more and more people playing the game, and hopefully having a great time with it, and learning from them, and improving the game for all y’all, hopefully.
I’ll tell you what, as someone who played the Alpha Lab, and then had it taken away from them, I did feel like it was a major slight against me.
Jaffe: Absolutely. We’re just practicing a little bit of cruelty just for no good reason. No, I’m just kidding. No, we know there’s work to do, right? If you played Alpha Lab, hopefully you had a fun time with the game. But, there was a lot that was incomplete. And we have been grinding, we have been in the lab working on the game, so many little details, trying to add more content, but also, I was looking at the changes that our core rules team and our live balance team put in, just in Alpha Lab 2, and it’s just massive. So many problems are being fixed. So many good solutions to make more situations in the game more interesting, more fair. I’m just so proud of everyone on the team.
Well, let’s talk about those changes since Alpha Lab 2. What were some of the major pieces of feedback? I know you can’t go through every little bit. But what are some of the major bits of feedback that you got from Alpha Lab 2 that you’re addressing in this closed beta?
Jaffe: Yeah, absolutely. And I’ll speak first about core roles, which is not my team, but it’s the team I work very closely with, of course, because I work on Champions. So one of the things we saw in Alpha Lab 1, we saw that the game was really long combos, a lot of pressure, just like it was hard to get your turn. It was hard to get agency and get to act. And again, you want to play the game. At the same time, a lot of it is about taking control and being able to style on your opponent. Finding that build or middle ground is what we’ve been working on. Alpha Lab 2, in some ways, we swung the other way, right? It was too hard to get your offense started, unless you knew very, very specific routes to get Oki, for example.
[Editors Note: Oki, or okizeme, is a term used to refer to the offensive options you can use while the opponent is getting up off the ground after a knockdown]
And, I know the combos were too short there, but there were ways in which people felt like there was maybe some overcorrection. And I think, we really hit a great sweet spot in this one. So some of the changes we made, we improved damage, so that rounds don’t go on so long. People were just like, “I want to get through the round. Finish the game, get into another one.” But, there was maybe too much healing, not enough damage, we have less gray health building. All these things to make sure that a round is fun, fast, and gets to the point. We also changed the way our knockdown system works, so that it’s possible to get really, really offensive mix-ups and set ups on your opponent. But they’re not freely available as a vortex where you combo into it over and over and mix up. We have our throws forward throws and air throws. They’re hard knockdowns. But, you don’t get a hard knockdown off of combos anymore. You do get these roll opportunities. You used to have rolls in there, but now, the rolls can be thrown to be punished. So roll doesn’t get you out of pressure.
So a lot of just somewhat subtle maybe to an unfamiliar player, but really, really central to someone who’s playing the game hard in terms of making sure that it’s fair and interesting. Oh, meter changes too, one more thing I want to mention. Pretty big. You start the round with one bar of meter, so you can just get going, and hit your super, and get right to the fun stuff. You don’t start with a full bar of your team meter anymore, which is your break. So you can’t break that first combo that your opponent’s doing to you, right? We want to make sure you get your combo in, you’re not just waiting for the second one. So it’s all a lot of tuning. It’s all subtle stuff. But I think it just results in more fun games that go quicker where there’s more back and forth between players.
Let’s talk about Vi. Vi Is the new character that you just introduced. And, I got to play with her. She’s super fun, very much my style of character. As someone who plays Giovanna in Guilty Gear Strive, I just love being able to quickly dash in and out. What is Vi’s kit, basically? What was the idea that you wanted to hit with this character?
Jaffe: Absolutely. Yeah. So Vi is a character that is really, really beloved, even before Arcane, right? League players love her. But Arcane really brought her into these upper echelons of iconic characters. And, obviously, we looked at her, her power is in her fists, right? And we knew that there was a good chance she would be somewhere in the boxer zone. Boxers are just a classic archetype in fighting games. But we wanted a new twist on it and we were just really looking at what we could do with her.
And for us, it was really about getting some of that technicality of boxers, where really precise movement, a lot of really interesting strings, but also, some of that just raw power fantasy of these Hextech gauntlets, right, just mashing your opponent with huge hits, hitting the ground, making blasts of energy, and tying those two things together, I think, weaving them together was the goal. And, it took a while to get there. We definitely went through many iterations on her before we found that perfect sweet spot. But we were super happy with… I think, what that lets you do is it lets you make a character that’s easy to get into, because you’re like, “Damn, she hits hard.” Right? Very much from the beginning, right? She’s smashing you to the ground, charging up that S1 punch, and hitting you for full stream.
But, the real core of her kit is her footwork, which is this dashing special you mentioned, where you can weave in and out and you can cancel it into different follow-ups. And these follow-ups have so much flexibility. You can charge one and then not charge the other, charge another, cancel charge one into any other S1 special, link that into another footwork, and you’ve got this really nice dance for combos and her pressure structure, I think, look just really beautiful and feel really expressive and great on the hands. Yeah, I’m super proud of her. It seems like people are having fun time with her out here.
One of the things I noticed about her is that she is so fast, blisteringly fast. It’s already a very fast game. Her mix-up or cross-up potential is super, super high. What would you say are some of her weaknesses though? It seemed like she might have some trouble getting in on somebody who’s trying to zone her out.
