
Regarding modern augmentations, SHINOBI: Art of Vengeance and Ninja Gaiden: Ragebound — released not even a month apart — have a lot of overlap. Yet, after 45 minutes of play, I was convinced that Art of Vengeance is one of the finest 2D Ninja action games ever made. Perhaps the finest; and such praise doesn’t come lightly.
After Ragebound’s dazzle, I was unsure if Shinobi could top it; yet it has. Visually beautiful, broadly artistic, and almost calligraphic in nature, the styling is well-married to its Japanese thematic. Natural elements of wood, cloth, and stone fuse with heavy machinery, concrete and military steel, the rural areas reflecting the painted landscapes of Hokusai and Taikan.
Lizardcube’s artists use a softening filter for a brush-like, watercolour flavour, and the grading is exceptional, bringing a picture book of panoramas to life without ever drowning out the foreground sprites. The hazy glow of orange-lantern-lit cities, thundering cornfields, and dense, raining cityscapes are majestic to behold, the camera often drawing out to allow a particular diorama to marinate. Where Streets of Rage 4’s multimedia clash was jarring in places, Art of Vengeance nails its aesthetic with pure, curved grace. That said, on Switch 2, the game's resolution isn’t properly optimised, resulting in jaggy upscaling. Something to consider if that’s your primary console.

The score is provided by the eminent Tee Lopes (Sonic Mania), and a smattering of additions by the legendary Yuzo Koshiro. It’s a fitting, occasionally haunting arrangement of traditional Japanese instruments, layered with rhythms to complement the pace of the action. As locales get more industrial, the tempo becomes increasingly dance-oriented.
Joe Musashi, the returning hero, cuts a fine form. Voiceless, and amusingly grunting his way through cutscene exchanges, he moves with fox-like agility and strikes with a rubber band snap. The animation flows with impeccable detail, from that slight spring of the heels to the graceful arc of a backwards evasion.
Joe's a blast to control; sprinting by default, and double-jumping and air-dashing freely. His invulnerable roll is cat-like, passing through dangers to position him for the kill. He can fire off Kunai for ranged attacks, drop kick onto the heads of enemies, and wields light and hard sword strikes that combo with the greatest of ease. Ninja action has literally never looked — or felt — this good.

Yet, what really separates Art of Vengeance from the aforementioned Ragebound — despite sharing so many of the same ideas — is its combat implementation. Shinobi doesn’t just give you a nice set of attacks and dodges: it gets deep. The technical opportunities here are so unflappably cool, so tightly engineered, and so seamlessly applied that each new mix-up routine leaves you with a foolish grin.
Unlike past Shinobi games, enemies now have life bars, tying into its new combat approach. Not dissimilar to a fighting game in its core mechanics, Joe is constantly granted new attacks and attack alternatives to try in the field. What it’s careful not to do, however, is blunt ambitions or alienate players with overbearing complexity. You don’t have to employ every trick to get through the game, as basic light and hard attack tandems, the odd Kunai, and whatever super attacks you have at your disposal will serve you well enough. You’re so tooled up by four stages in that the swordplay writes itself most of the time, leaving you to focus on your dodging, the game’s most essential move.

At the same time, if you want to get surgical, it’s ninja heaven. The impressive animation doesn’t interfere, as most of everything is cancellable into the next attack. To get an idea of the game’s motion, you can dash forward, tap 'R' to hop over a box without losing pace, before rolling through an incoming Shuriken. From there you light attack twice, tap 'R' to leap through the enemy, and slap the button again to whirlwind into them, layering the combo meter. Direct Joe to land back centrally, employ two heavy swipes and then leap for a one-two juggle, before shooting three Kunai through the opponent while they're still airborne. By this point the Execution Gauge is full, and slamming both shoulder buttons will send Joe ripping through them anywhere on the screen, releasing a bounty of health icons and gold.
If that sounds sublime, it’s because it darn well is. The devs have also implemented a hard-hitting use of slowdown, providing feedback when a critical hit has landed, or when you’ve taken a blow. And the full-screen super attacks, rumbling in with a falling bass line, are a sight to behold. The game also allows you to return to your training dojo from the World Map screen at any time, where you can hone new techniques and acquired skills.
There are some absolutes, however, that can't be ignored. For example, the charge fist, acquired early on, is required to punch through shielded enemies and inaccessible green barricades. The bosses, too, an impressive assortment of demons, machines, and guardians, are pattern-based and won’t submit to spamming. These encounters are thrilling once you get them down, compelling you to exploit your dashes, dodges, and supers in experimental ways. Art of Vengeance can be challenging, and although not quite on the level of some of Ragebound’s encounters, you are expected to be nimble, especially when navigating moving platforms or threading yourself through deadly obstacles.

