Helldivers 2‘s homaging of Starship Troopers and/or parodying of real-life fascist interventionalism continues with Into the Unjust, a sizeable game update that will take you out to the Terminid Hive Worlds for a spot of cave combat. According to multiple geographers interviewed by RPS, caves are located underground. That’s going to cause problems if, for example, your entire military strategy depends on being able to call in air support whenever you choose. The same geographers also allege that caves are dark. That’s going to cause problems if you like to see the things you’re shooting at.
Helldivers 2 Into the Unjust launches 2nd September, and why read the rest of this evidently stupid news piece when you can just watch this seven minute “deep dive” (comedy whoopee cushion sound effect)?
This is the second premiere in two weeks, following last week’s unveiling of Mega Victreebel. This time, the hook is a little more obvious – no purple goo, no darkly-lit areas, simply a piece of art (or video, from Instagram) showing a Hawlucha facing off against a Machamp.
Since we first announced Lumines Arise during the State of Play in June, we’ve been inundated with the same question from fans: When will the demo be available?! And the answer is…right now! You can play the limited-time Lumines Arise Demo on PlayStation 5 now through September 3 and try out three single-player stages and help us network test the all-new multiplayer Burst Battle mode.
We also have a release date for the full game—November 11, 2025. Pre-orders start today (and include a 10% discount for PS Plus subscribers!)—go to the PS Store page for that and to download the demo.
Lumines for all
Never played a Lumines game before? Or forgot how it works? Or never “got it” in the first place? Good news: Arise is incredibly easy for anyone to get into, thanks to an excellent interactive tutorial that walks you through everything, step-by-step. (And even old pros won’t wanna miss the intro to new mechanics like Burst!)
The Demo only features one difficulty (Easy – the final game will have four different levels), but you’ll also find robust options to fit every play style under “Accessibility” in the Options menu. Want to just groove to the music and not worry about time pressure, or a “Game Over” when you top out? Try the “No Stress Lumines” options for that! Want to strip away the visual flourishes to focus more on the gameplay? There’s options for that! Or playing on your PlayStation Portal and want to zoom in to get the most out of your portable screen real estate? There’s options for that, too!
An all-new multiplayer experience
Burst Battle represents a complete reinvention of multiplayer Lumines, borrowing from the competitive-puzzle-game greats, but adding a twist all its own.
Now, both players have an entire playfield to themselves and can send garbage blocks to attack their opponent. You generate these attacks by clearing 2×2 (or larger) Squares, or by triggering the all-new Burst mechanic (where you have a few Timeline passes to build a single color match as large as possible). The bigger the Burst, the larger the deluge your opponent will face! Meanwhile, garbage blocks can pile up on the sides, shrinking the available playfield—only matching blocks adjacent to garbage will clear it out. This ebb and flow can get super tense and really fun, I hope you try it out!
The Demo features a taste of Burst Battle via matchmaking, but the full version of the game will offer friend / CPU matches, custom matches, and local play. And you’ll get to select your favorite stage music / block-visuals that you unlocked in the single-player Journey mode to use in multiplayer; it’s kind of like having your own theme song as you head into battle!
The Digital Deluxe Edition (also available as an upgrade to the Standard Edition) includes the full game and four exclusive Loomii in-game avatars. You can customize your Loomii in-game to match your personality, and the set in the Digital Deluxe Edition includes skins based on Tetris Effect: Connected, Rez Infinite, Humanity, and, what’s this—Astro Bot is appearing as a guest as well! A big thank you to our friends at Team Asobi for making this crossover possible. The image above is just a preview—the final look of these avatars will be revealed soon.
Also, because it wouldn’t be Lumines Arise news without some new music, a new single from the soundtrack has been released. Hydelic’s hypnotically thumping anthem “Dreamland” is the sonic backdrop of the Chameleon Groove stage from the Demo, and is available now on Bandcamp with a release soon on your favorite streaming services. We know that after you play the demo, you’ll want to add this to your favorite daily playlist.
A quick note for PS VR2 owners: unfortunately VR mode couldn’t make it in time for this demo, but we can confirm it will be available at launch on November 11! Thank you for all your passion and excitement for VR, and in this case, for your patience. (And maybe you’ll get a glimpse of Arise in VR somewhere sometime before launch after all…?)
We hope you’ll check out the Demo, tell us what you think, and get ready for the launch of the full game on November 11.
A fresh report has detailed the difficulties faced by some developers keen to launch games for Switch 2 — but who remain unable to do so due to a lack of Nintendo support.
According to Digital Foundry, Nintendo is still restricting its supply of Switch 2 development hardware and instead telling some studios to launch their titles as Switch 1 games that can then be played via backwards compatibility.
This has sparked frustration among a number of developers, including at least one major AAA studio unable to launch a Switch 2-native version of their game, while hardware is given to some indie creators — including the team behind a campfire simulator.
“There’s been a lot of talk about this lately, that Nintendo seems to be almost discouraging Switch 2 development to some degree,” Digital Foundry’s John Linneman said during the team’s most recent podcast. “I’ve spoken with plenty of developers where they were told that their game, they should just ship it on Switch 1 and rely on backwards compatibility.
“There’s a lot of developers that are unable to get Switch 2 dev kits,” Linneman continued. “We talked to a lot of devs at Gamescom this year, and so many of them said the same things. They want to ship on Switch 2. They would love to do Switch 2 versions. They can’t get the hardware. It’s really difficult right now.”