Jaffe: Yeah, absolutely. And we do have tools to deal with that, but the idea is, look in a game 2XKO, there’s a lot happening. There’s a lot of hit-boxes on the screen. Everybody has to have some way to… We talk about just get their **** started. You know what I mean? I’m sorry. But, yeah. So that means sometimes it means projectiles, right? You’re casting power across the screen. Sometimes it means, “Hey, I’ve got armor to go through.” Right? Like Darius’s reversal. And sometimes, it just means “I’m so fast that you can’t even prepare for my approach.” And that’s definitely Vi’s strong suit, it’s surprising movement, getting right in there, but she has to make it through whatever the battery of defenses. And, she does have some projectile invulnerability to do that. But yeah, it can be challenging. Even I was playing a set with someone today, and her footwork dash can go into a slide that crosses up. You saw that, right?
Yeah, yeah.
She just passes through. And I was playing with someone who was just mashing jab when I started to go into it. And, I’m screwed there, right? If your opponent knows what you’re doing predictably, there are really strong answers to Vi. You have to keep it flexible. You have to use some of her unorthodox air tools to change her movement up. You got to be using back and forth movement, not just all aggression. So definitely, she is a very strong character, but she’s fighting, in some ways, inherently an uphill battle against characters with bigger hit-boxes or with projectiles.
So the landscape of the tag-fighting genre has changed substantially in just the last year.
Jaffe: Oh, has it? What happened?
[Laughter]
I just wanted to get your thoughts on the genre and what it feels like. You used to be the new kid on the block, the only kid on the block.
Jaffe: Now we’re the old new kid on the block. I get it.
And now, all of a sudden, all these kids have moved in.
Jaffe: Yeah, yeah, absolutely.
What’s that feel like?
Jaffe: Honestly, it’s exciting in a real way, because everybody on this team loves tag fighters, and there were a jerk of options for a while. And, we’re making this game because we think that this is one of the most mind-meltingly enjoyable experiences you could have on planet Earth. And so, we’re genuinely psyched that there are more options out there and that there are going to be more people playing tag fighters on account of multiple games coming out. And it’s really cool just seeing them, everyone’s taking very different takes on it.
The Tokon folks were super nice and welcomed us in to play this morning, me and another designer, Caroline. We only played and we had a great time. The game’s very different than ours. The pacing is different. The way team play works is very different. I think there’s both room to enjoy both of them, or just different audiences will like different ones. So I feel great about that. I haven’t got to play Invincible. Yeah, super excited to play that.
It’s super fun.
Jaffe: Yeah, and Hunter x Hunter is awesome. So it’s a wild time from there to be so few, to now, so many. But, I think, it’s inevitably going to bring a lot of people into this kind of peak experience. So we’re excited, and we want people to play our game, and enjoy it, and in general, to play tag games to enjoy them.
Coming back to the closed beta, do you have any sense of how long you want this closed beta to last? Or is it just a thing of when you feel like the game is ready, that’s when you’re going to flip the switch?
Jaffe: Yeah, it’s a great question. I don’t think I have a very satisfying answer there, for two reasons. One, because I personally don’t know exactly what the plans are at the top level in terms of how we do that, because I’m working on making the game. That’s my focus, right? And in particular, as running the champions team, it’s all about that character factory, making one amazing character after another to the extent we can. That’s our goal, right? So my eyes and my team’s eyes are firmly set on the next character, the one after that, and the one after that, just making them amazing. In terms of the process, what we’re going to learn from the closed beta, I’m sure that’s the goal, right? We want to see how the game does out there. We want to see how people enjoy it, what works and what doesn’t.
And, I’m sure I could say that the duration of it does depend on how confident we are with what we’ve got. So far, we’re loving what we have here, but it’ll be different once people have it at home. That said, I don’t actually even know exactly what the bounds of how short or how long that could be are. I’m sure somebody else does, but no matter what, we don’t want to wait too long, right, before expanding the game as much as we can, because we just want it out there, we want people playing it. And, how long it’ll be, I can’t say really. But, fingers crossed, not too long.
Final question. For anyone that played the first two Alpha Labs, maybe felt like they had a good feel of their character, are they going to jump into this new closed beta and be like, “Oh, this is way different”? What are some of the biggest changes to some of the other characters that are going into the closed beta?
Jaffe: Absolutely. Yeah. So we have a lot of changes on the rules side and some more strategic changes on the champion side, as well as some tuning. It’s actually cool because we’ve had our live balance team start coming online and start participating in the process of working on the Champions, because in some sense, we’re doing live balance on champions that have actually existed in the wild for a while, even though it’s only been in temporary tests. So they’re working on the champs and collaborating with the champion designers, like our live balance designer, Yohosiei, to just make them more pristine. And, some of the change is damage, whatever, recovery. But some of them are more significant. Darius?
Darius has a fireball now!
Jaffe: Darius got a projectile. It’s got a nice little ground projectile. It’s not the strongest thing in the world, but it has real strengths. He can use it to approach. He can combo off it sometimes, OTG (off the ground) with it. It just gives him more tools to play with to be a more full and expressive character so he can have more fun with him.