Those concerned that the game was another Metroidvania can breathe easy, as it’s a largely linear affair. From the World Map screen you can see percentages of completion, and backtracking is optional. There are five hidden orbs on each stage, and three areas where you can enter “Elite Squad” skirmishes: single-screen crowd battles to test the reflexes. Hidden orbs open up new skill options in the shops that, once purchased, can be applied through your gear menu. Here, you can customise Joe with your preferred attacks, upgrade Kunai to perform different functions, and even refashion the way the combo meter rewards you. It will be interesting to see how skilled players go down different routes with this.
Every checkpoint refills your life and doubles as a new teleportation spot. This means you can return to a stage — and, within that stage, a specific point — at any time. The most Metroid thing about it is that there are certain barricades that can’t be broken until you have a particular skill - but returning to them is neither obfuscated nor tedious, and in many cases either reap a quick reward or help you get closer to 100%. The primary impetus to do this is if you want to upgrade Joe faster, extending his health and super stocks. It's worth noting that even if you play it in a straight line, it's a lengthy campaign that will require around 10 hours to finish.

Stage layouts are broad but focused, with width for exploration. They run horizontally and vertically, are full of switches to trigger, and are inventively formed, with things to hang on, walls to run up, and air-dash extending portals to keep you in-flight. As per-Shinobi games of the past, Joe moves through the mountains and into more industrial territory, from factory smelting works to neon-draped cities full of fan-service Sega signage.
The action offers variety, too, whether racing on the back of a Yamato, Joe’s faithful Shadow Dancer canine, or outrunning encroaching walls of flame. There are a few places where you're unsure if going down leads to a death or a new area, and it can occasionally be unclear where to go next - but this is what the map is for, ultimately. Perhaps there could have been more arcade-like variety in places, like the mountain factory’s awesome saw blade chicane, but the maps are well-engineered to exercise Joe’s skillset. Series fans will also note many a callback to the series' Mega Drive entries, with a fair lump sum plucked from Shinobi III.