One particular frustration has been the lack of transparency from Nintendo on why some studios have been given Switch 2 development kits, while others have not. IGN has contacted Nintendo for comment.
“I don’t really know what Nintendo’s mindset was with these sets of decisions,” Digital Foundry’s Oliver Mackenzie said. “I don’t really understand the strategy because, like you said, even now developers are struggling to get systems, and I know that some months ago when we were hearing things through the grapevine and talking to people, there were some weird exclusions with some big developers struggling to get kits for games.
“From what we’ve heard, there were some weird inclusions as well,” he continued. “Some indies were included, which is nice to see. But there’s that campfire game, you know, the camera campfire game, and they’re getting kits. And some big developers, on the other hand, who developed AAA stuff, aren’t necessarily in the pipeline there for kits.”
The camera campfire game here in question is Chillin’ by the Fire, an indie hangout game set around a campfire which makes use of the Switch 2 camera. On the one hand, the simple fact this makes use of GameChat and the Switch 2’s camera capabilities makes this impossible to launch on Switch 1, meaning that development hardware for Nintendo’s newer console would be required. On the other, it’s understandable why some AAA developers might be surprised to see this launch, after being told they wouldn’t yet receive a Switch 2 development kit for themselves.
“There’s weird stuff about discouraging Switch 2 development explicitly for some games, a limited subset of games like if you’re doing a pixel art game at 240p, you probably don’t need a Switch 2 kit,” Mackenzie added. “But there are very few games on the Switch 1 that wouldn’t benefit from being ported explicitly to Switch 2.
“The thing that’s really stark to me too is, at this point, we’ve seen very few proper Switch 2 Editions post-launch. I don’t think we’ve seen any, hardly at all really, from third-party developers in particular. Obviously we saw No Man’s Sky, I think one or two other games in the mix there. But really, it’s been a very slow trickle of titles earning that Switch 2 Edition badge.
“I really want to see more movement on that front. I hope it’s a temporary thing,” Mackenzie concluded. “I hope that in a year or two, we’re looking back and we’re like, that was a really weird decision, but it was fixed in time. I hope that’s what we’re looking at.”
Free-to-play hybrid action RPG Duet Night Abyss recently revealed in a special program that it will launch globally on PC and mobile on October 28 and that it’s making significant changes to its core monetization system.
For the uninitiated, Duet Night Abyss is developed by Pan Studio, a studio under Hero Games. It was first announced in 2023, and the story is told through a dual narrative from the perspectives of two protagonists. Pre-registration is open now, and you can sign up here. You can also get more info about the game’s world, characters, and weapons on the official website.
With the latest update, the dev team announced some major changes designed to make the game more player friendly. All weapons and characters are now free to acquire, there are no banners to pull for and hope for luck. Weapons no longer have star ratings, and all can be forged or acquired for free through grinding. And all stamina for commissions has been removed, so there’s no time limitation on grinding.
To get some deeper insight into these changes, as well as info about the game and its development process, we got together with two key figures in its development — Hero Games CEO Daniel Wu and game producer Deca Bear — to chat about it.
How would you describe Duet Night Abyss? Where do things stand with the game as of now?
Deca Bear: Duet Night Abyss is a thrilling hybrid action RPG, featuring a dual narrative. Our goal is to provide players with pure, enjoyable gameplay in a relaxing, stress-free environment.
Globally, we have conducted one Technical Test and two Closed Beta Tests. Based on player feedback and data performance, we have continuously refined the game. Today, we are excited to announce that the global launch is scheduled for October 28, 2025.
For this release, we have made significant adjustments to the stamina system and monetization model. In the release version, all characters and weapons will be fully accessible for free. Meanwhile, we are actively working on future updates and will continue to deliver high-quality content to players in the coming versions.
The anime-style game market has been expanding in recent years. What inspired you to support this project, and what do you see for the future of these types of games?
Daniel Wu: The team behind Duet Night Abyss is a perfect fit for Hero Games — they carry that bold, slightly rebellious creative spirit, with a remarkable artistic vision. This reflects a deep passion for, and understanding of, the ACGN (animation, comics, and games) culture, enabling them to craft content that truly resonates with fans of this genre.
For content-driven ACGN titles, the core lies in the “content” itself. I believe that truly exceptional content — whether in ACGN or any other form — will always find its moment to shine in this era.
Before Duet Night Abyss was greenlit, we had already built extensive experience through investments in leading studios. Kuro Games, for example, had released the globally acclaimed Punishing: Gray Raven and was, at the same time, preparing the development of Wuthering Waves. Meanwhile, Game Science’s Black Myth: Wukong — another project we backed — was already generating tremendous anticipation among players worldwide.
The strong, positive feedback from these investments inspired a new ambition: to create a project that could truly be called Hero Games’ own. That ambition became the starting point for Duet Night Abyss.
When was the concept of this game first brought to you? Has it changed or evolved since then?
Deca Bear: Duet Night Abyss is inspired by the deep understanding of anime-inspired culture and high-quality action games. As both a producer and a passionate gamer, I have observed the growing demand for anime-inspired game titles that combine engaging narratives with thrilling combat experiences. I believe this niche market will continue to expand, and that outstanding content, innovative gameplay, and player-friendly systems will become key factors in a game’s success. It was with these ideas in mind that we created Duet Night Abyss.
