Technologies
Ninja Gaiden: Ragebound Is a Forgettable Chapter in the Series’ Legacy
All style, but no heart makes Ragebound an easy game to skip.

It looks like 2025 is the «Year of the Ninja.» Assassin’s Creed: Shadows was one of the big hits of the year’s first half, a new Shinobi game is on the way, and Ninja Gaiden fans are being treated to a full trilogy: Ninja Gaiden 2 Black, released in January, Ninja Gaiden 4, arriving later this year and Ninja Gaiden: Ragebound, arriving Thursday. However, based on my experience, you might want to skip this installment: It’s charming but far from satisfying.
Ninja Gaiden Ragebound is a 2D side-scrolling action game that pays tribute to the original NES Ninja Gaiden trilogy. While the retro graphics are appealing, the gameplay lacks meaningful depth. It feels like a concept-first project where ninjas were added after the fact, with the Ninja Gaiden name slapped on to sell it.
Interestingly, Ragebound acts as a side-story to the original NES title. Ryu Hayabusa learns of his father’s death in America and leaves his village, setting up the events of the first game. In his absence, fellow ninja Kenji Muzo stays behind to protect the village. Soon after, a demon army invades. Meanwhile, Kumori, a ninja from the rival Black Spider clan, finds her home base under siege as well. Captured, Kumori tells Kenji to use a mystical dagger to bind her spirit to him.
This dual-character mechanic is Ragebound’s central hook. Players control Kenji, who uses a sword, while Kumori aids in spirit form by throwing shurikens. Occasionally, she can take physical form to reach areas Kenji can’t access. As the duo progresses, they unlock a powerful screen-clearing magic attack.
As clever as that sounds, it falls flat in execution. Kenji’s sword is his only consistent weapon, and Kumori’s shurikens are tied to a meter that only fills when Kenji lands hits. At full charge, you might get a dozen throws before it empties again. There’s a jump-based guillotine attack that feels vaguely Sonic the Hedgehog-like, bouncing off enemies, but it’s mostly used for platforming rather than combat. The moveset is shallow, as are the level designs.
Stages feel repetitive, filled with endless waves of weak enemies that die in one hit. Occasionally, one drops a power-up that lets you instantly kill a larger foe, but these moments don’t change the core loop that repeats again and again until you reach a boss.
To the game’s credit, boss fights are a highlight. Each has distinct patterns and grows more complex in its second phase. These encounters forced me to be more tactical with dodges and attacks, and a few required multiple attempts due to overcommitting or mistiming. But these fights are the only part of Ragebound that feels like it was designed with care.
The regular enemies are mindless and mostly exist to knock you into pits, which cause instant death. Otherwise, they’re laughably easy. With healing talismans and generous checkpoint placement, it’s difficult to actually die. In fact, with Kenji’s dodge ability, you can run past most of the level without engaging. You’ll be healed at the next checkpoint anyway.
Levels are set in various regions of Japan, and while one stage on a building under construction offers a bit of variety, most environments lack creativity or challenge.
The difficulty is also a huge departure from Ninja Gaiden’s legacy. The original NES games were notoriously punishing, and the Xbox reboots were even harder. Here, the default difficulty feels like «baby mode.» You can tweak settings to remove healing items or increase enemy damage, but that’s about it.
The 2D pixel art is from developer The Game Kitchen, known for the Blasphemous series. The style echoes the NES and SNES era nicely, but the charm fades fast. Unlike Blasphemous, which featured unique enemy designs and animations that oozed personality, Ragebound’s enemies feel lazy. They just run toward you, then pop like water balloons when defeated.
With six to eight hours of gameplay at a price tag of $25, I cannot recommend Ninja Gaiden: Ragebound. It lacks anything of interest other than this side story to the original Ninja Gaiden game, and even then, it’s just introducing different ninjas that are fighting monsters. This game was supposed to be a love letter to the original trilogy, but instead, it’s more like a bad photocopy of a love letter made by someone who didn’t seem to care that much.