Illaoi, we’re very excited about a subtle change. Illaoi, she really relies on getting her tentacles out to start her game. Because once she’s got tentacles, she can pressure with them, she can combo with them, she can mix the opponent up with them. But, we wanted her to have that physicality, so she can’t just summon them. She has to hit you to generate tentacles. That said, it was really hard for her to start that game from far away, like we talked about. So we found a great compromise, which is her down S2 is now chargeable. Her down S2 is the move where she punches her totem into the ground and a tentacle comes up and it generates a tentacle for. Now, if you charge that, it will auto-track the opponent’s position. So they have to fear that low from anywhere on screen if they’re being patient and just sitting there. So it lets her express power from far, get the tentacle out and really get her game going.
Beyond that, just a lot of tuning changes. Yasuo has pretty different routes in a bunch of places. But most characters, Darius, or Braum, Jinx, their routes are pretty similar. Some changes around the way corner. But mostly, you might have to relearn a couple of things, especially at the advanced level, but you’re going to be able to get in there and play your character mostly as you used to. And, we’re making bigger swings right now. But as we get closer and closer to the whole complete version of the game, we’re going to slow down that rate of change, so that we’re not disrupting people’s muscle memory too much.
Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit
Racing through a Tokyo consumed by darkness, slipping behind enemies and striking in a flash. A standoff where you are against all odds, dancing on the edge of death in relentless swordplay. Before I realized, the character I was controlling felt less like a digital avatar, and more like an extension of my own body.
Ninja Gaiden 4 doesn’t just let you play as a ninja—it slowly, silently transforms your mind and body into one.
Since its explosive reveal at this year’s Developer Direct, Ninja Gaiden 4 has been featured on Xbox Wire, spotlighting several key elements: Yakumo, the new protagonist, the near-future Tokyo landscape, the visceral Bloodraven Form that redefines the series’ combat, and the long-awaited return of Ryu Hayabusa.
But now that I’ve played through the first three chapters, it’s clear that there’s more beneath the surface. Something deeper. Something that demanded to be uncovered.
What makes Ninja Gaiden 4 so striking is its ability to draw players into a state of flow, where reaction overtakes thought, and instinct replaces intention.
You’re not just pressing buttons. It’s as if your entire nervous system is tuned to every motion, every enemy, every second. You’re not calculating the perfect moment. You’re responding with something closer to that of pure animal instinct.
It feels as though the game is training you, refining your senses to match the pace and pressure of the world it throws you into.
To get to the heart of this immersive design, the Xbox Wire Japan editorial team sat down with Yuji Nakao, the producer and director of Ninja Gaiden 4 himself.
After spending time in the early chapters, we brought the questions that naturally rose from the experience, unfiltered and direct. The conversation ranged from the intricacies of the battle system, to the shaping of this new Ninja Gaiden world, to the dynamic between Yakumo and Ryu. And in their answers, we uncovered a philosophy: a quiet intensity and clarity of purpose driving the game’s ferocious polish.
In this article, we revisit the moments that pulled us so deeply into Ninja Gaiden 4’s world, and together with the developers’ insights, unravel the secrets behind its razor-sharp design.
First, can you tell us about the world design of the initial stage where players accompany Yakumo?
In this game, players will start from the ground and ascend upward through a reimagined “Sky City Tokyo.” In other words, Ninja Gaiden 4 inverts what we believe was the structure of Ninja Gaiden 2, and players will experience Yakumo climbing his way up from its depths. This inversion directly reflects one of the game’s central themes in Yakumo’s growth, and the level design is built to faithfully support that idea.
The setting of Tokyo at the beginning of the story is drastically different — it’s now infested with Daemon (supernatural beings) and is under the control of a hostile faction called the Divine Dragon Order. Time has passed, and the city has transformed under various influences, giving it a much more oppressive, eerie, and fear-inducing atmosphere.
Chapters 1 through 3 focus tightly on Yakumo’s perspective as he begins his climb toward becoming a master ninja, offering players an inverted viewpoint compared to Ryu’s. It’s an intense, condensed experience that we hope everyone will enjoy.
What kind of experience did you intend for players to have in these three chapters, and what expectations did you want to set?
Each of these early chapters has been carefully crafted to serve as the foundation for the story of Ninja Gaiden 4. In Chapter 1, our main goal was to let players enjoy the sheer thrill of battle, drawing on stage design that embodies the essence of the Ninja Gaiden series. Then, in Chapter 2, we introduced the newly added rail action mechanic, aiming to deliver a sense of speed and fluidity that still feels authentic to the franchise. And finally, Chapter 3 culminates in a boss fight that showcases just how far the series has come, offering an evolved encounter befitting a brand-new entry after more than a decade.
These chapters serve as an introductory arc in every sense. They pack in all the essential gameplay elements that players will need to carry into the rest of the game. As the story progresses, the mechanics you learn here will become increasingly intertwined, driving faster, more intense, and more terrifying battles that never let up.
Hopping onto rails in-between battles, and swerving through obstacles with the press of a button added a refreshing dynamic that hasn’t been seen in previous Ninja Gaiden games. How did you ensure this new feature still felt true to the Ninja Gaiden experience?
