Ninja Gaiden 4 Gets the Heart of Its Genre Right

Ninja Gaiden 4 recaptures the heart of the Character Action Game genre. Although it doesn't do it perfectly, it effectively reminds those of us who played the genre's golden age why this series set the standard. I'm referring to the sheer, skill-driven action of the original Gaiden games. It's not about the quality of the animations, the reflexes, or the movements. There's a heart, a flow of gameplay, and a 'dance' performed in perfect harmony. There's not a single 'strike, dodge, or cancel' that is wrong or out of step with the player's will and intent.

The final clash with a possessed Ryu doppelganger, a mirror match that punishes every predictable move I make.

Having played the golden age of this genre, I was cautious in approaching Ninja Gaiden 4. I've seen too many games leak into this market that claim to be 'difficult' but are too automated and devoid of 'gameplay' to be a challenge. I'm looking at you, padding the runtime with struggle. I'm happy to say that Ninja Gaiden 4 is not one of those games. It's a focused action experience. It's raw, but it's not a revolution. It represents the genre's revival.

A Return to Precision and Control

What I noticed first was how things felt immediate again. The control response is instantaneous and sharp. Every movement is purposeful, and every cancel is satisfying. Team Ninja has clearly made attempts to recapture the mechanical sharpness of the older titles, and while the overall speed feels slightly lighter—maybe even somewhat more forgiving—player agency has indeed returned.

My "Kunai Climb" is the only way to scale this rain-slicked tower, with archers taking potshots from above.

Ryu Hayabusa is still the central axis around which all of this revolves. He is more fluid and natural than ever, and his blends have become more seamless. He maintains a satisfying rhythm in each sequence, transitioning from grounded slashes to air slices, and landing cleanly without a hitch. The hallmark of the older Ninja Gaiden games—the complete absence of automated aids—still survives. Most of the agility sequence, even the ones with automation in the other areas of the game, are embellished with automation cinematic flair. There is no invisible rail to zone snap, and your timing governs runs, walls, and climbs. It is this unadorned surface that maintains the movement's purity, even when the game indulges in a bit of showmanship.

I'm wall-running across two parallel surfaces to avoid a bottomless pit while deflecting kunai with my sword.

The combat system builds on the classic formula with "blood stance" transitions —a mode-shifting mechanic that alters attack properties mid-combo. It might sound like a gimmick, and in the hands of less capable games, it would be one, but here it becomes a part of the player's mastery. It enables veterans to adjust the rhythm of an encounter without losing accuracy. The feeling of switching between stances is instantaneous, and once you learn the rhythm, it becomes a source of great pleasure.

The Duality of Design

Ninja Gaiden 4 features a dual identity. On the one hand, it is a traditionalist's dream: punishing, fast, demanding, and brutally honest about mistakes. The other is a concession to the modern audience: faster recovery animations, a slight increase in the size of invincibility frames, and air combat that hovers a little longer. Those who remember the weight and density of Black might find the blend awkward. However, it eventually reveals its calculated balance.

A last-second "Counter Attack" against a Berserker's charge, slicing him in half with a single, precise strike.

Ryu exemplifies the "traditional" design philosophy. Playing as Ryu is about the precise timing of inputs, quick decision-making, and understanding spacing. In contrast, the new playable character—a modern design with more acrobatic movements and a soft flash in the character's animations—represents the "stylish" design school. Her introduction indeed ran the risk of being a disaster—a half-baked concession to the two worlds—but her implementation is commendably tempered.

Her chapters are shorter and more experimental, clearly designed as an alternate expression rather than a replacement, and I appreciate that. She's elegant, but unlike Ryu's intentional style, she lacks the brutal precision of his movements. Each character represents a different philosophy, and while her sequences might disrupt the pacing, they provide an opportunity to explore contrast in the design rather than homogenize the experience. It's a welcome contrast.

