The Switch 2 has got off to promising start, but there is one issue Nintendo has identified that’s tied to the system’s battery.
On its support page, it’s acknowledged an issue where the “battery charge indicator” or percentage on the Switch 2 displays incorrectly. In some cases, the charge may display as being almost depleted, when there are still actually a few hours of battery life left.
It’s almost been a week since the arrival of the Switch 2 and now that more outlets have spent some time with the system, first impressions and some reviews are beginning to roll in.
If you haven’t already seen our own “review-in-progress” here on Nintendo Life, based on what we’ve experienced so far, we think Nintendo has done a decent job balancing the surprise and delight, while delivering a system that remains familiar.
Some game demos, you write up after the expo because they need a bit of reflection; some game demos, you write up immediately because they are easy to digest, even through a droning fugue of jetlag; and some game demos, you write up immediately because they synchronise perfectly with your swivel-eyed, hyper-caffeinated delirium.
It felt weird coming back to Tears of the Kingdom, one of my favourite gaming experiences evz, so soon after I had wrapped it up for the first time. Time has sped by unfathomably quickly, and I wasn’t sure whether a performance boost and an additional mobile app would be enough to let the Nintendo Switch 2 Edition get its hooks in me to quite the same extent as its predecessor did back in 2023.
Nonetheless, I couldn’t call myself a true Zelda fan if I didn’t at least have a gander at this new package. I started a new save file (because that’s an option now), blinked, and suddenly realised that five hours had passed.
The PlayStation Blog crew returned to Los Angeles to attend another Summer Game Fest Play Days. The team got some one-on-one time with a diverse selection of upcoming PS5 games. Here are the highlights!
Crimson Desert | Coming 2025
Publisher: Pearl Abyss | Developer: Pearl Abyss | PS5
Crimson Desert is bringing deep, complex melee combat to its epic open world. In combat, players can chain together kicks, grapples, strong slices, leaping attacks, and much more in a deep, layered combat system that feels more like Soul Calibur than Dark Souls. The action is fast and acrobatic, and builds in ferocity when you imbue your strongest melee attacks with powerful elemental magic like ice and thunder. Or shoot a flare to trigger an incoming artillery attack to annihilate hordes of your melee opponents.
More broadly, I spotted some familiar features of the open-world medieval-fantasy genre, like summoning a horse to cover ground more quickly, liberating enemy strongholds, and epic boss battles. The open world is huge, with Pearl Abyss claiming it will take more than two hours to traverse the game’s continent on horseback. If you love open-world games and appreciate deep, layered melee combat, this is one to watch.
– Sid Shuman
Crisol: Theater of Idols | Coming 2025
Publisher: Blumhouse Games | Developer: Vermila Studios | PS5
Crisol: Theater of Idols takes fighting to the death to a whole new level, as you try to survive against unholy animatronic horrors across the streets of a reimagined steampunk Spain using your own blood as ammo. Exploring the cursed corners of Tormentosa becomes an exercise in restraint and stealth as every reload drains directly from your own lifesource. Luckily, protagonist Gabriel can also absorb blood from enemies and corpses he encounters along the way, but it’s important to stay calm and shoot with purpose – a not-so-easy task as the jerking and twitching weapon-wielding statues of saints rush towards you. I triumphantly made it to the end of my gameplay segment with a single drop of blood left, ready to learn more of what this beautifully twisted world has in store for Gabriel.
-Kristen Zitani
Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 | Coming August 5
Publisher: Sega | Developer: CyberConnect2 | PS5
With Demon Slayer: Kimetsu No Yaiba The Movie: Infinity Castle coming in September and the success of the anime. Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 will be released at a great time for fans of the series. The Hinokami Chronicles 2 follows the events of The Entertainment District, The Swordsmith Village, and The Hashira Training arcs featuring more in-depth battle mechanics and cinematic setpieces in the single-player mode. The new gear system allows players to tweak each Demon Slayer with different skills and traits to reflect their playstyle regardless of the Demon Slayer’s breathing style.