The core concept and vision of the game have remained consistent throughout development. Through continuous refinement and effort, we aim to convey our creative philosophy and passion to players worldwide.
The story is told from the perspectives of two protagonists. How did the idea of this dual narrative originate, and what benefits does this approach provide?
Deca Bear: The story in Duet Night Abyss is complex, and experiencing it from a single perspective only offers a limited view. By introducing an additional viewpoint, we add another dimension, allowing players to perceive the world in a more nuanced and multidimensional way. This was the very reason we chose the dual narrative in Duet Night Abyss.
With a dual narrative, players can experience the story through the eyes of different protagonists. Each character has their own storylines, roles, and connections, allowing players to experience two perspectives within a single game. At a certain point, when these storylines intersect, players will encounter unexpected and exciting surprises.
In the upcoming version, we have also made the protagonists playable characters, aiming to give players a stronger sense of immersion as they experience the story.
Could you give us an overview of the game’s hybrid action RPG combat system? What makes Duet Night Abyss unique in the genre?
Deca Bear: In addition to basic movements like jumping, we have added Helix Leap, allowing characters to traverse long distances at high speed. Each character can equip both melee and ranged weapons, seamlessly switching between close- and long-ranged attacks in battles.
Regarding skills, we opted for a short cooldown system — and in some cases, even no cooldown at all — so that most characters can continuously unleash skills as long as they have sufficient Sanity.
Additionally, both characters and weapons can be equipped with Demon Wedges, which not only provide stat boosts but also introduce changes to mechanics and attack patterns, offering a wide range of options for flexible and customizable builds.
During commissions, players can select two characters as AI companions to assist in battles, significantly reducing gameplay pressure.
Some of the most common issues players have with gacha games are pay-to-win mechanics and excessive grinding. What does Duet Night Abyss do to address these problems?
Deca Bear: Drawing on years of experience in art and design for anime-style games, I’ve long dreamed of creating an action RPG with a distinctive anime aesthetic. At the same time, I’m aware that the current anime-style game market often has a reputation for grind-heavy and pay-to-win mechanics. That’s why we set out to develop a truly player-friendly free-to-play (F2P) RPG, where players can enjoy the game freely at their own pace.
With this goal in mind, balancing monetization and player experience has been a core focus for our development team. In the latest updates to Duet Night Abyss, we’ve made major changes on the monetization system: character banners and star ratings for both characters and weapons have been removed, and all characters and weapons are now completely free to obtain.
From the perspective of reducing player burden, the Demon Wedge system provides fixed stat boosts and can be applied universally within its category once obtained. In commissions, the Sigil System allows players to summon AI companions to assist in combat, improving efficiency and reducing grind. Additionally, the stamina system for commissions has been completely removed. Our goal is to ease player’s burdens while maintaining a player-friendly experience for F2P users.
Those changes are pretty significant. What went into that decision? As producer, did you have any concerns about that choice?
Deca Bear: As mentioned, our core vision for Duet Night Abyss is to build a high-quality, long-term, and truly player-friendly game ecosystem for users around the world. Monetization has to serve the gameplay experience, not compromise the fun.
The choice to remove character banners and weapon star ratings was driven by extensive player feedback and our team’s commitment to creating a fairer, more sustainable progression system.
While this may mean letting go of certain short-term monetization opportunities, I believe that, over time, it will deepen player engagement and trust, paving the way for a healthier and more enduring business model.
These changes mean giving up some common monetization methods. As the CEO, what were your feelings on that decision?
Daniel Wu: On this matter, I share the same vision as our producer. As a gamer myself, I truly value player-friendly design, which is why we place such importance on player feedback. The direction of our adjustments is focused on meeting player expectations and delivering an experience that genuinely resonates with them.
From a company perspective, while this may mean forgoing certain quick monetization opportunities in the short term, I believe that in the long run, it will help strengthen player engagement and reputation — ultimately building a healthier, more sustainable business model.
Throughout the process of development, how important has player feedback been? What areas of the game have been most popular, and what areas do you still need to improve based on the feedback you’ve gotten?
Deca Bear: We’ve always placed the highest importance on player feedback. Some players have previously expressed concerns about our monetization system. For a live service game, we believe a business model built on player trust is essential. That’s why, in this update, we made those adjustments — aiming to improve player experience while ensuring the game’s long-term sustainability.
Naturally, there were discussions and concerns along the way — whether these changes might impact our revenue model or affect core player engagement. But we’ve remained committed to the belief that a healthy ecosystem and strong player goodwill are worth far more than short-term returns.
We’re fortunate to have the full support of our leadership — especially our CEO, Daniel — as well as our publishing team. We all share the goal of creating a game that players genuinely want to stay with and can form lasting connections around — this is where our efforts invested most. We’ll monitor the new designs and refine them to ensure they deliver.
You’ve now announced the upcoming global launch, so what’s next on the roadmap? Do you have a set cadence for the release of new information going forward?
Deca Bear: The next step, of course, is preparing for the global launch, which is a critical moment for our entire team. We need to ensure that the upcoming version is stable and delivers a smooth, enjoyable experience, and we’ll continue to make optimizations and adjustments leading up to the launch.
All the content for this version is currently in development. The special program already showcased some of the new visuals, but this is just a small part of what’s coming. There’s still a lot more new content, including trailers and characters, which we’ll be sharing on Duet Night Abyss’ social channels — stay tuned!