Ryu's sections are dominant and for good reason. He is a reaffirmation that the genre can still work when there are no design pads or hesitation in flow. Ryu's weapon selection is extensive, but like most players, it always goes back to the most direct and satisfying options, the dual blades and the Dragon Sword, because they are the most iconic weapons that represent the "pure" motion of a Ninja in Ninja Gaiden. Although they are pretty innovative, the new weapons tend to be "gimmick" weapons — novel and exciting upon first use, but they lose their appeal over time.

Structure, Pace, and Length Frustration

Of all the criticisms I've made, the pacing has been the weakest. There is no need for levels to be this long. It feels like the developers don't want to give players who buy PS5 adventure games a break, even though there is no need to stretch an encounter. Length is not a helpful way to increase a level's overall intensity. There is a reason older games understood the value of brevity, and for this game, a few levels and the encounters within them seem to run just a little too long. I've lost track of the number of times I've lost a game's flow because of overly-scripted traversal interludes or tedious enemy waves.

The "Incendiary Shurikens" are essential here, interrupting the Mage's chant before he completes his spell.

Side missions, and particularly this game's, should be avoided. I am glad there are not too many, but the assigned missions here are a waste. There is no need in this genre for poorly planned, persistent, and dull distractions, especially the fetch-style missions. Ninja Gaiden's joy comes from direct and unambiguous conflict in which the player is rewarded. There are fetch missions to add to the grind, but valuable currency and upgrade materials are left for direct conflict, which is a good design decision. It is good to see value placed on disengagement and challenging navigation.

Boss Fights and the Pleasures of Flow

Most experiences still revolve around their Bosses, and Ninja Gaiden 4 captures the heart of each one beautifully. Everyone feels different, and each one challenges a different aspect of the game mechanics. The best exemplify what I enjoy calling "Video Games Ass moments." These are the sweet spots of tension and resolution where a contest locks into flow and the entire fight turns rhythmic.

I'm using the "Lunar Staff's" range to poke and prod a Fiend, testing its patterns before committing fully.

The music really is the best part and deserves mention for this. Unlike so many other action titles, the music is dynamic and unpredictable. It's surprising, far more lively, and even joyful than the mournful music of Ninja Gaiden 3. As the action escalates, so does the music, moving from more restrained percussive layers to sweeping vocal layers that rise and soar during boss finals.

Presentation and Atmosphere

From a visual perspective, the game holds a good equilibrium between stylistic caricature and realistic portrayal. It is neither hyper-realistic nor does it embrace vivid cartoonish boldness. While each environment is devoid of detail, drowning, and while every movement is uncluttered, all the elements still possess clarity and depth. Such a game needs a dependable, effective engine to deliver clean movement at high frame rates.

My "Healing Elixir" count is down to one, forcing me to master this boss's patterns without any safety net.

Experiencing the game, performance-wise, is flawless. The input latency is nearly non-existent, the animations move fluidly, and frame pacing is maintained throughout. The only actual blemish, as many gamers who buy PS5 games noticed, is in the menus, with some configuration quirks and a few odd layout design choices, but those issues are negligible once gameplay starts. The reactive action polish—and where it counts—is the only astonishing part.

Conclusion: The Step Forward We Needed

Ninja Gaiden 4 is far from perfect. The new character feels experimental, the stages drag, and the weight does not always align with the intensity of the older titles. However, such flaws do not overshadow what is of most importance. The combat, at its core, is rewarding; the music, bold, and the bosses, challenging— all without being cheap. Most importantly, it respects the player's skill.

The "Cyborg Ninja" boss has learned my "Izuna Drop" pattern and now counters it with a teleport and slash.

People who have been waiting for a modern action game that privileges audience intelligence should find this a point of vindication. This is not another sequel. This is a statement. This is an affirmation that the Character Action Game embodies the essence that still exists in a market that often overlooks the true nature of play. Unlike the previous versions of the game - and I have in mind here those who buy cheap PS4 games and have the 2021 NINJA GAIDEN: Master Collection, which includes Ninja Gaiden 3: Razor's Edge - Ninja Gaiden 4 is not a flawless rebirth of the Dragon, yet it is the Dragon's return. The action genre, for the first time in a long while, feels alive.

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