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Review of Raiden V: Director's Cut on PlayStation 4

by Hemal Harris Hemal Harris photo Aug 2025
Cover image of Raiden V: Director's Cut on PS4
Gamefings Score: 7.3
Platform: PS4 PS4 logo
Released: 18 Aug 2025
Genre: Shoot 'em up
Developer: MOSS
Publisher: JP: MOSS; WW: UFO Interactive Games; EU (PS4): PQube

Introduction

If you like your video-game difficulty served with extra bullets and three different aircraft choices, Raiden V: Director's Cut on PS4 is the arcade shmup equivalent of a scolding from a drill sergeant who also happens to play orchestral music while you cry. This is not some lazy, hold-two-buttons-and-win experience - it's a classic vertical shoot 'em up retooled for modern systems that expects you to be fast, precise, and ruthless with both your thumbs and your decision-making. The Director's Cut polished and widened the original Raiden V package released on other platforms, and on PS4 it presents itself as an accessible entry for newcomers while keeping a scoring and chaining system that will shame anyone who thinks 'bullet-hell' is an acceptable cardio workout.

Gameplay

At its core Raiden V is a tightly designed shoot 'em up that borrows from prior franchise entries and the Raiden Fighters spin-offs, then sprinkles in a few modern systems that change how you approach danger. The first and most obvious challenge is the game's expectation that you learn to dance with laser patterns rather than simply tank through them. Rather than the one-hit deaths of older arcade shooters, Raiden V gives you a shield/energy bar - a welcome concession that doesn't make the game easy so much as it makes mistakes more educational. You'll still find yourself paying for sloppy positioning, because the game hands out punishment in the form of lost score and harsh momentum resets when you explode: there's only one ship per credit, and when that ship dies you lose your score and must decide whether to continue. That single-ship design creates tension: do you play conservatively to preserve rank, or gamble for chains and Flash Point builds that can rocket your score into the clouds but leave you exposed if you slip up? Choice matters. You select from three aircraft - Azuma (Japan), Spirit of Dragon (USA), and Moulin Rouge (France) - and they each have their own mixes of power, defense, mobility and a fixed-power sub-weapon. These aren't purely cosmetic; picking a craft changes how you engage enemies and bosses, so you have to match your playstyle. If you like darting around the bullet thickets, prioritize mobility. If you plan to stand in the storm and out-damage chaos, choose a ship with more raw firepower. Learning the strengths and weaknesses of each craft is a fundamental skill that will shave minutes off your learning curve. Raiden V's scoring and risk-reward systems are the real meat for players who enjoy a challenge beyond 'don't get hit.' The Flash Point gauge returns from Raiden III and it's a chaining mechanic with bite. Kill enemies quickly to stack your chain and push the gauge through five levels; the higher your Flash Point, the crazier your score multipliers become. This forces you to optimize kill order, positioning, and sub-weapon use. You can't just lazily clear rooms - you need to think like a speed-runner: which clusters of enemies can I chain cleanly? Which waves should I save a boosted sub-weapon for? Mastering these call-and-response rhythm patterns is where the game rewards practice with leaderboard-worthy numbers. Then there's the Cheer System and Cheer Call, an online-adjacent mechanic that shapes how you play in a multiplayer-aware environment. Players can 'cheer' one another - basically a small encouragement ping - and builds a communal Cheer Call gauge. Use the Cheer Call in a pinch and the game wipes out enemy bullets, temporarily boosts your sub-weapons' damage and attack speed, and gives you a sliver of breathing room. Learning when to use a Cheer Call is a skill in itself: it's a panic button if you're cornered, but also a scoring tool if timed to hit a boss's weak phase or a dense enemy influx. The subtler skill here is social optimization: encouraging and being encouraged increases your Cheer Call resource, so consistent online play or coordinated multiplayer sessions will let you exploit this safety valve more often. Bullet patterns and boss design reward memorization and split-second decision-making. Mega enemies will often shift phases and spawn swarms or turn their weak points invisible; the kind of patience that comes from repeated attempts pays dividends. The game maps real-life locales (New York, the Middle East, France, England, Belgium, Sweden) into themed stages, and each region presents distinct obstacles - both mechanical and aesthetic - that train you to switch tactics. A stage with clustered ground turrets will teach you precision strafing, whereas a stage filled with fast aerial interceptors pushes you to exploit mobility and sub-weapon timing. Resource management is stealthy but crucial. Bombs are pre-installed on all ships in Raiden V (unlike some previous entries), which simplifies one layer of micromanagement but forces you to get creative with when to blow them. Because sub-weapons can be temporarily boosted via Cheer Call and some strategic play, you'll be juggling cooldowns, Flash Point timing, and movement while accounting for the one-ship rule. If you're the type who hoards one-use items until the final boss, this game will teach you the hard math behind using tools early to maximize chain opportunities. The difficulty curve is friendly enough to bring newcomers into the genre, but the high-end play remains brutally skilled. Expect to sacrifice deaths, learn boss safe zones, and practice stage routes. The Director's Cut leans into score-chasing with online leaderboards tied to Flash Point performance; that means top-tier play is about execution, not luck. Skills required include reflexes (to dodge micro-patterns of fire), pattern recognition (to predict enemy behavior), spatial management (positioning relative to hazards and enemy spawns), resource timing (when to trigger Cheer Call or use sub-weapons), and risk assessment (when to chase a bigger chain versus hang back and preserve your ship). If you enjoy iterative learning, where every retry reveals another nuance, this is an extremely satisfying loop. Co-op and multiplayer modes add another layer of required skills: coordination and communication. Players who try to compete for screen space without a plan will hinder each other's chains and stomp each other's Flash Point progress. Effective multiplayer play demands situational awareness and a willingness to adapt your role - sometimes you're the chain-builder, sometimes you're the bullet-sponge who detonates Cheer Call at the right time. All that said, Raiden V isn't a masochist's checklist. It's fair in its rules, and the shield/energy bar softens the sting of mistakes enough to keep players grinding rather than rage-quitting. The Director's Cut brings the series' classic satisfaction to a modern palate, while keeping a backbone of skill-driven challenge that doesn't hand out exploits. If you want to be very good at Raiden V you will grind stages, read patterns, and get very familiar with the precise windows in which to unleash your most destructive tools.