What are you most looking forward to hearing from players about once they get their hands on the game after launch?
Deca Bear: For us, every piece of feedback from players is extremely valuable — whether it’s about the story, combat, characters, or visuals. We welcome all feedback and will continuously refine and improve the game based on it.
We know about the PC and mobile versions of the game. Are there plans to bring it to other platforms?
Deca Bear: We are working to make the game fully compatible with controllers, and the previous CBT included an initial trial. Apart from this, we also aim to expand the game to more platforms, giving players more ways to play.
What does success for Duet Night Abyss look like to you? What is your goal for the game, and how do you expect it to grow in the future?
Daniel Wu: From a business perspective, return on investment may be the most straightforward measure of a game’s success. However, for me, chasing short-term gains is neither the core goal nor the main focus. I have always believed that a product’s true success should go beyond purely commercial metrics. What we value more is the team’s continuous growth and capability accumulation throughout the process, technological iteration and innovation breakthroughs, the long-term health of the product’s ecosystem, and building deep, meaningful interactions with players.
As long as we stay aligned with the right overarching direction and keep improving along these dimensions, the likelihood of achieving success naturally increases.
Is there anything else you’d like to say to players who are interested in Duet Night Abyss?
Deca Bear: We sincerely thank all players for their continued attention and support. With the global launch of Duet Night Abyss just around the corner, we hope players give it a try. If any gameplay issues are encountered, please let us know — we’ll keep refining the game and developing more fun and engaging content to deliver the best possible experience for everyone.
The key improvement here is the game’s frame rate, which at launch failed to maintain its 60fps target at frequent intervals. The patch adds in a ‘Frame Rate’ option to stabilise the performance, and this will be turned on by default, which perhaps just goes to show how terrible it was before.
A fresh Nintendo Direct broadcast will air in September, according to a new report.
Speculation around the next major Nintendo Direct date has been rife following a series of other presentations over the past few months focusing on third-party games or individual titles, including a recent deep dive on Kirby Air Riders. Now, VGC has said it has heard of a mid-September date for the next Direct.
Such a showing would be timely, as several major questions currently hang in the air for Nintendo fans — including, most importantly, a release date for Metroid Prime 4: Beyond.
Previously promised to arrive in 2025, Nintendo has not shown anything new of the long-awaited Metroid Prime 4 since the Switch 2’s full unveiling back in April. The silence has led some to fear the game could suffer a fresh delay — something Nintendo will likely want to avoid if at all possible.
And then there’s the small matter of Super Mario Bros.’ 40th anniversary, which comes at an interesting time for Nintendo’s mascot plumber. Nintendo celebrated the game’s 35th anniversary with its time-limited Super Mario 3D All-Stars package and Super Mario Bros. 35, plus the opening of the first Super Nintendo World theme park.
How will Nintendo celebrate Super Mario Bros.’ 40th? Well, we already know that the coming year will include the launch of Nintendo and Universal’s Super Mario Bros. Movie Sequel. On the game front, what plans Nintendo might have remain to be seen — but there are other 3D Mario games Nintendo could serve up for a fresh re-release, if it so chooses. Could we even get a glimpse of Switch 2’s big new 3D Mario, also?
The stage is set for a strong Nintendo Direct in September, should the company officially announce plans. Alongside all the speculation, there remains the fact that Nintendo has broadcast a major Nintendo Direct every September since 2016 (except for last year, when it held news back for the announcement of Switch 2).
Currently, Nintendo’s Switch 2 line-up for the remainder of 2025 looks like this: Kirby and the Forgotten Land – Nintendo Switch 2 Edition + Star-Crossed World arrives on August 28, before Pokémon Legends: Z-A – Nintendo Switch 2 Edition launches on October 16. After that, Kirby Air Riders is up next on November 20.
If it makes this year, could Metroid Prime 4: Beyond sneak into September, or will it squeak into 2025 just before Christmas in December? Here’s hoping fans don’t have too much longer to wait and find out.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Well, it happened again: the Maw devoured a Monday. My recent, highly suspicious news article about a sudden “bank holiday” was, of course, a hasty PR smokescreen to avert a stock market crash. In Horace’s name, we have now forced the Maw to sick up the missing Monday, but locating the gag reflex of a cosmic monster has its risks, and there have been a few casualties.
Mark has theoretically been “on holiday” since last Wednesday, returning tomorrow, but that’s another piece of disinfo – he’s actually stranded somewhere in the Cretaceous period. James, meanwhile, has come down with a case of the Schrödingers, neither away at Gamescom nor back at his desk. I am going to email him shortly – fingers crossed the quantum binary collapses in a way conducive to preview write-ups. As for this week’s new PC games – here you are. I’ve included the regurgitated Monday, but please handle with care as it’s still rather radioactive and, er, talkative.
You’ve heard what we think of Ninja Gaiden 4 — from an expert point of view. But what if you’ve never played a Ninja Gaiden game before? Will this latest entry in the notoriously difficult action series offer newcomers something they can get to grips with? Will the story make sense if you don’t know your Ryu Hayabusas from your Yakumos?
