Ninja Gaiden Ragebound is one of those games where it feels like everything and "clicked" and I really should've liked the game on paper. It's seemingly a modern take on the classic 2D games of the series and it's The Messenger but no infamous genre shift this time. The game was also reasonably priced surprisingly.
When starting the game, it really felt like I was in for a game I would really like. The opening level is quick and gets you in the action and the tutorial does a great job at slowly drip feeding you information without the on boarding process being overwhelming. The controls feel tight and sharp and even Ryu in this game shows more personality here than many of his 3D outings. It felt like everything was coming together and then the Hypercharge attacks show their ugly head.
On paper, this is a fine idea, it's basically a magic attack like in so many games or even a variation on ninpo in the 3D games. The catch is however you can only do it once after killing a certain enemy that gives you the power up to do it. Once you use it, you can't do it again if you give up health or kill another enemy carrying the power up.
This also means that in order to kill stronger and more armoured enemies, Hypercharge attack use is an absolute must to be efficient at killing them. This is a game where other enemies will be attack you from different angles and directions as well you considering knockback upon taking damage. Factor in all this and me not being the most skillful at this kind of game means I often had to wait and avoid enemies before doing the Hypercharge attack since attacking once on a weaker enemy means I lost my shot. Maybe give up health but you are already getting attacked from all over and losing all hp means back to checkpoint.
This gets worse in the levels with death pits since you got to avoid the pits AND avoid striking enemies when powered up with the Hypercharge so you can kill that stronger enemy in your way.
You could have this system but make it a mana bar like in most games but you get 3 shots. Now good players can effectively use the mechanic by constantly replenishing the one out of three shots and mediocre players have 2 fallback shots if they miss the first time.
It doesn't end there. The boss fights are interesting and solid on paper but they take so make HP to go down since it also hinges on Hypercharge attacks since in order to stun and able to get some more hits in, the bosses need to be hit by it. They aren't even terrible fights but when you combine the large amounts of HP, over reliance on Hypercharge, and the hit detection, the bosses start feel more like an insufferably frustrating roadblocks.
The time Kumori can also be infuriating at times too with some of them having very strict time limits.
Ragebound is a game I often heard where Normal difficulty is too forgiving and easy but I'm not sure if I agree with that. At times it can be that but the difficulty is often schizoprenic. The bosses are pretty much a massive roadblock even after a seemingly forgiving level proceeding them.
After this I basically started to use the accessiblity options. I didn't want to but I was getting more and more sick of how the game was designed. I lowered incoming damage to 0 and disable knockback. Not like it's a complete mindless cakewalk you still to avoid those death pits from time to time.
Overall, Ninja Gaiden Ragebound should've really clicked with me. Everything was leading up to that but the Hypercharge attacks but their implementation just sucks away any kind of enjoyment I thought I should've had. A shame but it is what it is.