The rail action mechanic was designed to keep players engaged, even during brief pauses between battles. With Ninja Gaiden 4, we aimed to deliver the fastest-paced action experience in the series so far, not only in combat but across the entire stage structure. Simply put, we didn’t want the momentum to break. The rail action serves as a kind of “spice” for the game, offering exhilarating and tension-filled moments even during transitions and movement sequences.
For instance, you might finish a rail sequence, leap into the next area, and immediately strike down an enemy, a “NINJA KILL” if you may. Then you hop onto another rail, start moving again, and suddenly find yourself dodging falling skyscrapers. These unpredictable, fast-paced scenarios create a live-action feel—something constantly evolving and urgent.
At first glance, some players might worry that introducing gimmicks like this could water down the core identity of a Ninja Gaiden experience. Our goal wasn’t to dilute the experience, but to add to it without compromising its core. If anything, the rail action strengthens the game’s identity.
Were there any challenges in integrating such a new mechanic into the traditionally structured stages of Ninja Gaiden?
We spent a lot of time figuring out how much rail action to include and how to balance it within each stage. One of our biggest challenges, especially in collaboration with Team NINJA, was making sure the rail sequences felt natural and didn’t disrupt the density of gameplay that fans expect from the series.
That density is a hallmark of Ninja Gaiden, and when you try to add rail segments on top of already intense combat, there’s a risk that the stage becomes overly bloated.
To achieve the perfect balance, we played and replayed the stages countless times, adjusting and refining them based on feedback. Together with Team NINJA, we went through that loop over and over. We’re now at a point where the experience feels incredibly polished, and just the right tempo. If players find themselves flowing through the game as if they’re running a smooth marathon, then we’ve achieved what we set out to do. And if players feel the rail action is seamlessly woven into the game without disrupting the Ninja Gaiden experience, then I’ll be more than happy.
In the early part of the game, players face a boss with very direct, linear movement patterns, followed by another boss who moves unpredictably and erratically. Can you elaborate on the differences in these experiences and the design philosophy behind them?
Let’s start with the first boss, the D.D.O. Commander. He belongs to an organization called the Divine Dragon Order, which outwardly presents itself as a force of justice. Because of this, Yakumo, who acts in opposition to them, is labeled as the villain.
In terms of gameplay, the Divine Dragon Order, and the D.D.O. Commander in particular, are characterized by discipline and order. Their fighting style is highly structured, focused on “kata (forms)” and patterns, reflecting their rigid hierarchy. Their attacks are straightforward, easy to read, and symbolically meant to be “clean.”
The D.D.O. Commander is designed to let players learn the game’s controls in a natural and stress-free way. Throwing a wildly erratic enemy at the player right out of the gate would only frustrate them. So instead, the D.D.O. Commander is someone players can face head-on, offering a chance to practice the fundamentals. In that sense, he’s deliberately built as a boss who embodies the basics. He’s honest and by the book.
Next comes the Kitsune Courtesan, affectionately nicknamed the “Oiran Kitsune (Fox)” by our staff. She symbolizes the newly introduced Daemon, which are otherworldly beings central to this game’s narrative.
Unlike the demons or the fiends that appeared in previous Ninja Gaiden entries, the Daemon in this game are mysterious entities that seemingly emerge from our own world. No one knows where they came from or what they want. This unsettling ambiguity, which highlights the fear of the unknown, is reflected in their visuals, behavior, and especially in their attack styles.
You’ll see that her movements are highly unpredictable and distinctly inhuman. She attacks with what feels like magical power, defying logical combat patterns. The goal here was to instill a sense of fear rooted in the unexpected. This is very different from the disciplined combat of the Divine Dragon Order, and the contrast is intentional.
As the first major Daemon boss, the Kitsune Courtesan is meant to be a symbolic figure, an embodiment of the unknown. Her presence marks a shift in both the gameplay and the narrative, signaling that the threats in Ninja Gaiden 4 go far beyond what players may expect.
A new weapon called “Yatosen” was introduced during this hands-on. Could you explain its key features and how it differs from “Takeminakata”, the dual blade?
TheYatosen is designed around the concept of ultra-close-range combat. In its default form, when using the Base Form, it takes the shape of a twisted drill-like rapier, something similar to what you might call a twist sword or twist knife. When you switch to the Bloodraven form, it transforms into a spinning drill.
In contrast to the Takeminakata, which allows you to extend its blade using the Bloodraven form and strike from a distance, the Yatosen takes the opposite approach. It’s meant for players who want to get right up close to enemies, using thrusts, stabs, and piercing attacks. It’s a weapon built for tight, one-on-one encounters. In certain scenarios, it may even be more effective and easier to handle than the Takeminakata.
The Yatosen does require a bit more finesse than Takeminakata. It’s not the kind of weapon you can just swing wildly. You’ll get the most out of it by choosing the right moments and enemy types. It’s a tool that greatly rewards players who tailor their approach to each situation. In that sense, the Yatosen really represents a flexible and exciting option within the player’s arsenal.
In this title, we’ve learned that players can freely switch weapons in the middle of a combo. This system seems to explosively expand the range of combat dynamics. Could you tell us more about the reasoning behind implementing this feature?
Because this is a brand-new numbered title being delivered more than 10 years since the last one, we felt it was necessary to evolve every aspect of the game experience. The real-time weapon switching system is one such important piece of that evolution. Naturally, it improves responsiveness in action gameplay, and for advanced players, it also facilitates combo construction. With the aim of enhancing the quality of the action experience and expanding gameplay variety, we adopted this new method.