That was my angle of attack going into my gamescom 2025 session with Team Ninja’s Masakazu Hirayama and PlatinumGames’ Yuji Nakao, co-directors on this eye-catching new co-production from Xbox Game Studios. As Nakao expertly dispatched a boss on a big screen overlooking our behind closed doors presentation, I couldn’t help but marvel at the slick, fast-paced ninja action I was seeing. But I also felt intimidated. I’m no stranger to action games; I love Capcom’s Devil May Cry series, for example, but I know Ninja Gaiden operates on a whole other level.
I also know that Microsoft, which is publishing Ninja Gaiden 4, hopes that that this latest entry appeals not just to hardcore fans of the franchise, but to the wider action game fanbase. That it will, essentially, convince the likes of me to give it a shot. And so my line of questioning is probably a little different compared to what you’ve already seen from the illustrious Ninja Gaiden experts IGN has on-staff. Read on to find out how Team Ninja and PlatinumGames convinced this worrisome action game fan to give Ninja Gaiden 4 a shot.
IGN: I’m a newcomer to the series. For people who have never played a Ninja Gaiden game before but have perhaps heard about it by reputation as a very difficult action game, will they be able to get some enjoyment out of this, or is this very much aimed at people who are veterans of the series who know how to play?
Masakazu Hirayama: So with Ninja Gaiden 4, first and foremost we wanted to stay true to the tradition of intense combat. But with that said, it has been quite a while since the last mainline Ninja Gaiden came out, and we also want to make sure that a wide audience can approach our game and enjoy it.
So to that end, we’ve prepared not only difficulty options, but other features for those new players. In terms of difficulty settings, there is a mode called Hero Mode. So when you choose Hero Mode, it’ll automatically enable a number of assists. So these assists include Auto Guard, Auto Dodge, and another assist that allow you to perform more complicated actions, moves more easily. And these individual assists, once you select Hero Mode, you’re not stuck with the assist. You can actually go into the menu at any time and toggle them on and off individually.
So if you start out in Hero Mode and then you feel like, oh, I want to start dodging manually now instead of having automatic dodge, you can go to the menu and toggle it off and see how you fare. But not only that, the difficulty settings themselves in your first play through, you can freely change between hero mode, normal mode, and hard mode.
So for example, you start your game on hero mode with all the assists. After you beat the first chapter, you turn off the assists, and then after you beat the next chapter, you feel like you’ve developed as a player and it’s getting too easy. You can go to the menu, change to normal, and then after that, if you feel like you need more of a challenge, you can go back and change it to hard, and then you can adjust it on the fly. So you can really curate your combat experience based on your progression as a player.
So for newcomers who may feel like this game might be too difficult for them, I want to assure them that the tools are available for them to train themselves and allow them to progress as a player and enjoy that core intensity of the combat while also providing that tools to allow them to progress through the game.
IGN: And for newcomers who aren’t familiar with Ninja Gaiden but are perhaps familiar with the action game genre, what sets Ninja Garden apart? What are its signature mechanics that other games in the genre perhaps don’t have?
Yuji Nakao: Ninja Gaiden is a series that has been developed by Team Ninja up until now. One of the main characteristics that sets apart Ninja Gaiden from other action games is just that feeling you get when you’re gripping the controller in the sense of precision and responsiveness. Ninja Garden has an intricate feeling of control, but at the same time it’s elegant and precise, and that’s what really sets it apart.
And since this is a collaborative effort — it’s not just Team Ninja, it’s PlatinumGames that’s developing the game — PlatinumGames has injected their own flavor into Ninja Gaiden 4. And that’s best represented in the Bloodraven form, which is the main new system in Ninja Gaiden 4, where Yakumo can unleash these over the top, really expressive attacks. Ninja Gaiden 4 fuses that over the top expression with that elegant precision of a Ninja Gaiden.
IGN: On the story, this is Ninja Gaiden 4, so newcomers will be aware this will be the fourth mainline game in the series. Do you feel that newcomers will be able to understand the story without having played the previous games in the series, or would they benefit from catching up? And how does the story differ from what’s gone before? What do you hope to achieve with the story this time around?
Hirayama: New players can rest assured that they can just jump into Ninja Gaiden 4 and enjoy the story from the jump. It’s not directly connected to the prior games. The world and the setting is the same, but the story itself stands alone. So as long as you know that Ryu Hayabusa is the badass ninja, then you’re good to go with Ninja Gaiden 4.
IGN: You mentioned previously that it’s been some time since the last mainline Ninja Gaiden game. What have you been able to achieve with this game that was impossible before that makes use of all the new technology that has been created since then?
Nakao: In prior Ninja Gaidens you weren’t able to seamlessly switch your weapons on the fly. With the new technology and the new hardware that’s available, we’re actually able to realize that, which really opens up the possibilities in combat.
And then another point is how violence is depicted. So Ninja Gaiden 4, as well as other prior Ninja Gaidens, when you dismember an enemy and you cut into them and there’s blood splatters, we were really able to amp that up in Ninja Gaiden 4 and provide an even more elevated sense of satisfaction and catharsis when you are devastating your enemies.
IGN: You’re collaborating with Platinum this time for Ninja Gaiden 4. What made Platinum the perfect choice? What is it that they bring to the table that’s unique that no other developer perhaps could?
