Every time a classic series like Shinobi returns, we are torn between excitement and anxiety. Does it respect that root or is it leaning too strongly towards nostalgia? Would it reinvent yourself to the point that it is not recognizable? What’s worse, is it simply easy to forget? Shinobu: Developed by Lizardcube, Art of Vengeance confidently cuts out those questions at the edge of the katana. It’s not just a resurrection, it’s a statement of intent.
When many retro revivals are coasting with nostalgia, Art of Vengeance captures the true spirit of Sega: innovating without fear of change. Sega was rarely repeated with that prime number. Each new game was an opportunity to experiment to move the idea forward, rather than look back. Lizardcube, the studio behind Streets of Rage 4, understands its philosophy. Just as they reinvented Sega’s iconic brawler, here they collected the ninja DNA and injected modern sensibilities while still faithful to the razor’s sharp identity. Along with some incredible 2D graphic comic art styles and addictive gameplay, it’s clear that Shinobi: Art of Vengeance is here to reinvent the franchise of the current gaming landscape.
A new, impressive look
The first thing players notice is the direction of art. Instead of relying on retro pixel art, Lizardcube has created an impressive hand-drawn style, which is the same part as comic books and animated films. The protagonist of a stoic ninja, Joe Musashi was reimagined with sharp lines and expressive animation. From neon-lit streets to towering castles and monster-filled caves, the game’s stages burst with energy and scale.
What’s most impressive is how the visuals help gameplay. The camera zooms dynamically during the encounter, returning to show off huge enemies and vast arenas and approaching for a more intimate duel. Lighting and shading brings every scene to life, adding layers of atmosphere that pixel art could not convey the same way. It’s not clean, it’s functional, intuitive and cinematic.
Of course, this style may divide the audience. It’s bold, not apologetic, and away from the old-school look of the series. But, like the streets of Rage 4, I feel that artistry is not flashy, but purposeful. This is not about following trends, but about carving a unique visual identity for modern ninja.
Old school spirit, new school flow
Gameplay is where the art of vengeance really shines. The control feels silky smooth and allows Joe to move with just the fluidity hinted at by the past games. Double jumps, wall kicks and grapples are easy to do, but they have an incredible depth when taking into account momentum and timing. Unlike the old games where even a simple jump can feel like a test of patience, here the foundation is more familiar and new mechanics are layered on top of it that expands the weapon as the game progresses.
Traversal abilities like grappling hooks and leaf gliders provide level of verticality and versatility, while optional challenge rooms push difficulties into boundary sadistic realms. It’s a clever way to celebrate Shinobu’s reputation for toughness without locking up the entire experience behind frustration. New players can enjoy the flow, but veterans can corner cruel options tests of skills.
The battle has undergone the most radical transformation. What once was a rather simple mix of Shuriken throwing and swordsmanship has blossomed into a fluid, combo-driven system reminiscent of a fighting game. Players can unleash air juggles, chain executions, and epic special attacks. But despite its complexity, the system is intuitive, easy to learn, and most importantly, rewarding for the master.
What makes it very satisfying is its focus on efficiency. Not only does it chain off attacks to quickly wipe out enemy waves, it’s not stylish, but strategic. An execution system that allows you to kill instantly after amazing enemies, reward speed and accuracy. It captures the typical ninja feeling of being a single army moving faster than anyone can respond. And yes, for purists, jump kicks and shriken are still devastating tools of trade.
It’s not without flaws
Due to all its strengths, the art of vengeance is not perfect. Cheating with Metroidvania style designs doesn’t necessarily work in your advantage. Optional routes are often locked behind traversal upgrades acquired later. This means that if you want to complete it, you need to reconsider the previous stage. This design makes sense in games with a lot of exploration, but it feels like a nasty padding here, and otherwise disrupts the driving pace.
Post-game “arcade mode” deals with this in part, with all abilities unlocked and you can replay the stage. This mode is clearly built for score chasers, with rankings and multipliers adding incentives for playback. Unfortunately, the system tends to be too many to “no damage” bonuses, and if you slip even once, you’ll punish longer levels on a reboot. This is a tough design choice that can be more frustrating than motivation.
Still, these issues feel minor in the grand scheme. The fact that scoring and replayability are important speaks volumes of how involved the core mechanisms are. The game is strong enough so you can get back and have flaws and more.
Final Thoughts
Shinobu: The art of vengeance is exactly what revival should be. Bold, modern, respecting its past without being taken by it. LizardCube provided a game that definitely feels Sega. It’s stylish, innovative and not afraid to take risks.
For fans, it is the winning return of one of Sega’s most iconic heroes. For newcomers, it is a sophisticated, stylish action platformer with a high benefit in its own right. Not perfect, but fresh and exciting, proving that the ninja still has sharp edges for years.
This isn’t just a nostalgic comeback. This is a playback.
4 stars (out of 5)
Highlights: Faithful adaptation. Unique graphics; addictive gameplay
Low light: slow progress; limited to Bywater
Developer: Sega, LizardCube
Publisher: SEGA
Platforms: PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Windows PC, Nintendo Switch
Available: August 29th.
Reviews conducted on the PS5 Pro are done using pre-release code provided by the publisher.