This free-switching system was part of our concept from the early stages of development. We were confident that it would make Ninja Gaiden, as a full-fledged 3D action game, even more enjoyable. And once you play it, you’ll find it’s a fun mechanic that makes you want to try out various weapons more casually. We are proud to present this as one of the highlights of the title, and we hope everyone will enjoy it.
In the demo version, players were able to use all weapon techniques and martial arts from the start. However, in the actual game, we assume that the degree to which these are acquired will vary significantly depending on the player’s skill and the game’s difficulty level. With that in mind, we’d like to ask: is it still possible to progress through the game even if players fail to learn most of the weapon techniques or martial arts?
If I were to give a bit of advice, I’d still recommend first acquiring the low-cost Combat and Weapon Skills, and then gradually work your way up to the more expensive and advanced ones. As you progress, you can try out different skills and see which ones suit your playstyle. This process allows you to develop your own approach to combat and enjoy a more personalized Ninja Gaiden 4 experience.
We’ve tried to prevent situations where players are completely stuck because they haven’t learned any Combat Skills. Of course, if someone intentionally avoids learning new techniques and continues playing that way, the game can essentially turn into a self-imposed hardcore challenge (laughs).
Anyhow, you’ll begin by spending Ninja Coins to learn the cheaper techniques, and under Tyran’s guidance, you’ll train and practice each move in combat scenarios. Through this process, you’ll slowly but surely develop the skill set needed to overcome the next big challenge. That sense of growth and mastery is what we believe defines the gameplay experience of Ninja Gaiden 4.
One of the things we’re most confident about in Ninja Gaiden 4 is just how rich and varied the action system is. We’ve prepared such a wide array of systems because, in the end, we want players to discover the styles and combat feel that resonate most with them. Even among techniques or weapons that serve similar purposes, there’s a full spectrum, from low-risk, low-return options to high-risk, high-reward ones, allowing players to choose what works best for them.
Moreover, in actual gameplay, the situation changes rapidly, and the number of enemies can become overwhelming. The true fun of this game lies in selecting the best technique for those evolving situations. That’s precisely why we didn’t want to throw everything at the player from the start. Instead, we designed the game so that players could grow attached to each action by learning them gradually.
In the preview build, we saw some martial arts techniques labeled with the term “Perfect,” which seemed to offer greater benefits when executed with more precise timing compared to standard techniques. Would you say that mastering these kinds of advanced skills is the key to mastering Ninja Gaiden 4 overall?
This game offers players an exceptionally wide variety of actions to choose from. The idea is for each player to discover which style suits them best from among this vast selection and then be free to refine and master it in their own way. That’s the kind of design philosophy that’s at the heart of Ninja Gaiden 4.
Take the “Perfect” Combat Skills, for example. These refer to moves that require precise timing, such as well-timed guards or counters. This kind of playstyle tests your ability to improvise during battle, as well as your ability to read and memorize enemy patterns. However, when multiple enemies appear on screen at once, their movements start to interfere with each other, which introduces unpredictability into their behavior. In those situations, improvisation becomes even more important.
On the other hand, some players may prefer an aggressive combo-heavy style, or a style that focuses on landing powerful, heavy blows using the Bloodraven form. For players who find appeal in those kinds of approaches, there are other valid routes toward mastering the game.
Ultimately, the fact that players can freely discover their own methods and strategies for tackling the game is one of the most enjoyable and compelling aspects of Ninja Gaiden 4.
In the preview build, Ryu Hayabusa was playable, and in addition to his previously known extraordinary powers, the players were able to also experience combat in his new “Gleam Form”. Could you tell us more about Ryu’s abilities in Ninja Gaiden 4?
In Ninja Gaiden 4, the “True Dragon Gleam”, which has existed from the first Ninja Gaiden and also an Ultimate Technique in Ninja Gaiden 2, is heavily featured. The Gleam Form in this game is inspired by the feeling of activating that Ultimate Technique, and you can enjoy watching Ryu and his afterimages cut down and massacre enemies from all directions, depending on the various commands, situations, and ranges. The Gleam Form was created while imagining, “What kind of technique could Ryu Hayabusa, the Super Ninja who has mastered the True Dragon Sword, use?”
As a result, the Gleam Form was created as a symbol of Ryu’s prowess.
To put it simply, the Gleam Form is when Ryu unleashes the power of the True Dragon Sword, making him incredibly strong. When you play him in this game, it will truly give you the impression where you might think, “Wow, Ryu’s movements are truly insane!” It’s a one-of-a-kind power that lets players experience Ryu Hayabusa at his peak, as the indomitable Super Ninja.
The Gleam Form can be switched freely with just one button, like Yakumo’s use of the Bloodraven Form. While in this state, you can unleash a variety of incredibly powerful techniques. As the form itself is based on the True Dragon Gleam, we’ve made sure to also include techniques that feel just like it. When playing, be sure to try and replicate it yourself.
In this preview build, since both Yakumo and Ryu Hayabusa could be played on the same stage, does this mean that in Ninja Gaiden 4, players will be able to play through each chapter using both characters?