Masakazu Hirayama: PlatinumGames, they have a lot of accomplishments in the action game genre, and they’re really known for their expressive stylish action. So with Ninja Gaiden 4, because it’s a collaborative effort, we really wanted to allow PlatinumGames to bring that to the table in development. And we previously touched on Bloodraven form — we think Bloodraven form is the best representation of how we were able to incorporate it. But not just incorporate it for the sake of adding new things, really incorporating it into the foundation of Ninja Gaiden, so it doesn’t just exist on top of it, but it exists within it.
IGN: Why was now the right time to make a new Ninja Gaiden mainline entry? How will Ninja Gaiden 4 expand the audience for Ninja Gaiden as a whole so it is more popular than it has been in the past?
Hirayama: In terms of the timing of bringing a new Ninja Gaiden into the world, it wasn’t necessarily that we wanted this to happen right now. It was more the result of a series of events.
At Team Ninja we had wanted to make a new Ninja Gaiden for quite a long time. And when that opportunity started to present itself, there was a conversation that took place between the president of Koei Tecmo, Hisashi Koinuma, and the president of PlatinumGames, Atsushi Inaba. They’re actually friends, and they were talking about, wouldn’t it be great if we could work on something in the future? That’s when the idea of creating a new Ninja Gaiden together came up. And then Phil Spencer from Xbox caught wind of this idea and just threw his support behind the project. That’s what got it off the ground.
Like you said, it’s been a long time since the last Ninja Gaiden game. To the end of providing a fresh entry point for new players, we introduced a new protagonist. This protagonist was a proposal from PlatinumGames, actually. And I think we were able to allow PlatinumGames to really incorporate their own take on Ninja Gaiden through Yakumo.
But of course, Ryu Hayabusa is the icon of the series, so we’ve also made sure that Ryu Hayabusa is playable and has a strong presence in the game as well. So I think through this collaborative effort we’ve been able to provide a fresh experience, but it still feels like Ninja Gaiden, and it will be a fresh entry point for new players.
IGN: Why did you accept the proposal for a new protagonist from PlatinumGames, and what exactly is it about this new character that sets him apart from Ryu Hayabusa?
Hirayama: In terms of the reason why we accepted Platinum’s proposal to bring a new protagonist, it was really what I touched upon earlier: providing that fresh entry point for new players, but also because this is a collaborative effort, really allowing PlatinumGames to bring their own ideas to the table. And Yakumo was a vehicle to allow that to happen.
Nakao: So with Ryu Hayabusa, he really retains his distinct qualities from the prior games. In Ninja Gaiden 4, he’s really all about that power and that sense of speed. So when you’re playing as Ryu Hayabusa in Ninja Gaiden 4, you can really experience that raw, primitive Ninja Gaiden experience.
Contrasting with Ryu, Yakumo has this savviness. There’s a cleverness to the way he fights with his arsenal, and he also has those more expressive combat techniques through the Bloodravenform. And through that he has this stylish take of the Ninja Gaiden combat.
So even though they both share the Ninja Gaiden fundamentals, there’s this very distinct difference that you will feel when you are picking up the controller and pressing the buttons and seeing how they respond to those inputs.
IGN: And what is the split in terms of play time, roughly? Is there one character we will spend more time with than the other?
Hirayama: In terms of the story, Yakumo is the protagonist, so the playtime split, Yakumo will have more playtime. So more than half of the story you’ll be playing as Yakumo. With that said, there are dedicated segments in the story for Ryu. And you won’t be playing as Ryu Hayabusa just for a short time and then you’ll be done with it. There’ll be a very robust amount of content for you to enjoy playing as Ryu.
And once you complete the story once, you’ll actually unlock a chapter challenge mode. This will allow you to freely play different chapters in the game and you’ll be able to play as either character. So you could, after your first playthrough, play through all the chapters as Ryu. Conversely, you could play Ryu’s story chapters as Yakumo. So there’s a lot of content that you can enjoy after you do your first playthrough.
IGN: I’d love to know your favorite new mechanic we’ve not seen in a Ninja Gaiden game before.
Hirayama: My favorite new aspect is the Bloodraven form. So Bloodraven form, it really captures the new kind of expressiveness that PlatinumGames has brought to the table in Ninja Gaiden. But not only that, there was a lot of back and forth with regards to Bloodraven form throughout the development of this game. So Team Ninja would get the build from Platinum and then play the game and provide their feedback. But a year ago Bloodraven form was just so OP, like as long as you activated Bloodraven form, you could really just defeat any enemy. And we were looking at it as like, well if Bloodraven form dominates everything, we’re going to lose the Ninja Gaiden essence. And there was a lot of interesting back and forth that we went through to arrive where we’re at today.
You’ll see that when we were incorporating Bloodraven form into the Ninja Guide game cycle. For example, when you use Bloodraven form and you attack an enemy, it’ll increase the likelihood of doing a dismemberment. When you dismember an enemy in Ninja Gaiden, you can perform an Obliteration Technique. Obliteration Technique is basically just a finisher, like an execution style attack. And then once you execute an enemy, they’ll drop a blood orb essence. Essence was in previous Ninja Gaidens, and it basically functions the same way in Ninja Gaiden 4. And then once that essence drops, you convert it into an Ultimate Technique using Ultimate Guidance. I know I’m throwing a lot of terminology at you! But we were able to bring this Bloodraven form into Ninja Gaiden and really incorporate it into that foundational Ninja Gaiden game cycle. Finding ways of exploring that was very interesting from a development perspective.