Graphics

Graphically, Raiden V leans toward clean, modernized visuals rather than the hyper-detailed fantasy of contemporary AAA titles. Enemy models are crisp, bullets are readable (a boon for any shmup), and stage backdrops-based on real-world locations like New York and the Large Hadron Collider sequence-give the levels distinct flavor without distracting from gameplay. When a boss explodes, the effects are satisfyingly loud and cinematic enough to make your inner completionist smile. The UI emphasizes visibility of gauges like Flash Point and Cheer Call, which is essential for high-level play. The Director's Cut also sprinkles in narrative cinematics and voiced lines, making the story surprisingly fleshed out for a Raiden game. Overall, the visuals do what matters most here: they make patterns legible, threats distinguishable, and explosions emotionally gratifying.

Conclusion

Raiden V: Director's Cut on PS4 is a love letter to people who enjoy their video games with an espresso shot of challenge. It modernizes the franchise with conveniences like a shield bar and accessible aircraft selection while doubling down on score mechanics that demand genuine skill. If you want a relaxing ride that hands out participation trophies, look elsewhere; if you want an arcade-style training regimen for your reflexes, pattern-reading brain, and risk calculus, this game will reward every hour you put in. With a respectable Metacritic footprint on PS4 and a solid Destructoid thumbs-up, Raiden V isn't perfect, but it nails the most important thing: it makes you feel like you're genuinely getting better. For anyone who enjoys getting better in small, precise ways while music swells and life explodes in pixels, this is a shooter that both tests and teaches.

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