For each chapter, the story determines who is in which world and what they are doing, so for the most part, the characters will be fixed as you progress. In some chapters, you’ll play as Yakumo, and in others, you’ll play as Ryu, with each character assigned to specific parts of the story.
However, in the Chapter Challenge mode, where you can replay chapters, both Yakumo and Ryu are available to play on any stage. You can try playing stages that were originally meant for Ryu with Yakumo, vice versa. This mode offers a lot of freedom for players who want to replay the game, and I’m really excited to see how it will expand the variety of playstyles. I hope players will find their own unique ways to enjoy the game.
Xbox Game Studios
The definitive ninja hack & slash franchise returns with NINJA GAIDEN 4! Embark on a cutting-edge adventure where legacy meets innovation in this high-octane blend of style and no-holds-barred combat.
Return of the Legend: Experience a return to the intense, high-speed combat that established NINJA GAIDEN as a premier action game series. Prepare for a legacy reborn with captivating style for a new generation of players.
Epic Hack and Slash Combat, Evolved: NINJA GAIDEN 4 fuses Team NINJA’s tempered combat philosophy with the stylish, dynamic action gameplay of PlatinumGames. Engage in visually stunning combat that rewards precision and strategy. Use Bloodbind Ninjutsu to transform your weapons and unleash devastation upon your enemies, alongside legacy techniques like the Izuna Drop and Flying Swallow. The legendary Ryu Hayabusa also returns with a revamped yet familiar set of tools to master. With a customizable player experience, NINJA GAIDEN 4 will push action game veterans to their limits while allowing newcomers to enjoy a heart-pounding adventure full of twists and turns.
An Ancient Enemy Returns: An endless rain of miasma hangs over a near-future Tokyo in the wake of an ancient enemy’s resurrection. The fate of the city lies in the hands of young ninja prodigy, Yakumo. Fighting his way through cybernetic ninja soldiers and otherworldly creatures, Yakumo must reconcile a destiny he shares with the legendary Ryu Hayabusa himself and free Tokyo from the ancient curse that brought the city to its knees.
Experience a return to the intense, high-octane action of NINJA GAIDEN with the Deluxe Edition.
Includes:
• Base Game
• Future Gameplay Content*
• Traditional Dark Blue and Legendary Black Falcon Ryu Skins
• Blade of the Archfiend Ryu Weapon Skin
• Divine Chimera and Raven Master Yakumo Skins
• Divine Chimera Yakumo Weapon Set
• 50,000 Bonus NinjaCoin
• Additional In-Game Items
Xbox Game Studios
The definitive ninja hack & slash franchise returns with NINJA GAIDEN 4! Embark on a cutting-edge adventure where legacy meets innovation in this high-octane blend of style and no-holds-barred combat.
Return of the Legend: Experience a return to the intense, high-speed combat that established NINJA GAIDEN as a premier action game series. Prepare for a legacy reborn with captivating style for a new generation of players.
Epic Hack and Slash Combat, Evolved: NINJA GAIDEN 4 fuses Team NINJA’s tempered combat philosophy with the stylish, dynamic action gameplay of PlatinumGames. Engage in visually stunning combat that rewards precision and strategy. Use Bloodbind Ninjutsu to transform your weapons and unleash devastation upon your enemies, alongside legacy techniques like the Izuna Drop and Flying Swallow. The legendary Ryu Hayabusa also returns with a revamped yet familiar set of tools to master. With a customizable player experience, NINJA GAIDEN 4 will push action game veterans to their limits while allowing newcomers to enjoy a heart-pounding adventure full of twists and turns.
An Ancient Enemy Returns: An endless rain of miasma hangs over a near-future Tokyo in the wake of an ancient enemy’s resurrection. The fate of the city lies in the hands of young ninja prodigy, Yakumo. Fighting his way through cybernetic ninja soldiers and otherworldly creatures, Yakumo must reconcile a destiny he shares with the legendary Ryu Hayabusa himself and free Tokyo from the ancient curse that brought the city to its knees.
The post Become One with the Ninja: Unpacking Ninja Gaiden 4’s Deep, Immersive Allure appeared first on Xbox Wire.
Love Elden Ring Nightreign, but getting a little bored of the same three-night cycle of bosses and repetitive Everdark sovereigns? Fret not, Nightfarer, because there may be a brand new, extra-hard game mode on the way that will shake up Nightreign’s regular playstyle.
This new mode, entitled Deep of Night, was found and shared by dataminers, and appears to be essentially a kind of “endless” mode with skill-based matchmaking. Unlike in regular Nightreign, you’re not able to choose the boss you target, and it will be picked for you at random instead. With each victory, your “Depth” rating increases, which in turn increases the difficulty, and Nightreign will generally try to pair you with other players that are at the same Depth as you as long as the wait time isn’t too long.
In total, the datamine suggests there will be five Depths with 999 ratings within each Depth, and killing bosses will increase your Depth. Losing runs will cause your Depth to revert back, but once you get into Depth 2 you’ll never be able to get back into Depth 1. It’s unclear if this applies to every Depth level, or if it’s just a way to keep experienced players from being stuck with new ones.