Nakao: In addition to the Bloodraven form, there’s also the base form. Within the base form I feel like we’ve been able to evolve Ninja Gaiden in terms of the new type of techniques that are available. Ninja Gaiden 4 introduces Just Guards and Just Dodges. In Ninja Gaiden, the dodging move is called the Reverse Wind. In Ninja Gaiden 4 you can actually do a Just Dodge Reverse Wind. And this really opens up the variety and possibilities of Ninja Gaiden’s combat and serves to continue to evolve that high speed back and forth between offense and defense that really makes Ninja Gaiden distinct.
Hirayama: And building on the new possibilities that are available in Ninja Gaiden 4, sometimes you’ll see enemies glow up in red when they’re about to unleash a powerful attack. You can actually use Bloodraven form to counter that attack using an offensive ability. This especially becomes apparent in the boss battles, where you can not just be defensive, but you can actually use aggression to counter enemy attacks. And because of that, Ninja Gaiden 4’s boss battles especially feel very distinct and provide a new kind of intensity compared to our previous entries.
Ninja Gaiden 4 launches on October 21 on PC, PlayStation 5, and Xbox Series X and S.
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.
Fall in, recruits, and look to the sky. Out there, somewhere, millions of brave Helldivers valiantly fight the tide of oppression. Unflinching in the face of hostile alien forces. Unwavering in their mission to spread managed Democracy. And now we have reached Zero Hour… it is your time. You are needed now more than ever before. Take up the mantle of duty, hold the line and purge the galaxy of our freedom-hating enemies. The following material has been extracted from the pages of veteran Helldiver military reports, journals, and training programmes. Heed their words, it could mean the difference between death… and Democracy.
The Story So Far…
The First and Second Galactic Wars
After the First Galactic War, an era of peace and prosperity ensued, and the Helldivers were dismissed. For the next 100 years, Super Earth was safe from harm. But when old enemies and new threats emerged from the Galaxy’s darkest corners, the Helldivers took up arms again.
The Terminid Control System
The Terminids escaped the E-710 farms and rapidly spread throughout the galaxy. Helldivers responded by activating the Terminid Control System (TCS), a series of sophisticated Termicide-dispensing towers, to quarantine the Terminids and stop their advance.
Malevelon Creek & the Swift Disassembly
The Automaton Legion set its sights on Malevelon Creek to build their anti-democratic death machines. Helldivers held the line until the bitter end. This effort to stomp out the Automaton threat briefly eradicated the bots from the Galactic map.
The Meridian Singularity
The TCS caused the Terminids to mutate and reproduce faster, turning Meridia into a supercolony. Helldivers sent Dark Fluid, an experimental alien substance, beneath the planet’s crust which destabilized Meridia, causing the planet to collapse into the Meridian Singularity.
The Gloom
An interstellar spore cloud appeared, containing mutated strains of Terminids. Ships or probes that entered lost contact, with instruments unable to penetrate. Although efforts were made to successfully slow the spread of the Gloom, it still silently envelops sectors.
The Battle of Calypso
Super Earth’s old foes, the Illuminate, made their first attack on a colony on Calypso. They used captured colonists to perform grisly experiments, creating a new menace: the Voteless. The three-day battle saw the sacrifice of almost 38 million Helldivers.
The Illuminate Vanish
The Meridian Singularity began moving across the galaxy, swallowing whole planets on a direct path for Super Earth.
The Repulsive Gravity Field Generator, built using Illuminate technology, was activated and halted the Singularity. The Illuminate disappeared from the Galactic Map. Victory was in hand.
The Heart of Democracy
As citizens united in celebration, the unthinkable occurred: The Illuminate Great Host emerged and set their sights on Super Earth. Helldivers fought bravely in a glorious display of freedom and democratic prowess. The Illuminate retreated… for now.
Loadouts Of Liberty
Dispense peace with weapons of Mass Democracy to punch a hole through the webs of deception and treachery spreading throughout the galaxy.
Weapons
Get your hands on the most advanced, experimental, and explosive weaponry ever devised — from assault rifles to machine guns, energy blasters and even hand-to-hand melee weapons.
Each has their own stats and traits, and many can be customised from the Armoury Terminal on your Super Destroyer when you reach level 10 – Sergeant.
New recruits receive standard-issue equipment but can spend Super Credits, or Medals earned completing objectives, on gear from the Acquisition Centre.
Top tip: Friendly fire isn’t very friendly and is distinctly un-democratic.
Stratagems
The silver bullet in your arsenal. The doomsday device in the palm of your hands.
Stratagems are your gamechangers – immensely powerful, limited-use weapons, reinforcements and ballistics summoned from your Super Destroyer using unique sequence codes.
Rain down freedom from above with Orbital Bombardments, cheat death with Shield Generator Packs, tear your targets apart with Autocannon Sentries, and much more.
Top tip: Practice makes perfect. Try out Stratagem codes on your ship before deployment.
Armour
Sprint or stomp across the battlefield with specialist armour for every tactical manoeuvre.
Light armour keeps you mobile but won’t take much damage, heavy armour keeps you breathing longer but limits your movement, and medium armour is a blend of both.
Check the protection, speed and stamina regen stats when choosing your combo – and look out for Armour Passives, special abilities for specific armour types
Top tip: Dress for the occasion – environmental conditions matter!
The Galactic War
Hundreds of battles are being fought across the galaxy, with planets liberated or lost by the time you finish this sentence.