Versus Mode feels like its own separate game instead of an optional multiplayer mode. All nine Hashira will be playable along with new Upper Rank demons in its 40+ fighting roster. The new assist and combo system is on par with modern fighting game standards and something I can see some players focusing on exclusively.
-O’Dell Harmon Jr.
Directive 8020 | Coming October 2
Publisher: Supermassive Games | Developer: Supermassive Games | PS5
Supermassive Games has always understood that some of the best moments in horror come from well-intentioned human decisions. Branching choices and butterfly effects have been the mainstay of the Dark Pictures games, where the horror tropes may seem familiar, but your actions and choices ultimately craft the scares and thrills. Directive 8020 charts a course for space, and immediately sets the tone that no one is safe. I played through a small gameslice twice this weekend. In my session, crew members came in contact with cloned versions of themselves, which soon morphed into hulking horrors.
The encounter set off a chain of events, an argument amongst the crew, and finally a choice – can everyone here be trusted, or is one of us a clone? The choice I made in the first playthrough opened the door to new discussions and revealed secrets; the second playthrough saw a more violent conclusion and a branch possibly closed off. Luckily Supermassive has included the Turning Points system, a branching chart of the key decision moments that can shift the story. As you play, you can access this chart and move back to major decisions, allowing you another chance to craft your story again and again.
-Kristen Zitani
FBC: Firebreak | Coming June 17
Publisher: Remedy | Developer: Remedy | PS5
Fans of quirky co-op shooters should take note of FBC: Firebreak, which launches day one into PlayStation Plus Extra in mid-June. Set in the paranormal world of Control, Firebreak pits players against hordes of otherworldly Hiss invaders and a menagerie of disturbing new enemies while accomplishing mission objectives that require cooperative teamwork. Each player selects a starting Crisis Kit, which grants standard firearms and bombs to blast enemies, plus a signature tool that can magnify the abilities of teammates. One their own, the effects of these tools are weak, but stack them together and you’ll inflict impressive damage or manipulate the environment.
One mission tasked us with destroying sinister sticky notes littering the landscape. As one of my teammates drenched the stickies with water blasts, I zapped them with electrical attacks to quickly vaporize them — saving time and ammo. The battle raged through a large office complex as we contended with the stickie notes, rampaging Hiss enemies, and ultimately the big boss encounter in Sticky Ricky. This is one shooter where you’ll need to constantly collaborate with your teammates’ attacks to succeed, and it’s a satisfying feeling when the systems all come together. Post-launch content will be available for no additional cost, with major post-launch updates scheduled for this fall and winter. Firebreak is a unique, chaotic take on the co-op genre; I’ll definitely be playing more come launch.
-Sid Shuman
Grave Seasons | Coming 2025
Publisher: Blumhouse Games | Developer: Perfect Garbage | PS5
Cozy horror blooms in Grave Seasons, a narrative farming sim with a terrifying serial killer twist. As you harvest crops and build relationships with your (extremely attractive) neighbors, supernatural horrors soon paint your new town Ashenridge red, setting you on a path to solving which townsperson is behind the latest crop of death. Every time you play, a random townsperson is selected as the killer, meaning this mystery can take new twists every session – and yes, the killer is romanceable. While I didn’t have time to watch my planted carrot seeds mature, the clues I gathered from the first deadly encounter had me ready to start a new day and see how this mystery would grow.
-Kristen Zitani
Mixtape | Coming 2025
Publisher: Annapurna Interactive | Developer: Beethoven & Dinosaur | PS5
Annapurna’s Mixtape understands that music is more than some notes and sounds — it’s a force that can color and shape memories, relationships, and dreams. No one understands this more than fourth-wall-breaking protagonist Stacy Rockford, who has crafted the perfect playlist to a final high school adventure with her friends. Whether it was skating down scenic Pacific coast highways to DEVO where Stacy claps along to the beat between tricks, head banging through memories of late night drives to Silverchair, or even recreating a disgustingly detailed first kiss (some songs can be ruined by a memory after all…), Beethoven & Dinosaur has crafted a visual and sonic experience that I am ready to press Play on.
