WHEN WE MADE...
David Jaumandreu, producer and game director at The Game Kitchen, tells Vince Pavey about the design process of bringing back a classic for a new generation of ninjas
HOW WOULD YOU DESCRIBE NINJA GAIDEN: RAGEBOUND, TO SOMEONE UNFAMILIAR WITH IT?
Ragebound is a brand-new entry in the legendary Ninja Gaiden series, which began in the late ’80s. It takes the franchise back to its 2D roots to honor and please longtime fans, while updating the gameplay to modern standards to welcome newcomers as well. All of it is delivered with the level of quality and presentation you’d expect from the studio behind the Blasphemous series.
RAGEBOUND ALMOST FEELS LIKE THE NINJA GAIDEN THE MEGA DRIVE OR SEGA SATURN NEVER GOT. IS THAT INTENTIONAL? It actually is! Particularly when it comes to presentation and aesthetics. One of the exercises we did when defining the visuals for Ragebound
34 | MCV/DEVELOP October/November 2025
was to ask ourselves how the series would have looked, had it continued all the way into the 16 bit and 32 bit eras — into the pinnacle of 2D pixel art. This led us to dive into arcades and other hits from the era in search of references and inspiration.
HOW DID YOU DECIDE WHICH RETRO DESIGN ELEMENTS TO BRING FORWARD FROM THE NES GAMES, AND WHICH TO LEAVE IN THE PAST?
When establishing the direction of the project, we focused on what made the original NES Ninja Gaiden games so beloved: the tight gameplay, iconic visuals, memorable soundtrack, cinematic “Tecmo Theater” cutscenes, and of course, the legendary challenge. These elements felt essential, so we worked to bring them into Ragebound with modern polish while staying true to their original spirit.
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