Hello, this is Nishii, art director for NINJA GAIDEN 4.
In my upcoming blog posts, I would like to introduce the visual artwork for NINJA GAIDEN 4. This first post will focus on the character designs for the new protagonist, Yakumo, and series protagonist Ryu, who received a new design for this game.
Please note that the images shown here have been edited from internal materials used during development, so there may be some differences from the final product. Thanks for understanding.
Now, let’s dive in!
Here’s a look at Yakumo, our new protagonist, and the next in line to lead the Raven Clan, a ninja clan that rivals the legendary Hayabusa Clan. He’s a ninja prodigy who is high-speed, slender, and technical. In RPG terms, he would be a character with a high DEX stat.
From the beginning of development, we had the concept of introducing a “new Master Ninja” younger than Ryu. I was told that they wanted the feeling of action in this game to be faster, so I designed him to emphasize that difference.
In the early stages, the teams discussed how Ryu was like the “light” side, representing the light of the ninja world. (Before I get bombarded with criticism about how “all ninjas are beings of shadows”, bear with me here!) Since Ryu’s character design was quite traditional, we tossed around ideas for a more unique and “enemy-like” design to contrast with him. However, this got too over the top and started to stray from the core essence of NINJA GAIDEN, so we decided to scrap it. But I’d love to revisit the idea of a monster protagonist someday.
In the end, we settled on the “raven” motif for various elements, but this was a decision made relatively late in development. Once the main elements were decided, the design became easier to pull together and gained more consistency. The waist sash that evokes imagery of raven feathers is a good example of this. Additionally, the dark, dirty, and urban imagery associated with ravens helps distinguish this character from the wild yet sharp and refined impression of the falcon (Hayabusa).
Regarding the other distinctive feature of Yakumo, the Bloodraven Form, we drew inspiration from the “nue,” a mythical creature associated with birds in Japanese folklore, and tied the concept of this mysterious, shapeless creature to the gameplay design of transformable weaponry. From a meta perspective as the creators, this motif allowed for a wide range of interpretations. No matter what kind of weapon it is, it just needs to feel threatening! This helped development move along smoothly, and all things considered, we feel that this was a solid choice in the end.
Next up is the returning protagonist of the series, Ryu Hayabusa. As the one and only “Super Ninja,” we envisioned him wearing even more advanced equipment than the rest of the Hayabusa clan, tailored specifically for him.
There are no major changes to Ryu’s design. Since the major goal of this title is to evolve the series while staying true to its roots, we wanted to keep the overall visual impression and details reminiscent of the original NINJA GAIDEN. This way, players could recognize Ryu even at a glance. When making Ryu’s design, the only requirement I was given was to simply keep him “the same as usual.” That said, since it’s been over a decade since his last redesign, I think most people would appreciate a new variation of this classic character.
Even though there were no major changes to Ryu himself, I felt that because he is placed alongside Yakumo (a character specializing in speed), this would consequently make Ryu appear relatively more powerful. You can’t hide those bulging deltoids, mister! It’s only natural and correct that Ryu should be stronger and more physically developed than Yakumo, but I wanted to avoid making Ryu appear overly power-focused. I of course wanted him to look strong, but in the sense that he has a high stat distribution evenly across the board!
There were various small issues like these we had to overcome in his design, but in the end, we addressed them by carefully adjusting the balance of his entire body, including the little details and the amount of armor plating used. We aimed to have Ryu’s difference in physique with Yakumo noticeable, while still looking like he can overcome anything.
Additionally, with Yakumo present, this game allows players to see Ryu from a different perspective. This gave us the chance to make players feel the overwhelming threat of having to face him, and the internal despair of having to fight against the legendary ninja they fought as in previous games. To help give this “face-off” more impact, I chose a design on his front side that leaves a lasting impression. When that moment comes, I truly hope players think to themselves, “There’s no way I can beat this guy!”
As I mentioned briefly in a previous media interview, with multiple main characters, I believe that each should have distinct characteristics and differences, both in gameplay and visual appeal. This includes not only the individual personalities of each character, but also the overall balance when they are placed side by side.
With that in mind, I compared the body types of Yakumo and Ryu to see how much difference there is between them, and it’s clear as day that Yakumo is smaller while Ryu has a more muscular build. This difference in body type is not only for the sake of character design, but also to visually represent the relationship between the two. One is the legendary Super Ninja (Ryu), and the other is the one who follows in his footsteps (Yakumo).
Yakumo’s smaller stature makes enemies feel larger in the game, which emphasizes one of the keywords of this game: “adversity.” The remaining keywords, “change” and “cruelty,” all come together to define his playstyle. On the other hand, Ryu is a more seasoned ninja, so I wanted him to appear equal or superior to his enemies at first glance. Even though he faces the same “adversity” as Yakumo, he should appear to be at more of an advantage. However, this is not the same Ryu we’ve seen before. It’s a “change” toward Ryu in his most powerful state, and the “cruelty” derived from that transformation is a theme I’ve quietly incorporated.
(This is purely a visual design discussion and a matter of nuance; it does not pertain to game specifications or the story. We may discuss such topics at a later date… or not…)
That’s all for this time. We ask for your continued patience as time marches toward the release date of NINJA GAIDEN 4.
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Tomoko Nishii After joining PlatinumGames in 2011 and working on “The Wonderful 101” as an environment artist, she worked on various titles as a concept artist. She contributed work and provided original illustrations for the picture book section in “NieR: Automata,” and was in charge of the character design and overall visuals as art director for “Bayonetta Origins: Cereza and the Lost Demon.” In her latest work, “NINJA GAIDEN 4,” she supervised the overall visuals of the game as art director and personally handled a number of the character designs. |