-Kristen Zitani
Shinobi: Art of Vengeance | Coming August 29
Publisher: Sega | Developer: Sega, Lizardcube | PS5
The Shinobi franchise returns with Shinobi: Art of Vengeance, an action title full of personality. This latest installment sees Joe Musashi clashing with the evil ENE Corp, who wish to take over the world and destroy the Musashi clan. Along with the beautiful artwork, the game focuses on exploring and backtracking once you gain new abilities and acquire new ninpo techniques to take on your enemies.
The slight shift works well as you explore with your ninja tools and find new paths and secrets that fit well with a profession that does its best work in the shadows. Combat was fun and swift, with special finishes and items to mix things up or get yourself out of a tight spot. While moment-to-moment skirmishes were manageable, the boss battle required precision and little room for error. Joe’s new adventure successfully expands on the original’s feel while mixing modern genres and elements.
-O’Dell Harmon Jr.
Sonic Racing: CrossWorlds | Coming September 25
Publisher: Sega | Developer: Sonic Team | PS5
Sonic Racing: CrossWorlds is equal parts Sega mascot racer and a celebration of Sonic’s long history in games. Factor in the inclusion of characters like Hatsune Miku, Ichiban Kasuga, as well as the new mid-race world warping mechanic, and you’ve a promising tour de force.. In each race, you have a random rival among the racers. The consistent banter as the race goes on and different situations that arise sets it apart from other games in the genre. It made each race feel unique and made me want to see the interactions between characters who, under normal circumstances, would never cross over.
The world warping lets the lead racer dictate where the middle lap will take place, and while I initially thought it would be purely cosmetic, in reality, it’s very strategic. Since these destinations can focus on driving, boating, or flying, you can pick a path that could play to your strengths or horribly hinder your opponents if you know how they are kitted. While the game is clearly for fans, its racing mechanics are the real deal.
-O’Dell Harmon Jr.
Be on the lookout for these upcoming titles and more featured at Summer Game Fest coming to PlayStation.
If there’s one thing beyond doubt after more than 35 hours with Dune: Awakening, it’s that Funcom has done its homework in crafting the most authentic take on the Dune-iverse imaginable. As a longtime fan of Frank Herbert’s iconic sci-fi setting, that’s an incredible thing to experience more often than not, and my time on Arrakis has been filled with moments of genuine shock. It’s very clever how the harsh environments and empty space are repeatedly used as progression checks, turning what seem like they should be weaknesses into strengths. Other times, that stubborn adherence to established lore results in annoying or just plain boring irritations, like how you’re all but forced to adopt a nomadic lifestyle in a genre where putting down roots and building up your base is one of the fundamentals. There have also been plenty of technical issues and bugs in the days immediately following launch, plus combat hasn’t landed with me much so far (though I’m admittedly still early in crafting my combat build), but on balance my friends and I are having an absolutely awesome time nerding out.
If you’ve ever played a survival game (and have seen a Dune movie) before, you’ll know most of what you need to feel at home among the giant sand worms: you gather materials from the world, build your own ugly-as-heck home, and upgrade your equipment to gain access to more dangerous areas with rarer materials. Like plenty of survival games, including Funcom’s own Conan Exiles or last year’s Once Human, all of this is happening on a server full of similarly sunburnt players in a perpetually online world, where cooperation and limited instances of PvP are both a distinct possibility, and which account for most of its best moments.