Ninja Gaiden: Ragebound is available for PC, Switch, PS4, PS5, Xbox One and Xbox Series consoles.
Technologies
iOS 26: AI Summaries Come Back to iPhone News Apps, but With a Warning
Apple initially disabled these summaries in January.

Apple released iOS 26 on Monday, a few months after the company announced it at the June Worldwide Developers Conference. The update brings a new Liquid Glass redesign, call screening and hidden features to your iPhone. The update also brings AI notification summaries for news and entertainment apps back to Apple Intelligence-enabled iPhone.
Apple disabled AI notification summaries for news and entertainment apps in January. That came a few weeks after the BBC pointed out in December that the feature twisted the media organization’s notifications and displayed inaccurate information.
Here’s what to know about those AI summaries and the new warning.
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iOS 26 warns about summary inaccuracies
When I updated to iOS 26, I was greeted by some splash screens asking for various permissions. One splash screen was for the AI notification summaries. When you see this screen, you have two options: Choose Notifications to Summarize or Not Now. If you tap Not Now, the splash screen goes away.
If you tap Choose Notifications to Summarize, you’re taken to a new page where you’ll see three categories: News & Entertainment, Communication & Social and All Other Apps. Tapping one of these categories allows notification summaries for apps in that category. Beneath the News & Entertainment category, there’s a warning that gets outlined in red if you tap it.
«Summarization may change the meaning of the original headline,» the warning reads, adding, «Verify information.»
There’s also a warning across the bottom of the screen that reads, «This is a beta feature. Summaries may contain errors.»
After tapping the categories you want, tap Summarize Selected Notifications across the bottom of your screen. If you selected all the categories, this button will read Summarize All Notifications.
And if you don’t want these summaries, you can tap Do Not Summarize Notifications. If you allow these summaries and don’t like them, you can easily turn them off. Here’s how.
How to turn off AI notification summaries
1. Tap Settings.
2. Tap Notifications.
3. Tap Summarize Notifications.
4. Tap the Summarize Notifications toggle in the new menu.
You can also follow the above steps to turn AI notification summaries back on. You’ll have to select which categories you want these summaries for again, too.
For more on iOS 26, here’s my review of the OS, how to reduce the Liquid Glass effects in the update and how to enable call screening on your iPhone. You can also check out our iOS 26 cheat sheet.
Technologies
Amazon Prime Is Ending Shared Free Shipping. What to Know and When It Happens
How Prime Invitee program’s end could affect your free deliveries.

If you’ve been using someone else’s Amazon Prime membership for free shipping, but you don’t live in the same house, you may need to pay another subscription fee soon. According to Amazon’s updated customer service page, the online retail giant is ending its Prime Invitee benefit-sharing program Oct. 1.
Amazon’s Prime Invitee program is being replaced by Amazon Family, as reported earlier by The Verge. It includes many of the same benefits, but Amazon Family only works for up to two adults and four children living in the same «primary residential address» — a shared home.
You’ll still be able to use free shipping to send gifts elsewhere, but your Prime Invitees will no longer be able to use the perk.
Don’t miss any of our unbiased tech content and lab-based reviews. Add CNET as a preferred Google source.
Amazon isn’t the first company to prevent membership sharing between family and friends. The e-commerce giant is just the latest to follow Netflix’s account-sharing crackdown. While it’s unclear whether this change will work for Amazon, Netflix gained over 200,000 subscribers following its policy change. We also saw a similar account-sharing crackdown with Disney Plus and YouTube Premium.
Read more: More Than Just Free Shipping: Here Are 19 Underrated Amazon Prime Perks
What the Amazon Prime shipping crackdown means for you
If you’re the beneficiary of someone else’s Prime Invitee benefits, you have one more month to take advantage of the current program before the changes take effect.
Starting in October, you’ll have to get your own Amazon Prime subscription to benefit from the company’s free shipping program. First-time subscribers get a year of Prime membership for $15, but you’ll be stuck shelling out $15 a month to maintain your subscription thereafter.
