Shinobi: Art of Vengeance

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Shinobi: Art of Vengeance review
JackCarter

Review

Slice and Dice

Striking


Shinobi: The Art of Vengeance is a high-octane action platformer that pulls no punches. From start to finish, it had me hooked — with its striking art, layered worldbuilding, and, most importantly, razor-sharp gameplay. Developed by Lizardcube, the studio behind Wonder Boy: The Dragon's Trap and co-developers of Streets of Rage 4, this is another bold revival of a Sega classic, once again paired with their now-trademark gorgeous visuals.

My own first brush with Shinobi was 2002's PS2 entry, a stylish but divisive take on the series. I only knew about the original 1987 arcade game through my cool older cousin (you know the type), who swore by its brilliance. But as the years passed and Sega left its ninja dormant, Joe Musashi and the Oboro clan slipped from public consciousness, overshadowed by Ninja Gaiden's Ryu Hayabusa and, later, Sekiro's Wolf. Now, after decades in the shadows, Joe Musashi returns, blades sharp, to reclaim his throne.

Never get between a man and his dog


The game opens with tragedy: the Oboro clan is ambushed and nearly wiped out, taking with it Joe's apprentice and, heartbreakingly, his dog. If you've seen John Wick, you already know where this is headed. Joe sets off on a relentless path of vengeance, cutting down anyone who stands in his way until his bloodlust is quenched. That's all the story you need before the game throws you headlong into its madness, from ghostly flying horse heads to battling inside a kaiju's innards to, yes, a surfing ninja. If that sounds wild, it is - Shinobi is as outrageous as it is beautiful.



And it really is beautiful. I often caught myself stopping mid-level just to soak in the backgrounds: wars raging between man and monster painted with an exquisite, almost classical quality. One moment I was admiring the quiet serenity of the Oboro village rendered in soft watercolor tones; the next I was in awe at a kaiju impaled on the sword of a fallen mech. These backdrops don't just decorate - they tell a story.

On paper, narrative is Art of Vengeance's weakest point. The game clearly wants you playing more than reading, but story still weaves itself in: through scraps of dialogue, comic book-style cutscenes, and, most importantly, environmental detail. Lord Ruse's twisted experiments ooze from his lairs. A cracked wall bears a faded portrait that hints at his mysterious past. Even in its quietest corners, the world is speaking. The art direction fills in where the script steps back, turning what could have been a weakness into one of the game's greatest strengths.

Combo power


Now on to its true greatest strength: the gameplay. Art of Vengeance's combat doesn't just make you powerful; it makes you feel powerful. It has the rhythm of a fighting game in the best sense, right down to its animation. The hit pause, that split-second freeze before impact, sells every strike with ferocity, turning each blow into something you feel in your gut. Even the strongest enemies can be locked into brutal combos, letting you pummel them until they crash into the ground with a Dragon Ball Z-style thud that never stops being satisfying.

But combat is only half the thrill. The level design constantly tests your skills, demanding precision wall climbs, split-second dodges over kill spikes, and stylish takedowns. The penultimate stage pushed me harder than any platformer has in years - frustrating at times, yes, but the kind of frustration that melts into exhilaration once you finally pull it off. It is the essence of what makes Shinobi sing: a perfect balance between challenge and empowerment.

Progression


Progression in Art of Vengeance comes courtesy of an unlikely ally: a mischievous yokai who isn't exactly a fan of Lord Ruse. Through him, you can unlock upgrades and new abilities, though nothing comes free (hey, it's hard in this economy, even for a yokai). To earn them, you'll need to collect hidden coins scattered across each level. Gather enough, and you can trade them in for fresh powers that expand Joe's already deadly arsenal, letting you dish out even quicker, nastier combos. Or, if you're feeling stylish, you can spend those hard-earned coins on alternate costumes for Joe. The choice is yours.

Stage selection unfolds across a small map, with new routes opening typically three at a time. This gives you some freedom to pick your path, though each level is anything but linear. You'll be scaling walls, ducking through side paths, pulling levers, and, of course, fighting bosses. On a straight run, most levels clock in at 10–15 minutes (bosses not included). But if you're a completionist? Be ready to go spelunking.

Ticking off the list


Each stage comes with a checklist of objectives: collect five coins, defeat three tougher enemies (triggered by striking floating oni masks), complete a certain hidden (redacted cause of spoilers) challenge, and discover the level's secret item. It's tough — sometimes brutally so on higher difficulties — but the payoff is worth it. Watching that completion screen tick up to 100% delivers a rush that's equal parts relief and triumph.

If I had one gripe, and it really is a minor one, it's that sometimes the game is too visually interesting. More than once I lost track of myself in the whirlwind of colors and enemies all vying for my blood. It's especially painful when you're stacking up a big combo, or worse, clinging to life with a sliver of health, only to get clipped by the weakest grunt because you couldn't spot yourself in time to dodge the most dodgeable attack in the game! Or so I hear.

Still, Shinobi: The Art of Vengeance was a genuine surprise. As I mentioned earlier, I was never deeply invested in the series, but this game turned me into a fan. It's brisk, I finished in under ten hours (and there's even an achievement for that), yet it never overstays its welcome. I was hooked from beginning to end, as my wife can probably begrudgingly attest. There's real depth here, and if anything I've described sparks your interest, I wholeheartedly encourage you to give it a try. Lizardcube clearly poured their heart and soul into this project, and it shows in every frame.

Now to get my blood pressure up with the Boss Rush!


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9.8

fun score

Pros

Visuals, World building, Combat, Level design

Cons

Some visual clutter that can make you lose your character