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Feature: “I Can’t Believe This Is Happening”

Feature: “I Can’t Believe This Is Happening”

By on April 18, 2025 0 7 Views

Image: Dotemu

Having completed Blasphemous 2 in 2023, our focus swiftly transitioned to contemplating the potential of a third installment in the series. Little did we know what awaited.

While another Blasphemous might still be a possibility in the future, presently, developer The Game Kitchen has instead chosen to work on Ninja Gaiden: Ragebound, a fresh 2D offering in Koei Tecmo’s iconic ninja franchise. This is a notable success for the studio, and based on our recent hands-on evaluation of an early version, Ragebound appears to be an exciting development for fans as well.

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Nevertheless, despite The Game Kitchen’s evident skill in pixel-art graphics and side-scrolling action, how did this emerging studio secure one of the most cherished action franchises in history? We engaged with David Jamandreu, the producer and game director of Ragebound, to uncover the details…


Nintendo Life: Ninja Gaiden: Ragebound represents a departure for The Game Kitchen. How did this project come to fruition?

David Jaumandreu: We were essentially approached by Dotemu. They expressed admiration for our work on Blasphemous and mentioned they had the opportunity to develop a new 2D addition to the Ninja Gaiden franchise, believing our team was ideal for the task. Being great fans of the series, we eagerly crafted the best pitch possible, recognizing the uniqueness of this chance, and we definitely wanted to secure it.

After crafting our pitch, we were fortunate enough to persuade Dotemu that we were the right team for the job.

Note: Shortly after this conversation, we received additional insights from Dotemu’s CEO, Cyrille Imbert, on the inception of the new Ninja Gaiden project:

“Dotemu’s team had been contemplating the creation of an exhilarating new Ninja Gaiden game for a while, aiming to encapsulate the classic enjoyment of the series while maintaining a fresh and contemporary feel. Koei Tecmo was excited when we presented the idea and was appreciative of our initial vision. Once we confirmed Koei Tecmo’s openness, we considered which partner would excel in actualizing the concept – and after our meeting with The Game Kitchen, the rest is history.”

Image: Dotemu

What hurdles did the team encounter while crafting a new entry in a well-established series?

There were indeed challenges, prompting us to adapt in various ways. Navigating the licensing process was somewhat new for our team. While certain members had prior experience with intellectual properties, for the core team, this was a first-time experience. Learning the necessity for approvals on aspects like storyline and background proved to be difficult.

Ultimately, however, it hasn’t been overly complicated. We’ve been fortunate with the cross-communication among Dotemu, Koei Tecmo, and especially Team Ninja, who have been overseeing the project, which has facilitated a smooth collaboration. Thus, while it varies in that we don’t own the intellectual property and need to consult on key decisions, we have been lucky to have a seamless process.

Additionally, there was considerable adaptation required regarding game design. We have transitioned from Blasphemous, which leans more towards Metroidvania, to a more traditional stage-by-stage format in Ninja Gaiden. Furthermore, in terms of movement and combat, Blasphemous features powerful attacks that require significant commitment, while Ninja Gaiden is notably responsive and allows for numerous canceling options. Hence, that has also necessitated considerable adaptation.

What level of creative autonomy did Team Ninja allow you with Ragebound?

We enjoyed a substantial amount of creative autonomy. Essentially, it was a process of us presenting our designs, with [Team Ninja] providing feedback, such as, “Oh we love this,” or suggesting tweaks. So yes, there was considerable creative freedom.

Image: Dotemu

What type of research did you undertake regarding the series? Are there any Ninja Gaiden aficionados on your team that you consulted frequently?

Yes, it’s amusing because our team spans a diverse age range. We have individuals born from the late ’70s to those from the 2000s. Thus, when the project came to us and Dotemu reached out, Raúl Vivar, our animation director, was visibly emotional. He shared that he was from the late ’70s and expressed, “Ninja Gaiden was my passion back in the day; I can’t believe this is happening.”