Where this game sets itself apart, though, is by just how much it adheres to its legendary setting, and that has a major impact on just about everything you do. For example, intelligent use is made of Arrakis’ harsh environment, which is weaponized against you quite literally every second you stay within its atmosphere. Standing directly in sunlight unprotected will bake you alive in a matter of seconds, sandstorms blow on a regular basis and will kill you if you aren’t able to get to shelter first, and most notably, there’s the issue of those pesky enormous man-eating worms which gobble you up if you dare tread upon their domain for too long. By leaning into the unforgiving world as much as it does, Awakening puts you in a constant battle against the planet itself. So instead of casually trotting around collecting resources at your leisure and settling your own little piece of the world, you’re frantically ducking behind rocks to avoid the sun’s harsh rays and drink what little water you have left, and playing a never-ending game of “the floor is lava” as you rush from one place to another with a shai-hulud hot on your heels.
Arrakis’ harsh environment is weaponized against you quite literally every second.
All of these hazards give you obstacles to overcome. For example, early on you’re unable to leave the tutorial area thanks to a massive gap of empty space where sun exposure or, more likely, a massive worm would certainly kill you if you attempt to go on foot, so you have to craft your first vehicle in order to safely cross it. Later on, you start to encounter places that are too hot or irradiated to explore without proper equipment. There are plenty of examples just like this, where the unique nature of the setting is turned into an interesting mechanic. Similarly, you’re constantly starved for water, which is used both as a crafting material and a resource to keep yourself alive, and usually Awakening is a better, more interesting survival game for it.
But there are other times where this fanatical adherence to Dune conventions can be quite obnoxious, like how you’re encouraged (and in some cases required) to move your base of operations from place to place as you unlock access to higher-level regions. Pulling up stakes means you either have to abandon all you’ve built up to that point or tediously relocate as much of your equipment as you can, piece by piece. Then there’s stuff like the fact that guns are often useless, since many enemies make use of the all-important Holtzman shields that completely protect from ranged attacks. This creates a weird situation where you’re juggling back and forth between guns and melee weapons depending on which enemy is currently running towards you, oftentimes having to choose between addressing the swordsman barreling down on you or the guy a few feet behind him with a chaingun, which can create a really oppressive rhythm to combat. I honestly kinda respect how much Dune: Awakening sticks to its guns by making its guns ineffective to keep with Dune lore, even as it sometimes comes at the expense of me having a good time. Even when this stuff annoys the hell out of me, I can’t help but respect it.
Like almost every single one of its survival MMO peers, Dune: Awakening has pretty awful combat.
That’s just part of the reason that, like almost every single one of its peers, Dune: Awakening has pretty awful combat. I knew going into a survival MMO that would be the case, but it’s still a particularly bitter pill that never gets any easier to swallow. I’m still quite early in unlocking all the options for battle and seeing some of the more interesting weapons and builds available, but so far gunplay is sloppy, melee combat is repetitive and janky as heck, and I’ve mostly just been trying to get through it as quickly as possible. It’s such a low point in a game I’m otherwise enjoying.
Thankfully, the combat miss is more than made up for by the absolutely stellar survival mechanics, which are some of the most thoughtful and polished I’ve seen in a while. There’s a constant stream of new technologies to research, equipment to craft, and material to hunt for with almost no filler or grind along the way. Every time I’ve collected the right materials to craft the latest shiny thing I want, I’ve immediately had another enticing item to chase, and with unique schematics dropping left and right, I’m always making interesting decisions on whether to spend my rarest materials on a cool item with a special effect versus taking the more conservative route and just crafting common items to save those resources for a rainy day. (It’s bound to rain on Arrakis one of these days.)
It’s especially impressive that they accomplished this loop so well in a desert world where there are no other locations aside from hot sand, and almost no plants or wildlife available to harvest. A major hallmark of survival games is punching trees, and there are no trees on Arrakis – instead you’re making tools to pull water from morning dew collecting in the world at night and by pulling it from the air, which is just really smart and a welcome change of pace that embraces the weird and barren setting, even if it is still essentially the same thing.
When I played the beta for Dune: Awakening, I ran into tons of bugs and hoped the delay of its launch would improve things a bit. That certainly seems to be the case, as I’ve had a significantly more stable experience so far, but even as improved as it is, it’s still fairly troubled in the technical department. I’ve had disconnects, seen entire mountains disappear and reappear before my eyes, and even had a few hours where all sand worms just up and deleted themselves from existence, making everyone on the server swarm to the resources normally protected by their constant threat. It’s not been the smoothest launch by any stretch – but also far from the worst.
