Main points
- Rise of Ronin draws inspiration from popular AAA games, but lacks a unique identity.
- The highlight of the game’s swordplay is blocking and bonus combat.
- While the open world loop is addictive, too much loot and menu time can detract from the experience.
One of my rules when reviewing a game is to never describe its elements by comparing them to other games. In Rise of Ronin, Team Ninja drew inspiration from pride. If you follow the modern AAA game space, you’ll be able to easily pick out the elements that build this game. We have a samurai setting in the late 1800s, an open world filled with quests, collectibles and objectives, and challenging combat that rewards patience and flawless execution. Oh, and tons of loot.
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Rise of Ronin is focused on being a game, for better or worse. In trying to smooth out any rough edges in the design, it also diminishes its potential to stand out from its contemporaries. All in all, when you just take in the missions, battles, and boss fights in this world, you’ll find this to be a very rewarding action game. If you want a game that has nothing new to say, but has a solid and addictive gameplay loop that can keep you hooked for a dozen or two hours, Rise of Ronin won’t let you down.
Rise of the Ronin
Wield swords and guns as you journey through 1800s Japan in a massive open-world adventure.
- platform
- Playstation 5
- Published
- March 22, 2024
- Developer
- Team Ninja
Times are changing
history class
As an outsider to Japanese history, the premise of Rise of Ronin felt overwhelming at first. The game takes place in the Edo period, a time when Japan was forced to break away from its isolation from the outside world and begin trading with foreign countries. Things only get more complicated when you meet different characters within each faction who have different political and moral relationships with the other factions. The speed with which the game introduces scenes almost feels like it expects you to have some background knowledge on the subject, but thankfully this is saved by a brilliant mechanic in the encyclopedia.
While there are some twists and turns, I never found myself invested in the fate of the main character.
During any cutscene, you are free to pause the game and bring up a list of terms being discussed at that moment. From there, you can read any relevant information while maintaining context so you can track events. As long as you’re curious and interested enough, you can refer to the extensive glossary when needed to remind yourself who someone is or why one group disagrees with another. Another added bonus is what an effective teaching tool it is for this historically accurate period filled with prominent figures of the era.
The more personal plot feels more like an excuse to push you from one place to another rather than telling a compelling personal story. You control one of two special assassins known as “Edge of the Veil” who are trained to work together as a duo. You create two characters, but after the introduction, are forced to choose one to be your protagonist after you’re separated. While there are some twists and turns, I never found myself invested in the fate of the main character.
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best offense
bloody battle
The swordplay is undoubtedly the highlight of Rise of Ronin. It has a similar flow to Team Ninja’s previous series, Nioh, but with a greater emphasis on parrying. Pulling off a series of perfect deflections and countering with a brutal finisher are some of the most satisfying moments in the game. I often play passively, waiting for my opponent to strike, so that I can parry their attacks with the grace of a swordsman (or woman). Whether you parry or strike first, everything is determined by the chi meter. This determines your and your enemy’s stamina. Press, block, or attack too much and you’ll become exhausted and take hits, but every enemy and boss follows the same rules.
You don’t have to face every encounter head-on. In most cases, covert action is a viable and encouraged approach. You can assassinate from below, from behind or even above, choosing the right position and timing to weaken the enemy’s ranks. The satisfaction of clearing an entire camp without anyone knowing is just as satisfying as fighting head-on.
I spent too much of the game comparing swords on menus instead of wielding them.
This variety is part of what makes the open-world loop so addictive. On my way to any objective, I would often set my markers to stop at one or two points of interest along the way, only to be distracted by a cat I could pet or a side objective that randomly appeared. Aside from clearing enemy outposts, these missions never lasted longer than a few minutes and provided me with constant excitement and entertainment. If Rise of the Ronin hadn’t been so fluid in its time travel, it might have become tedious. You’re free to run, ride, or glide wherever you like, but you can simply set a point on the map and automatically run there, then watch your character summon their horse, mount it, and take you there Where you want to go.
The only rough edges that haven’t been smoothed out are the excessive amount of loot. Having to sort through your inventory and compare gear, weapons, and accessories after every mission or encounter immediately overstays its welcome and has never gotten easier. I spent too much of the game comparing swords on menus instead of wielding them.
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judgment
Sharp blade with some notches
Rise of Ronin is a hodgepodge of design ideas you’ve seen before, but they don’t quite coalesce into a cohesive whole. The open world works, and there’s plenty to do, but these are the tried and true repeatable missions you’ve undoubtedly done a hundred times.
Combat is brutal and amazing to master, but it’s bogged down by too much loot and requires you to be locked in menus for too long. The setting is fun and fun to learn and explore, but your character’s involvement feels almost secondary. It’s like a quick meal. You enjoy the experience while you’re involved in it, but you don’t think about it afterwards or get any real nourishment from it.