Ninja Gaiden 4: Heritage, New Beginnings, and Thrilling Partnership
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Before the launch of *Ninja Gaiden 4*, I had the chance to meet with prominent individuals from PlatinumGames and Team Ninja to talk about the franchise’s new direction, a different protagonist, the nature of collaboration, and the significance of respecting the series’ heritage.

Producers and directors for *Ninja Gaiden 4*, PlatinumGames’ Yuji Nakao and Team Ninja’s Masakazu Hirayama, discussed with *CGMagazine* the intricate balancing act necessary to create a completely novel experience at the core of *Ninja Gaiden 4* gameplay.

**In the earlier *Ninja Gaiden* games, we had three main titles, a DS installment, and everything else in between. In these versions, we explored various worldwide locations, but in *Ninja Gaiden 4*, we focus solely on Tokyo, Japan. What led to this choice?**

**Yuji Nakao:** For this title, we aimed to establish what theme we wanted to embrace since it marks the first *Ninja Gaiden* release in a decade. This led us to focus on the image we wished to convey, which was the initial step in our development process.

From the outset, we pondered, “What do we want to establish as the fundamental element of this game?” Thus, we chose the Dark Dragon as the central focus. When considering how to emphasize this aspect and which area would best reflect the Dark Dragon, we revisited *Ninja Gaiden 2* and were inspired by the Tokyo stage from that game.

We took that idea and intertwined it with the setting of [*Ninja Gaiden 4*] in Tokyo. From there, we progressed to crafting a new storyline. While envisioning Tokyo, we were keen on ensuring a wide range of situations and scenarios unfolded in a single locale.

The narrative direction played a significant role in how we incorporated the location into the gameplay. We also acknowledged that by setting the game in Tokyo, we didn’t want to replicate the city elements seen in prior installments. We aimed for a visual departure from the past, to avoid monotony for the fans. As a result, we included various backgrounds like forests.

Our intention was to feature traditional Japanese landscapes in the game. We aimed for a diverse representation of locations within Tokyo so that players would notice visual variance throughout the game. This design choice prevents the feeling of being confined to one spot, as players can experience a range of sceneries while remaining within Tokyo. These modifications also enhance the overall gameplay enjoyment.

**Regarding the theme of a new experience, the visual style of *Ninja Gaiden 4* differentiates it from earlier titles in the series. It adopts a cyberpunk, futuristic aesthetic instead of the scroll-inspired, feudal design of previous entries. What motivated the development team to select this new look over the traditional vibe of the first three core games?**

**Yuji Nakao:** We opted for this aesthetic style for two primary reasons.

The cyberpunk flavor is tied to the events occurring at the beginning of the story; it aligns closely with the game’s theme. Especially with our new protagonist, Yakumo, we believed that this setting encapsulated his character’s essence and naturally intertwined with the cyberpunk stage style.

The second significant aspect relates to the storyline itself. As I mentioned previously, the Dark Dragon has a substantial impact, casting a long shadow over the game’s narrative. Right from the start, players will observe a miasmic rain falling on Tokyo, and we felt that a modernized look for the game would complement this concept perfectly.

While we are embracing this fresh approach, we still want players to connect with the traditional *Ninja Gaiden* aesthetic you referred to. Even though the story unfolds in the same Tokyo, the opening scenario of Chapter 0 adopts that cyberpunk theme.

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