Read more: Your Free Pass to Prime Day Deals (No Membership Required)
Why is Amazon ending the Prime Invitee program?
This move follows shortly after Reuters reported that Amazon’s Prime account signups slowed down recently despite an extended July Prime Day event. While the company reported blowout sales numbers, new Prime subscriptions didn’t meet internal expectations. In the US, they fell short of last year’s signup metrics.
According to Reuters, Amazon registered 5.4 million US signups over the 21-day run-up to the Prime Day event, around 116,000 fewer than during the same period in 2024, and 106,000 below the company’s own goal, a roughly 2% decline in both metrics.
By forcing separate households to have their own subscriptions, Amazon could be looking to attract more Prime accounts after previously failing to do so.
The new Amazon Family program (previously known as Amazon Household) offers Prime benefits to up to two adults and four children in a single home, including free shipping, Prime Video, Prime Reading and Amazon Music. The subscription also includes benefits for certain third-party companies, such as GrubHub.
Technologies
Pokemon TCG Pocket’s Pack Points System Needs an Overhaul Yesterday
The pack-opening pity points system is pitiful. There’s a very easy way to improve it.

Pokemon TCG Pocket is more than a mobile game: It’s a money-making machine. The virtual trading card app raked in more than $900 million in its first six months, eclipsing even Pokemon Go’s revenue in the same post-release time span. As it turns out, fake Pokemon cards are just as much of a hot commodity as the real thing.
People love ripping open card packs, hunting down ones with their favorite illustrations of fan-favorite Pokemon. It feels great to beat the odds by pulling an elaborately-inked full art or a shiny secret rare. But it really starts to irk me when I’m missing only one or two cards from a set and I can’t get lucky enough to pull them out of a pack.
Pokemon TCG Pocket has a «pity points» system that’s supposed to make this feel less terrible: Every time you open a pack, you earn five pack points, which you can directly trade in for a card of your choosing.
You can trade in 35 points for a common card, but if you want to get the rarest cards from a set, they could eat up 500 points, 1,250 points or even a whopping 2,500 points each. That means you’d have to rip open 500 card packs in order to earn a single copy of one of Pokemon TCG Pocket’s rarest cards.
It sounds absurd (and it is), but that’s to be expected for a free-to-play game, especially one where the developer makes money by encouraging players to pay for extra card pulls. My real big issue with pack points is that they’re restricted to the expansion set you earned them in.
For example, I have 210 pack points for the latest card set, Secluded Springs, and I’ve been exclusively pulling those packs since it was released. I also have 700 pack points for the game’s first-ever expansion Genetic Apex — but those points are locked to Genetic Apex, and can’t be used for any other set. I’ve accrued hundreds of pack points, but they’re essentially useless to me because they won’t help me complete the sets I’m still missing cards in.
Pokemon TCG Pocket expansion sets are released on a monthly basis, which means no one really has time to earn enough pack points for a rare card before the next shiny slate of cards is dangled in front of your eyes. It propagates a desperate sense of FOMO that I’ve criticized in the past, but there’s a simple solution that would make the problem disappear overnight.
Instead of locking pack points to any one set, they should be an account-wide currency instead. Every time you earn pack points, they should be added to one large pool that you can use on any of the in-game card sets. That way, players wouldn’t have to feel a manufactured sense of guilt for ripping open packs from older sets.
While it’s customary for gacha games to have a pity system that guarantees a certain reward after a certain amount of pulls, it’s by no means a requirement for these games to have these systems. In a sense, I’m grateful that the pack points exist in Pokemon TCG Pocket in the first place.
I think we should always argue for a more consumer-friendly experience in modern gaming. Overhauling the pity system so that pack points can be used universally across all of the in-game card sets will make the game fairer and give more players a real chance to get the rarest cards.
It creates a greater sense of parity between free-to-play and paying players, and it might even cause some people to spend more money on pack openings to boot. Universal pack points are a win-win for players and DeNA alike.
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