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Ninja Gaiden

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Ninja Gaiden

Mar 2, 2004

Main game

3.88 average rating based on 323 ratings

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Ninja Gaiden is an action-adventure hack and slash video game developed by Team Ninja for the Xbox video game console. The game follows the fictional story of Ryu Hayabusa, a master ninja, in his quest to recover a stolen sword and avenge the slaughter of his clan.
Release Dates
Mar 02, 2004 (Worldwide)
Xbox
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User Stats
667
In Collection
105
Wish Listed
16
Playing
136
Backlogged
How Long Is Ninja Gaiden?
Main story: 28.0 hours
Main + extras: 13.7 hours
Total completions: 3
Related Content
DirtyMidnighter
DirtyMidnighter gave Jun 1, 2020
DirtyMidnighter gave Jun 1, 2020
Go Ninja Go Ninja Go
This review is for the Xbox version

At the time this was released, this was probably the most difficult game I had ever beaten. Incidentally, it was also one of the very best. Just absurdly beautiful (for the time), frenetic, punishing and rewarding. You really feel like a ninja honing your skills as you descend further and further into a city overrun with demons. Also features a terrific arsenal of weapons and some of the most difficult boss fights in any game ever that are frankly too cool to spoil.

Witt997
Witt997 gave Oct 23, 2022
Witt997 gave Oct 23, 2022
Ninja Gaiden Reboot

Giocato la versione Sigma su PC, e devo dire che si tratta di un gioco molto tecnico ma che dice ancora la sua nel panorama attuale. Trama passabile, come le musiche. Il gameplay la fa da padrone, con percorsi da esplorare e di backtracking. Combattimento tecnico ed ostico alle prime armi, ma che da soddisfazione dopo averlo padroneggiato. Giocato a difficoltà eroe in circa 12 ore. Voto: 8.5/10

Roach
Roach updated their status Oct 29, 2025
Roach updated their status Oct 29, 2025

Article: Legacy Of The Ninja - Slicing Through Ninja Gaiden’s Video Game History by Matt Miller

In today’s understanding of difficult games, Soulslike action games dominate the gamer consciousness. But way back in 2004, Ninja Gaiden was one of the defining projects that first established the potential for 3D action with such precision and difficulty. Furthering the continuity established within Dead or Alive, this new direction of the franchise saw Ryu Hayabusa fighting to avenge his murdered clan and retrieve the powerful Dragon Sword. The new third-person perspective leveraged much of the combat move sophistication present in Dead or Alive, now translated over into battles against dangerous demonic foes.

The very successful Xbox release was a rarity in its time. High production values and visuals caught the eye, but only the most devoted player was able to surmount the game’s many obstacles and battles. Echoing the difficulty of the original platforming trilogy, but now in 3D action, Ninja Gaiden offered incredibly fluid movement and demanded player mastery of skills like wall-running. Combat was sophisticated and nuanced, with new abilities gained over time, and a critical need for careful timing, since attacks couldn’t be canceled once begun. It’s not an overstatement …

Read More

Article: Legacy Of The Ninja - Slicing Through Ninja Gaiden’s Video Game History by Matt Miller

In today’s understanding of difficult games, Soulslike action games dominate the gamer consciousness. But way back in 2004, Ninja Gaiden was one of the defining projects that first established the potential for 3D action with such precision and difficulty. Furthering the continuity established within Dead or Alive, this new direction of the franchise saw Ryu Hayabusa fighting to avenge his murdered clan and retrieve the powerful Dragon Sword. The new third-person perspective leveraged much of the combat move sophistication present in Dead or Alive, now translated over into battles against dangerous demonic foes.

The very successful Xbox release was a rarity in its time. High production values and visuals caught the eye, but only the most devoted player was able to surmount the game’s many obstacles and battles. Echoing the difficulty of the original platforming trilogy, but now in 3D action, Ninja Gaiden offered incredibly fluid movement and demanded player mastery of skills like wall-running. Combat was sophisticated and nuanced, with new abilities gained over time, and a critical need for careful timing, since attacks couldn’t be canceled once begun. It’s not an overstatement to cite the 2004 release as an early precursor to the precision-focused challenge that defines many action games now, more than 20 years later.

Read Less