There are other major changes in Deep of Night, too. Some bosses are “magmafied”, which is just what it sounds like. They’re covered in magma. This probably makes them stronger – I certainly don’t want to touch them. There are also new weapon effects, and stronger weapons that come with better buffs, but also some drawbacks. Additionally, players will get access to three more relic slots on top of the existing three, with the three new slots only working in the Deep of Night. Like the new weapons, new relics were datamined also, with both stronger buffs and also sometimes counterbalancing drawbacks.
All in all this new mode sounds like it could be an interesting spin on Nightreign that keeps it fresh for a while yet. While Nightreign still has a bustling community, interest has slowed down in the months since launch, especially as the rotation of Everdark bosses has gotten a little more repetitive. FromSoftware did just announce the next new Everdark boss, Caligo, which will drop tomorrow evening.
From a frozen haze, the winged terror emerges.
Let flames rend these frost-laced shadows.The Everdark Sovereign version of Fissure in the Fog will land on August 7, 2025 at 03:00 CEST | 18:00 PDT (6/8) | 10:00 JST. pic.twitter.com/PedcHLeDS2
— ELDEN RING (@ELDENRING) August 5, 2025
We gave Elden Ring Nightreign a 7/10 at launch, with our reviewer saying, “when Elden Ring Nightreign is played exactly as it was designed to be played, it’s one of the finest examples of a three-player co-op game around – but that’s harder to do than it should be, and playing solo is poorly balanced.” The game has since gotten a duos mode, and it had sold five million copies as of July.
Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.
Hideo Kojima’s Xbox game project, OD, is still in development, despite Xbox’s recent cancellations of a number of projects both internal and external.
This comes from Bloomberg journalist Jason Schreier, who posted on BlueSky that OD was ‘still in development’ as confirmed to him by a Microsoft spokesperson. He shared this on the heels of reporting that Xbox was stopping development on Avalanche Studios’ Contraband, a collaboration that was announced four years ago.
While OD’s status specifically wasn’t particularly in question, Xbox’s recent string of cancellations have led many to concern over any game we haven’t seen for more than a year or two. After a mass layoff last month that saw 9,100 jobs eliminated Microsoft-wide, we learned that multiple games had been canceled, including Everwild and Perfect Dark. A collaboration with Romero Games was also pulled.
Kojima’s admittedly been a bit quiet about OD lately, in a move that wouldn’t be taken as anything other than focused game development if the circumstances weren’t so concerning. He first announced an Xbox collaboration in November of 2022, then officially revealed OD along with several of its star cast members at The Game Awards 2023. We learned at the time Kojima was working with filmmaker Jordan Peele to create some sort of horror experience “no one has seen before.”
Since then, we haven’t heard much more about the status of OD, though Kojima did reassuringly give an interview late last month in which he mentioned he was still working on it.
Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.
BioShock 4 has reportedly been in development for more than a decade at various studios under the 2K Games banner. But it has suffered yet another overhaul after it reportedly failed a review by executives and the head of its developer, Cloud Chamber, was ousted. Now, the fourth BioShock feels further away than ever. So, what’s going on?
In an interview with Strauss Zelnick, the boss of 2K parent company Take-Two, I asked the CEO flat out if BioShock 4 was in danger of being canceled. Zelnick was clear in his response: “It’s going to come out,” he promised. “That I can say hand on heart, without question.”
Zelnick sounds pretty confident, then. But it’s hard to get away from BioShock’s tumultuous — and lengthy — development. On this, Zelnick held his hands up, admitting BioShock 4 has had its troubles. But he also explained why it’s proving such a hard nut to crack.
“We don’t talk about how long our development cycles are,” Zelnick began. “We have had some ups and downs along the way. That is accurate. And we have had changes in studio leadership. That said, we have very big shoes to fill on BioShock because of the legacy of Ken Levine, the legacy of what has gone before, which has been so successful. And we need to make sure that this experience is true to the BioShock DNA on the one hand, and a massive step forward on the other hand. That’s always challenging. We think we’re up to the challenge, but it has not been seamless.”
This week, Bloomberg reporter Jason Schreier broke the news of BioShock 4’s overhaul, and offered some insight into its troubles. “The game’s narrative was identified as an area that was particularly in need of improvement and will be revamped in the coming months,” Schreier reported.
“In a recent all-hands meeting, Cloud Chamber staff were told that the company needs to become more agile and efficient, leading to worries that layoffs may follow,” Schreier continued.
There hasn’t been a new BioShock game since 2013’s BioShock Infinite (Ken Levine is still working under the 2K banner on Judas). But BioShock 4 is not alone in having a lengthy development cycle, and we’ve seen — very recently — some publishers cancel games that were in development for six, seven, or even eight years. Sony’s live service flop Concord, for example, was in the works for years before its disastrous release. Microsoft just canceled Rare’s Everwild, which was revealed six years ago.
It is clear from the outside looking in that triple-A video game development is getting longer, which is something Zelnick not only agrees with, but offered an explanation for.
“I think it’s a reflection of the fact that as entertainment businesses mature, consumers seek quality and everyone realizes that the consumer is highly demanding and properly so,” he said.
“The strategy of this company has always been to make the best entertainment, not necessarily the most entertainment. Of course, sometimes we’ve fallen short, but frankly a precious few times.