Blasphemous features powerful attacks that require significant commitment, while Ninja Gaiden is notably responsive and allows for numerous canceling options. Hence, that has also necessitated considerable adaptation.

For others who were born in the ’90s, they often think about the 3D Ninja Gaiden series. Thus, our team was incredibly excited and certainly possessed a wealth of knowledge about the series. Even with this background, however, we still had to conduct extensive research, revisiting all the classics, particularly focusing on the story, characters, and lore to ensure we created something respectful.

In this regard, Koei Tecmo and Team Ninja were immensely supportive. Whenever we had uncertainties, they readily clarified our questions, which was incredibly beneficial.

Can you elaborate on the new protagonist, Kenji Mozu? Did you consider featuring Ryu Hayabusa as the main character?

We initially began by focusing on the storyline and setting of the game. Given that we had the 3D series, which occurs before the 2D series, our assignment was to revive the 2D series.

From there, we started to brainstorm about what kind of narrative we were going to craft…

To communicate our direction and determine the setting of the game, we promptly returned to the original NES title. We questioned ourselves about which game was the most recognized or had the strongest nostalgia attached to it. This was the first step in our thought process. Consequently, we conceptualized a game that harkens back to that initial release.

As we delved into character development, we recognized that Ryu has experienced significant growth throughout the 3D series. Following the supposed death of his father, Ryu heads to America. This led us to consider crafting an entirely new character; one that honors Ryu’s legacy while also connecting with him and the other characters.

We desired a character with ample room for development, as Ryu is a seasoned master who has accomplished everything in the 3D series. This approach made sense for both us and Koei Tecmo. Therefore, that’s essentially how our concept evolved.

Image: Dotemu

What about Kumori, the secondary playable character?

We aimed to incorporate elements from both the 2D and 3D series, and the Black Spider clan is extremely iconic. We thought that having the opportunity to control a member of the Black Spider clan would be phenomenal. Thus, Kumori came into existence. She and Kenji share a complex relationship fueled by both animosity and the necessity to survive.

The Blasphemous games showcase quite intense violence, including significant bloodshed and gore. Did you feel a need to lessen this for Ninja Gaiden?

No, that was simply a decision we made. When we reviewed the factors that contributed to the series’ greatness, it was clear that the original games lacked gore, so we decided to focus on that aspect. However, when integrating elements from the 3D series, we acknowledged that blood was essential. Yet, as we contemplated how to incorporate that while satisfying long-time fans, we realized the deliberate movements and executions from Blasphemous didn’t align with the swift nature of Ninja Gaiden.

Therefore, we opted for the dynamic, exaggerated limb movements, adding splashes against walls, and so forth. This direction perfectly aligned with the brisk gameplay we aimed to convey.

What are your initial impressions of Ninja Gaiden 4? Is there any potential for crossover between the two games?

I can’t comment on the latter [laughs]. To clarify, they are entirely separate projects by different studios. As for our thoughts on Ninja Gaiden 4, we’re incredibly excited. It’s been quite a challenge knowing about it for over two years and having to remain silent!

I’m thrilled that PlatinumGames is involved, as I admire their work. We were pleasantly surprised to learn that there is also a new co-protagonist. We thought, ‘How awesome is that? We’re getting two new characters in the Ninja Gaiden series.’ Therefore, we are eager to experience that game.

Image: Dotemu

Lastly, what is your perception of the Switch 2 so far? Are you looking to support it in the future?

We are genuinely excited about it. Every team member is a dedicated Switch user, and as indie developers, it’s kind of our primary platform.

The addition of more raw capabilities is thrilling—we’ll continue our current approach but enhance our graphics and technical aspects. We are overjoyed that it was announced and are keen to dive into it as both developers and gamers.


This interview has been lightly modified for clarity.

A heartfelt thank you to David Jaumandreu for taking the time to chat with us. Ninja Gaiden: Ragebound is set to release on the Nintendo Switch later this year. You can check out our initial insights in our preview:

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