After more than 35 hours I still feel like I’m fairly early into my Dune: Awakening adventure, and still have new zones to visit, haven’t gotten very far into the main story, and have only had a few encounters with PvP. There’s a ton for me to do, so look for an update sometime this week as I work my way through to the endgame.
While some longtime Magic: The Gathering players may grumble about Universes Beyond’s growing importance to the game’s release calendar, it’s hard not to feel like it’s getting more eyes on the brand.
Let’s take a deep dive into the best-selling Final Fantasy presold cards right now, all according to the trading card marketplace TCGPlayer.
10: Jumbo Cactuar
Novelty factor of racking up 9,999 extra damage, I was lucky enough to pull one of these over the weekend. It’s going for between $7.50 and $8 right now, with players keen to do big damage with this prickly customer.
9: Summon: Primal Odin
Summons just had to be a big part of the Final Fantasy set, and they essentially arrive as Sagas.
The big focus with Primal Odin is step two, which can literally remove a player from the game, and is likely to be ridiculously lethal in just about any Commander pod.
It’s available for under $2, too!
8: The Darkness Crystal
This one will set you back around $5, and for good reason. Not only does it reduce the cost of Black spells, but it gives its owner life while creatures around them die.
The fact you can then bring any creature exiled with that second effect has me particularly tempted to buy it for a zombie deck I’ve been planning for months.
7: Cecil, Dark Knight
One of a few two-sided cards, Cecil has Deathtouch but deals damage to his owner, eventually transforming to Redeemed Paladin, gaining lifelink and making other creatures indestructible until end of time.
All of that from a single black mana casting cost? That $2.99 might be a small price to pay.
6: Self-Destruct
If you’re looking to really burn down an opponent’s creatures, or the opponent themselves, Self-Destruct can turn the tide of battle at Instant speed.
As TCGPlayer points out, using it in conjunction with Screaming Nemesis makes it a perfect counter to lifelink-focused decks, and Self-Destruct is under 50 cents at the time of writing.
5: Fire Magic
Want a Vivi card but don’t want to pony up? We get, it, but while Fire Magic has the diminutive spellcaster in its artwork, it’s also a great card that makes use of the new Tiered mechanic.
For under 50 cents, you can cast an increasing amount of damage to each creature, making this an ideal card to have in your back pocket as Commander players around you build their board states.
4: Starting Town
Get Starting Town out early and it can kickstart a board state in any format, particularly if you’ve got a deck with multiple colors, but it’ll cost you.
Starting Town is currently $14 for the normal version, or just under $17 for the foil one.
3: Tifa Lockhart
Not to be confused with the variant in the Final Fantasy 7 Commander Deck, this Tifa has a Landfall trigger that doubles her power alongside her existing Trample keyword.
As TCGPlayer points out, you can grow her attack power with something like Titanic Growth and then use Fabled Passage to double it again. She’ll set you back between $7 and $9.
2: Sazh’s Chocobo
I got a couple of Sazh’s Chocobo in my packs, and while it’s adorable, it can grow quickly with a landfall trigger that’s similar to Tifa’s, above.
It’s under $2, too, so fill your boots.
1: Adventurer’s Inn
A land that gives life and doesn’t enter tapped? You love to see it. It’s also super cheap right now, at around 50 cents for the foil version or less than 30 cents for the non-foil.
Where to Buy Magic: The Gathering – Final Fantasy Cards
These cards are set torelease on June 13, but you can preorder them right now and it’ll arrive this week.
Scroll to the left to see quick buy links for each MTG: FF configuration. Read on for details about what comes in the many bundles that are available.
Lloyd Coombes is Gaming Editor @ Daily Star. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay. He’s also a tech, gaming, and fitness freelancer seen at Polygon, Eurogamer, Macworld, TechRadar, Tom’s Guide, IGN, and more.