“And I think some of our competitors have realized maybe a little late in the day that consumers are not okay with okay. Good is the new bad, great is the new great. And our goal here is to make everything exceptional.”
Zelnick added that he didn’t mean to be critical of other video game companies “because this is really hard stuff, and you don’t want to criticize someone for sticking with their creative talent, supporting them and trying to get a great result.” But he did say that Take-Two “would like to fail fast if we’re going to fail.”
“And we have made some hard decisions relatively early on. But we too have occasionally canceled titles well into their development. So it’s hard. What we’re all doing is hard.”
2K Games issued the following statement to Bloomberg on BioShock 4:
We are working hard to set BioShock up for the best possible future. Right now, we have a good game, but we are committed to delivering a great one. We are working closely with leadership at the studio to define this path.
The question now is, when might we see BioShock 4 actually come out?
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
And it’s out now.
If you thought the day’s surprises were over, think again, as Bethesda, id Software, and retro specialists Nightdive Studios have announced Heretic + Hexen, the “definitive re-release” of two classic spell shooters. Oh, and it’s also out right now (thanks, Gematsu!).
For just $14.99 (it’s not up on the EU eShop at the time of writing this), you’ll be able to pick up two of Raven Software’s iconic first-person shooters which introduced inventory systems, vertical aiming, and character classes to the genre.
Read the full article on nintendolife.com
The post The Biggest id Software News from QuakeCon 2025 appeared first on Xbox Wire.
1994’s Heretic: Shadow of the Serpent Riders and its 1995 sequel, Hexen: Beyond Heretic forged new frontiers in first-person shooter games. Experience these pivotal games today with Heretic + Hexen, a collaboration between id Software and Nightdive Studios bringing an enhanced re-release of Raven Software’s legendary games to a new generation of players.
“As one of the original developers back in the ’90s, it’s honestly kind of surreal to see Heretic and Hexen coming back like this,” says Brian Raffel, studio co-founder and co-head of Raven Software. “We built those games on a heavily modified Doom (1993) engine and tried to push the boundaries wherever we could, adding things like character classes, inventory systems, vertical aiming…stuff that was pretty wild for the time.
“We were also lucky to be working with our friends at id Software, especially John Romero and John Carmack. Their support and engine tech gave us the chance to build something different. There’s something cool about knowing these worlds still mean something to people after all these years.”
Players embark on a journey through monster-filled halls, trap-laden arenas and arcane realms in a unique blend of classic FPS combat with dungeon delving inspired by fantasy tabletop role-playing games.
“Both Heretic and Hexen hail from the kind of fantasy that was common in 80s and 90s PC gaming but had yet to be explored much in a first-person shooter,” shares Mike Rubits, Senior Programmer at id Software. “There were a lot of shooters with war, sci-fi, and aliens, but not a lot of maces and wands.”
“It was actually Romero’s idea to add character classes in Hexen—a move that really took the franchise to the next level,” says Raffel. “At the time, that kind of RPG element in an FPS was almost unheard of. Each class had its own weapons, stats, and playstyle – that blend of shooter mechanics with fantasy roleplaying was risky, but it worked. It helped set Hexen apart from everything else out there and made the world feel richer and more personal. I think that’s a big part of why people still remember it so fondly.”
Heretic + Hexen features include local split-screen and cross-platform online multiplayer modes, the option to toggle the enhanced “Tome of Power” soundtrack from Andrew Hulshult, all-new accessibility options and quality-of-life improvements, behind-the-scenes materials in the Raven Vault and more. That’s not all: in addition to previously released expansion packs for the original release, Heretic + Hexen also features brand-new content!
“The two new episodes in Heretic + Hexen cover both games – ‘Faith Renewed’ is a new Heretic episode while ‘Vestigues of Grandeur’ was created in Hexen,” Rubits explains. “They followed in the spirit of the new episodes in our previous re-releases: a whole new experience that uses the original technology, but is not bound by having to run on 30-year-old computers with a very small amount of memory.”
“During the planning phases, we figured we’d only have time to do one or the other,” says Xaser Acheron, Senior Developer at Nightdive Studios, “and it dawned on me that these are some of the fastest mappers in the West.”
“I already knew there was going to be additional content for Heretic + Hexen, so I started making maps in my free time for fun,” adds Samuel “Kaiser” Villarreal, Level Designer at Nightdive Studios. “By the time the whole thing was greenlit, I had nearly a whole episode’s worth of maps done already.”
“Sure enough, each mapper produced nearly an entire episode’s worth of content on their own, with community legend Not Jabba contributing a couple of gigantic maps to round out the set. I also got to sneak in one of my own,” says Xaser. “The gambit paid off, but in hindsight it’s really not that much of a surprise since those folks are absolute powerhouses.”
Whether you’re returning to the mystical realm of Cronos or setting foot in its shadowy halls for the first time, the combined teams at Raven Software, id Software and Nightdive Studios invite you to experience Heretic + Hexen and the legacy that helped define a genre.
“To the fans—those who were there in the early days and those discovering these games for the first time now—thank you,” says Raffel. “Your enthusiasm, modding, memories and support have kept these worlds alive far longer than we ever imagined. Seeing the community still care about this work after all these years means more than I can say.”
Heretic + Hexen releases today for PlayStation 5 and PlayStation 4.