You have a key role in the war effort; make your mark by capturing enemy worlds, repelling invasions, and completing your missions.
Check the Galactic Map for your next destination or review your Major Orders to dive into time-limited, community-wide objectives.
Move fast, Helldivers, this war is in constant flux and there’s no restart button. Your actions have far-reaching consequences.
Top tip: Fight smarter. Start on lower difficulty levels and work your way up.
Scan Your Sector
We know you’re excited to get out there for your first glorious liberation of hostile territory but remember to pull up your mini-map to get an overview of your surroundings.
Scope out enemy nests, tactical objectives, and all points of interest; and keep your eyes open for useful materials.
Samples, valuable resources to upgrade your ship, can be extracted from plants and sample nodes – the rarity depends on your mission’s difficulty, with Common, Rare and Super Samples scattered throughout the maps. And search any containers, bunkers or pods for Requisition Slips that you can spend on new Stratagems.
Top tip: Explore far and wide, who knows what you might find.
Warbonds & The Superstore
Boost your fight for freedom with new weapons, armour, Stratagems, and more with gear straight from the Ministry of Defence.
Head to the Acquisition Centre to purchase Warbonds – tiered rewards unlocked by spending Medals – and visit the Superstore to spend your hard-earned Super Credits on must-have items.
And from today, you can lay your hands on the new Helldivers 2 x Halo: ODST Legendary Warbond – learn more here.
Top tip: Warbonds don’t expire, and you can spend Medals on multiple open Warbonds.
Warbonds require base game, paid purchase of Super Credits, and game progression to unlock.
Pre-order now for three armor sets:
• ‘TR-7 Ambassador of the Brand’ – Promotional armor made by SUMY Corp. as part of a highly successful marketing campaign for frozen yogurt.
• ‘TR-62 Knight’ – Crafted to deliver Justice to the darkest crevices of the galaxy.
• ‘TR-9 Cavalier of Democracy’ – Bearers of this armor ride no equine mount, but are nonetheless borne to battle atop the trusty steed of Liberty.
Edition includes:
– HELLDIVERS 2 full game for Xbox Series X|S.
– ‘DP-53 Savior of the Free’ Armour Set.
– ‘Will of the People’ Cape.
– ‘MP-98 Knight’ Weapon.
– Super Citizen Status.
– Stratagem Hero Ship Game.
– Premium Warbond Token
Enlist in the Helldivers and join the fight for freedom across a hostile galaxy in a fast, frantic, and ferocious third-person shooter.
URGENT BROADCAST – SUPER EARTH ARMED FORCES
Freedom. Peace. Democracy.
Your Super Earth-born rights. The key pillars of our civilization.
Of our very existence.
But the war rages on. And everything is once again under threat.
Join the greatest military force the galaxy has ever seen and make this a safe and free place to live.
BECOME A LEGEND
You will be assembled into squads of up to four Helldivers and assigned strategic missions.
Watch each other’s back – friendly fire is an unfortunate certainty of war, but victory without teamwork is impossible.*
LOADOUTS
Rain down freedom from above, sneak through enemy territory, or grit your teeth and charge head-first into the jaws of combat.
How you deliver liberty is your choice; you’ll have access to a wide array of explosive firepower, life-saving armour and battle-changing stratagems… the jewel in every Helldiver’s arsenal.
REQUISITION
Super Earth recognises your hard work with valuable Requisition. Use it to access different rewards that benefit you, your squad, your destroyer ship and our overall war effort.
THREATS
Everything on every planet wants you dead. That’s what we’re dealing with.
Each enemy has distinct and unpredictable characteristics, tactics, and behavior – but they all fight ferociously and without fear or morality.
THE GALACTIC WAR
Capturing enemy planets, defending against invasions, and completing missions will contribute to our overall effort.
This war will be won or lost depending on the actions of everyone involved.
We stand together, or we fall apart.
Enlist in the Helldivers and join the fight for freedom across a hostile galaxy in a fast, frantic, and ferocious third-person shooter.
URGENT BROADCAST – SUPER EARTH ARMED FORCES
Freedom. Peace. Democracy.
Your Super Earth-born rights. The key pillars of our civilization.
Of our very existence.
But the war rages on. And everything is once again under threat.
Join the greatest military force the galaxy has ever seen and make this a safe and free place to live.
BECOME A LEGEND
You will be assembled into squads of up to four Helldivers and assigned strategic missions.
Watch each other’s back – friendly fire is an unfortunate certainty of war, but victory without teamwork is impossible.
LOADOUTS
Rain down freedom from above, sneak through enemy territory, or grit your teeth and charge head-first into the jaws of combat.
How you deliver liberty is your choice; you’ll have access to a wide array of explosive firepower, life-saving armor and battle-changing stratagems… the jewel in every Helldiver’s arsenal.
REQUISITION
Super Earth recognises your hard work with valuable Requisition. Use it to access different rewards that benefit you, your squad, your destroyer ship and our overall war effort.
THREATS
Everything on every planet wants you dead. That’s what we’re dealing with.
Each enemy has distinct and unpredictable characteristics, tactics, and behavior – but they all fight ferociously and without fear or morality.
THE GALACTIC WAR
Capturing enemy planets, defending against invasions, and completing missions will contribute to our overall effort.
This war will be won or lost depending on the actions of everyone involved.
We stand together, or we fall apart.