Thanks to TCGPlayer for the data and information that informed this article.
I often get excited when I get to preview an upcoming game. Who wouldn’t? Getting to check out a game pre-release, and then getting to share that experience is one of the joys of this job. But when a code for a new build of Ninja Gaiden Ragebound materialized in my inbox, I’m pretty sure I started drooling. It’s a Pavlovian response, really; see, us Ninja Gaiden sickos have been pining for the good old days for a while now, but this year has been like stumbling into an oasis in the desert, only the oasis has air conditioning, a made-to-order menu from your favorite local joint, and an open bar. Ninja Gaiden fans have been wandering these sands for a long time. But this year, it feels like we’re coming home.
I hadn’t played the demo we previewed last time, so Ragebound was a new experience for me. But it felt like slipping into a pair of old shoes. It took a second to get back into the swing of things — I haven’t played a 2D Ninja Gaiden in a hot second — but once I did, it felt like I’d never left. There’s so much to talk about here, but we’ve already done a more traditional preview that looks at the meat and potatoes experience of playing Ragebound, so this time, let’s dig into the nitty gritty. These are the 7 coolest things about Ninja Gaiden Ragebound.
#1: The Guillotine Boost Lets You Bounce on It (and “It” is Everything)
There are a ton of cool mechanics in Ninja Gaiden Ragebound, but I’m starting with the guillotine boost because everything else flows from it. Once you’re in the air, you can jump again when you’re about to make contact with an enemy to both attack them and bounce off of them for another jump. Cool, right?
You can use the Guillotine Boost to bounce between enemies and stay on the attack.
But it’s not just enemies. You can do this to projectiles, too, and even some enemy attacks. Obviously, you can use the guillotine boost to get to places you wouldn’t otherwise be able to, but you can also use it to bounce between enemies and stay on the attack. I managed to bounce on Gurthka, the boss of the demo’s second level, for a solid few seconds while he was trying to attack me. And those weird samurai spirits with the spears? Just bounce off their attacks and keep going. Is the guillotine boost as cool as the Izuna Drop? No. Nothing is. But it’s pretty close.
#2: Hypercharges Are One-Hit Kills with Style
Okay, so the guillotine boost lets you get to hard-to-reach places, stay on the attack, and style on bosses. But what happens when you need to kill something in a single stroke? Well, that’s where the Hypercharge comes in. You can get Hypercharge by killing enemies with auras. Do so, and you’ll gain a Hypercharge for a few seconds. When you have it , your next attack will kill enemies instantly. To be fair, most enemies in Ragebound die in a single hit. But the ones that don’t? You don’t wanna go toe-to-toe with those cats. In a pinch, you can sacrifice some health to manually Hypercharge, but you’ll want to avoid that if you can. When you’re really cooking, you can chain these together to cut down enemies in rapid succession, or unleash them on a boss to stun them and lay on the hurt, and it feels great. Speaking of which, that brings me to my next point.
#3: Simon Says Is Cool Now
A lot of video games really like Simon Says combat design. You know what I mean; the enemy is a certain color, so you use a specific kind of attack (I’m looking at you, DmC: Devil May Cry), or they’re wielding a specific weapon, so you drop in a stance built to counter that (don’t think I didn’t notice, Ghost of Tsushima). Kinda boring, right?
Ninja Gaiden Ragebound flirts with Simon Says combat design, but it gets away with it because it does it in a cool way. You can still kill anything in the Ragebound demo I played any way you want. But some of those auras that give you Hypercharges? You gotta kill those enemies a certain way if you want that Hypercharge. A blue aura means you gotta slice ‘em up with Kenji’s katana, while a purple aura means you need to use a kunai. Once you get that Hypercharge, you can spend it however you want; but forcing you to match the aura to the right weapon on the fly adds a welcome element of challenge, especially when enemies are only on-screen for a few seconds and you have to react quickly.