In terms of scoring, if it performed well, Shinobi: Art of Vengeance is a straight nine. It’s glorious. And that makes its frame rate issues all the more painful. Where Ragebound’s frame rate on Switch was its primary negative, Shinobi is buttery smooth for the most part. But, in certain spots where the camera scales out against busier backgrounds, it seriously suffers.
Initially, these instances are so brief they can be mostly overlooked, but in the Mountain Factory it suddenly becomes prolonged and increasingly severe, causing a jarring, peculiar sprite judder the like I’ve never seen before. We contacted Sega PR to see if this will be addressed in a promised patch, but we've had no response. [Update: We've now heard back; PR confirms that the Day One update went live on launch day as planned, so the patched version we played doesn't address the issues. Fingers crossed for further updates soon, then.]
Conclusion
In reinventing the retro wheel, Shinobi: Art of Vengeance leads the way: a demonstration of how modern tools, accompanied by thought and talent, can be expanded upon to not just reboot franchises, but actually rebuild them in new and incredible ways. It’s one thing to revisit an arcade action game with new graphics, moves, and weapons, cherry picking familiar set-pieces and nostalgic visuals; it’s another entirely to create a new experience, utilising craftsmanship and a belief that the hardware can offer more.
Art of Vengeance, its cadence and flow, its violence and exhilaration — and the fact it makes you feel like an absolute badass from one slain enemy to the next — is a trendsetter. Fix that frame rate, and it’s pure ninja gold.
Comments 68
Went straight from ninja ragebound to this. I think I will enjoy this more, the combat system is more refined. The levels have some optional challenge rooms. Ragebound was pretty solid with a handful of secrets, but probably won't go back for hard mode. I think the one thing about ragebound i disliked is you kinda got most of your skills at about level 3 so the rest of the game seems similar.
Already ordered the Japanese physical version and I'm waiting for it, just like for the physical Ninja Gaiden: Ragebound (almost 2 weeks until I'll get it) and I'll play it first and then Shinobi. What a time to be alive!
Sounds great, and I would have bought it if Sega have given it a physical release. But alas, I'll only consider it on a deep, deep discount, just like all digital-only games.
finished the game yesterday and I didn't notice any visual or framerate issues although it lands at about an 8 out of 10 for me as well. great game just not perfect but I don't think there were any glaring issues. will go back for 100% most definitely.
So the framerate is smoothed out on Switch 2 but it looks kinda blurry in handheld mode?
It's a ninja game revival! Hopefully whoever gets Ninja Gaiden or Shinobi (or both!) enjoys playing it.
This game reminds me of Muramasa, Dragon's Crown, and Odin Sphere so I definitely will be looking to get it at some point this year. We do need more Vanillaware style game like this more and I'm glad Shinobi is taking this path as I like those kind of games more than the old Shinobi arcade style.
Thanks for the review, fingers crossed most if not all the technical issues can and will be fixed through patches so that this game can end up being even better than it luckily already apparently is despite those thanks to everything else - that said, I'm looking forward to playing this myself (and also Ragebound when my copy arrives) when I have the time for it anyway!
Lizardcube could make a 1st person shooter and I'd still play it.
K I asked this over on time extension, and just want to check here, anyone that have it see any setting for turning off the blood?
Just got lil kids and try to not pick up things I wouldn't want them seeing. I know it's cartoonie, but just a preference we have.
Fingers crossed both this and Ninja Gaiden can hit Switch 2 in due time. I'm holding off on buying either in the meantime
I've tried the demo on Switch 2: so this is why Icve felt something were off
I'm interested but I'll wait for a full HD / 60 fps Switch 2 version.
Okay, since I only have a Switch 2, I'll wait for the optimization patches before getting this. What a total bummer! I was really looking forward to this one.
I will wait too for Switch 2 updates for better performance and visuals. Come on, it's 2D, not 3D - Switch can easily handle this kind of graphics, it can be like PS5 !
@PinderSchloss Same. They've really become one of my favorite devs as of late.
I'm not sure how I feel about the Air Dash. I know that every game needs it for "schmoovement tech" now, but it wasn't part of the 16-bit games...
Planning to add this to the library as soon as I can. It feels amazing to play, at least going by the demo I played.
When I tried the demo, it seemed unoptimized for both Switch and Switch 2. When I downloaded it on my OLED, I got the same jagged graphics, unfortunately. Sounds like maybe they have fixed that?
I really want to pick this one up, but with no Switch 2 optimisation whatsoever, this is a ‘no purchase’ for me right now. Of course, I could always just grab it on PS5, but this is a game that would suit handheld play.
@obijuankanoobie I watched a review for the PS5 version over the weekend. I’m 99% sure he said yes, there is an option to turn off blood. If you want to check yourself, the YouTube channel is Happy Console Gamer. Hope this helps.
I never noticed the frame rate drops when I played it. Seriously I didn’t even know it had frame rate issues it was pretty smooth for me.
I AM VERY EXCITED
SEGA should revive the Sakura Wars series.
I hope we get a NS2 upgrade for this one.
Really disappointed with switch 2 performance for third party games so far. Looks like it really will just be my Mario and Zelda machine.
cool ragebound and now shinobi have unique issues on my new $450 machine
@SterlingEyes This isn't a native Switch 2 game. Blame Nintendo for apparently not allocating enough devkits to Sega for them to ensure Shinobi could be out on Switch 2
seems every game has frame rate problems these days
I am currently playing it on S2 handheld and it seems perfectly fine. I'm a good couple of hours into it already and haven't encountered anything annoying.
@RainbowGazelle Physical copies are available on CD Japan.
I've played the demo probably 50+ times at this point. Feel like this is going to be a 9 or 10 for me. Lizardcube said they had a couple SEGA franchises in mind after SoR4, and they definitely did not disappoint. Will be getting this on physical (hopefully) soon.
Now the inevitable question : this vs Ninja Gaiden?
Also both games are unoptimized for NS2 and that's a pity really, but Shinobi seems a better fit for the new console since at least it is 60fps. Please release NS2 patches! Both games deserve it so much.
Ninja Gaiden and Shinobi, boths already finished...i recommend and when the first Shinobi was released I was 16 years old, 1987.
I watched a video of a guy run through a level without hitting an enemy, just walking through them. And then the enemies just sat there and didn't attack.
Surprised the review score is so high considering.
@mlt doesn't matter Uncle Ben, Strider is better than both of them
I ended up not buying Ragebound because of all the reviews about frames on S2, even though I absolutely loved the look of it. