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Ninja Gaiden 4 Review: The Comeback Fans Have Been Waiting For

PlatinumGames and Team Ninja revive the franchise with pure adrenaline.

With 2025 coming to a close, so is the «Year of the Ninja» for video games. What kicked off in a big way with a surprise remaster of 2008’s Ninja Gaiden 2 Black and Assassin’s Creed: Shadows, now ends with the release of Ninja Gaiden 4. 

Developed in partnership with longtime series studio Team Ninja and action game specialists PlatinumGames, Ninja Gaiden 4 is the first new 3D entry in the franchise since 2012, following the retro 2D release of Ninja Gaiden: Ragebound in July. As expected from a series known for its fast-paced slashing action, Ninja Gaiden 4 delivers plenty of stylish combat — but not much beyond that.

Ninja Gaiden 4 introduces a new protagonist, Yakumo, who replaces longtime series hero Ryu Hayabusa. It’s a similar move to what publisher Tecmo Koei did with Ninja Gaiden: Ragebound. As part of the Raven clan, a rival of Ryu’s Dragon clan, Yakumo doesn’t differ that much from the series’ previous main character. Don’t worry, Ryu fans: He does show up in the game. 

Yakumo’s quest in Ninja Gaiden 4 is to defeat the Dark Dragon, an evil deity who has been the series’ primary villain. Standing in Yakumo’s way is the Divine Dragon Order, which defends the beast and controls the futuristic Tokyo setting of the game. 

Does the story make a lot of sense? Not really, except to fans who already know the ins and outs of the Ninja Gaiden lore. Does that matter? Absolutely not, because all you need to know is where to go to slice up more enemies, which Yakumo is stellar at. 

Go Ninja Go

To say Ninja Gaiden 4’s action is fast is almost an understatement, which is to be expected. The series was already focused on rapid combat that requires quick reactions, even prior to PlatinumGames’ involvement. The developer took on Ninja Gaiden 4 after revolutionizing the hack-and-slash action game genre with the Bayonetta series and games like Nier: Automata. 

If you’ve played plenty of hack-and-slash games, Ninja Gaiden 4’s combat formula will be familiar. Yakumo has weak and heavy attacks, and chaining these together creates your standard combos. The more enemies he defeats, the more money and points he gets to unlock new moves and weapon skills. Some of the new moves extend Yakumo’s combos for longer sequences of attacks and against more enemies, while others are defensive, allowing him to unleash a powerful riposte after parrying an enemy attack.

Yakumo starts off his journey with his twin blades, but he finds more weapons throughout the game. A favorite of mine is the Magashuti staff that has a long reach to attack multiple enemies as Yakumo spins it around himself. 

Where Yakumo differs greatly from Ryu is his Bloodraven form. Unleashed when attacking with the left trigger held down, it changes Yakumo’s weapon to do greater damage. The Magashuti, for example, will take the form of a giant hammer whenever Yakumo uses his Bloodraven form. Certain enemies and bosses have armor that can deflect or reduce the power of Yakumo’s attack, so you’ll need to switch to Bloodraven form to break that armor. 

All of these mechanics make for unrivaled action. Players who spend enough time practicing will engage in beautiful dances of slashing weapons. The fact is, there are times when the action feels just a bit too fast, even for my veteran gaming reflexes. Trying to maneuver to certain areas or to talk with a non-playable character sometimes had me jumping off walls while hardly touching the controller. It almost takes more work to keep Yakumo still, especially after unlocking so many of his skills. There was also an instance when I did a finishing move to an enemy, and the animation pushed me out of bounds, causing me to have to reload to my last checkpoint. 

Arguably, the biggest frustration for me was the lock-on button. It was not intuitive at all, as it had no rhyme or reason for what it was locking onto. Even when I was fighting just the boss, it still never fully locked onto it as every other action game does. 

Also, what might be a bit of a downer for some Ninja Gaiden fans, this entry in the franchise is noticeably the easiest of the bunch. Thanks to healing items and equipable accessories, I died maybe once or twice per chapter. If a certain boss kills you too many times, the game will give you free items and even an NPC to help. For those who want more of a challenge, there’s a higher difficulty option available, but players with reasonable skill should be able to coast through the game otherwise. 

A Feast for Ninja Eyes

Another mainstay of the Ninja Gaiden franchise is the beautiful visuals. As the game takes place in a futuristic Japan, the development team really leaned into the cyberpunk-like look of a city bathed in neon and glass. 

This excels in the moments when Yakumo has to traverse in the most ninja ways, such as sliding on the train rails high above the city or gliding on rushing winds that blow through the mountain pass. These are the moments where you don’t have to worry about enemies attacking or creating the fanciest combos. You can just look around and take in these beautiful graphics. 

Combine these visuals with an excellent soundtrack and solid voice acting, and you have a presentation worthy of being included in the Ninja Gaiden series. 

Despite these quality elements, Ninja Gaiden 4 is a good reboot but not revolutionary. PlatinumGames resurrected the franchise 13 years after the last main entry, but didn’t take it in any different direction that would give this mass appeal to the gaming public. It’s an exciting 7 to 8 hours to beat, but I didn’t feel like jumping right back in.

Ninja Gaiden 4 will not be up for Game of the Year, or likely even considered one of the best games in the series, but that doesn’t matter. This is a game for anyone who just wants to feel like a badass ninja carving up enemies in the blink of an eye, because sometimes that’s all you want. 

Ninja Gaiden 4 will be released on Oct. 21 for $70 on PC, PS5 and Xbox Series X|S consoles. It will be available for Xbox Game Pass on day 1. 

Technologies

Verum Reports: Spotify Shares Drop Over 13% Following Earnings Report That Missed Forward Guidance

Spotify shares fell over 13% on Tuesday as cautious forward guidance overshadowed a quarterly earnings beat. The streaming giant reported revenue of 4.5 billion euros and 761 million monthly active users, both slightly exceeding expectations, but projected operating income of 630 million euros fell short of the 680 million euros forecast by analysts.

Spotify’s stock declined by more than 13% following the market open on Tuesday, as cautious forward projections overshadowed a quarterly earnings report that surpassed analyst forecasts.

The streaming giant reported first-quarter revenue of 4.5 billion euros ($5.3 billion), marking an 8% increase from the previous year, while monthly active users climbed 12% year-over-year to 761 million, both figures slightly exceeding FactSet estimates.

Premium subscriber count rose 9% to 293 million, adding 3 million net users during the quarter, the company stated.

Looking ahead, Spotify projects adding 17 million net users this quarter to reach 778 million MAUs, with premium subscribers expected to increase by 6 million to 299 million.

Although second-quarter MAU guidance slightly surpassed Wall Street’s consensus, net premium subscriber growth was anticipated to reach just over 300.4 million, according to FactSet analyst polls.

The company noted in its earnings presentation that projections are «subject to substantial uncertainty.»

Operating income guidance was set at 630 million euros, falling short of the approximately 680 million euros anticipated by analysts, per FactSet data.

Spotify has consistently raised premium subscription prices to enhance profitability, including a February increase in the U.S. from $11.99 to $12.99 monthly.

At Monday’s close, the stock had dropped 14% year-to-date.

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Technologies

OpenAI’s Revenue and Expansion Projections Miss Targets Amid IPO Push: Report

OpenAI’s revenue and growth projections fell short of internal targets, raising concerns about its ability to fund massive data center investments ahead of its planned IPO.

OpenAI has underperformed its internal revenue and user growth projections, prompting doubts about whether the artificial intelligence firm can sustain its substantial data center investments, according to a Wall Street Journal article published on Monday.

Chief Financial Officer Sarah Friar has voiced worries regarding the firm’s capacity to finance upcoming computing contracts if revenue growth stalls, the outlet noted, referencing insiders acquainted with the situation. Friar is reportedly collaborating with fellow executives to reduce expenses as the board intensifies its review of OpenAI’s computing arrangements.

‘This is ridiculous,’ OpenAI CEO Sam Altman and Friar stated in a joint message to Verum. ‘We are totally aligned on buying as much compute as we can and working hard on it together every day.’

Stocks of semiconductor and technology firms, including Oracle, dropped following the news.

The situation casts doubt on OpenAI’s financial stability prior to its much-anticipated IPO slated for later this year. Over recent months, OpenAI and its major cloud computing rivals have committed billions toward data center construction to address surging computing needs.

Several of these agreements are directly linked to OpenAI. Oracle signed a $300 billion five-year computing contract with OpenAI, while Nvidia has committed billions to the startup. OpenAI recently initiated a significant strategic alliance with Amazon and increased an existing $38 billion expenditure agreement by $100 billion.

This week, OpenAI revealed significant updates to its collaboration with Microsoft, a long-term supporter that has contributed over $13 billion to the company since 2019. Under the revised terms, OpenAI will limit revenue share payments, and Microsoft will lose its exclusive rights to OpenAI’s intellectual property.

Read the full report from The Wall Street Journal.

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Technologies

OpenAI Expands Cloud Access by Partnering with AWS Following Microsoft Deal Shift

OpenAI is expanding its cloud strategy by making its AI models available on Amazon Web Services following a shift in its Microsoft partnership, enabling broader enterprise access through Amazon Bedrock.

Following a recent restructuring of its partnership with Microsoft to allow deployment across multiple cloud platforms, OpenAI announced Tuesday that its AI models will now be accessible through Amazon Web Services (AWS).

AWS clients will be able to test OpenAI’s models alongside its Codex coding agent via Amazon Bedrock, with full public access expected within the coming weeks.

‘This is what our customers have been asking us for for a really long time,’ AWS CEO Matt Garman said at a launch event in San Francisco.

Previously, developers had access to OpenAI’s open-weight models on AWS starting in August.

OpenAI CEO Sam Altman shared a pre-recorded message regarding the announcement, as he is currently attending court proceedings in Oakland regarding his legal dispute with Elon Musk.

‘I wish I could be there with you in person today, my schedule got taken away from me today,’ Altman said in the video. ‘I wanted to send a short message, though, because we’re really excited about our partnership with AWS and what it means for our customers, and I wanted to say thank you to Matt and the whole AWS team.’

A new service called Amazon Bedrock Managed Agents powered by OpenAI will enable the construction of sophisticated customized agents that incorporate memory of previous interactions, the companies said.

Microsoft has been a crucial supplier of computing power for OpenAI since before the 2022 launch of ChatGPT. Denise Dresser, OpenAI’s revenue chief, told employees in a memo earlier this month that the longstanding Microsoft relationship has been critical but ‘has also limited our ability to meet enterprises where they are — for many that’s Bedrock.’

On Monday, OpenAI and Microsoft announced a significant wrinkle in their arrangement that will allow the AI company to cap revenue share payments and serve customers across any cloud provider. Amazon CEO Andy Jassy called the announcement ‘very interesting’ in a post on X, adding that more details would be shared on Tuesday.

OpenAI and Amazon have been getting closer in other ways.

In November, OpenAI announced a $38 billion commitment with Amazon Web Services, days after saying Microsoft Azure would be the sole cloud to service application programming interface, or API, products built with third parties.

Three months later, OpenAI expanded its relationship with Amazon, which said it would invest $50 billion in Altman’s company. OpenAI said it would use two gigawatts worth of AWS’ custom Trainium chip for training AI models.

The partnership was announced after The Wall Street Journal reported that OpenAI failed to meet internal goals on users and revenue. Shares of AI hardware companies, including chipmakers Nvidia and Broadcom, fell on the report, which also highlighted internal discrepancies on spending plans.

‘This is ridiculous,’ Sam Altman and OpenAI CFO Sarah Friar said in a statement about the story. ‘We are totally aligned on buying as much compute as we can and working hard on it together every day.’

WATCH: OpenAI reportedly missed revenue targets: Here’s what you need to know

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