#4: Rollin’ with Kumori Rocks
At some unspecified point in Ragebound’s story, our boy Kenji fuses with Kumori. Like any good member of the Hayabusa Clan, he’s pretty upset about cavorting around with a ninja of the Spider Clan, but he shouldn’t be. Palling around with Kumori has a lot of benefits. First, she gives Kenji access to a kunai to deal with enemies at range (and teleport to certain objects in the environment), but also a Spider Weapon. In my demo, that took the shape of a throwable sickle with an arc that reminds me an awful lot of the throwing axes from Castlevania. And she gives you access to the screen-clearing Ragebound Arts. When everything around you absolutely, positively has to die, accept no substitutes. So hey, more toys, right? But that’s not all Kumori brings to the table.
She can also commune with Demon Altars to navigate the otherworld. With her spirit separate from Kenji’s body and traipsing around the otherworld, she can go places he can’t, opening new paths. She also has access to her kunai, even without ki, something Kenji doesn’t have. The downside? She needs to constantly replenish a meter to stay in the otherworld. Otherwise, it’s back to Kenji, and you have to do it again. Sometimes, that means you’ll repeat a section a few times. It also breaks up the action and gives you a new way to play. Pretty cool. Also, Kumori says “Good grief” a lot. I love her.
#5: Exploring is Worth Your Time
One of the things I really appreciate about Ragebound is its purity. It’s not another roguelite in the endless sea of roguelites (thank God); it’s a side-scrolling action game, in the vein of the series’ original trilogy. But that doesn’t mean there’s not stuff worth going off the beaten path for. There are scarabs and crystal skulls to find, and while it was unclear what either of these do (the scarabs serve as currency for Muramasa’s shop, which was not available in my demo, so I can only guess at the goodies he’ll have on offer), it definitely gives you an excuse to explore. My favorite one of these “do an optional bit, get a cool thing” sections was one where I had to navigate a tricky, teleport-y platforming section as Kumori. It took me several tries to get it right (I kept messing up right at the end), but by the time I nailed it, I knew that thing like the back of my hand. And that feels good.
#6: It Rewards Mastery
Oh, and speaking of mastering something, Ninja Gaiden Ragebound wants you to play these levels over and over again as much as you want. Once you’ve beaten one, you can immediately access it again from the map. And each time you play, you’re scored on time, collectibles, number of enemies killed, and your best combo. And if that’s not enough, there are also optional challenges that range from completing levels without being hit to level-specific tasks like killing so many enemies with a lunge attack or beating Ryu Hayabusa himself in the tutorial. I… did not do that one. He Izuna Dropped my ass. It was rad as hell. I’ll get you one day, Ryu.
#7: It Hurts So Good
I wouldn’t call Ninja Gaiden Ragebound easy, per se, but it’s also not impossible on the regular difficulty, either. This series has something of a legacy to maintain when it comes to being hard, and you’ve gotta be kind of a masochist to see the deepest levels of depravity it has to show you. What can I say? I like pain.
Good news for me, then, because beating the demo unlocked a hard version of one of the levels I’d just played. And, uh… it’s a lot harder. There are new enemies! Everything’s on fire! Developer The Game Kitchen has put in something for the sickos, and I appreciate it.
I came out of my time with Ninja Gaiden Ragebound like a man who has just had a fine meal with portions that were far too small. Appreciative, but wanting more. What can I say? I love action games, and this series in particular holds a special place in my heart. I get the shakes when you’re not around, Ninja Gaiden. But it’s so damn good to have you back.
We must admit, when Atari announced Adventure of Samsara over the weekend, it took us a good couple of minutes to realise it was officially linked to the classic 2600 game Adventure.
Watching the trailer, the overall look and feel of the game didn’t really form any connections in our mind, but then the title came up and we thought “heh, Adventure of Samsara from Atari, that’s kinda like the original Adventure”. Slumped in chairs after caning the Switch 2 for a few days, the penny finally dropped.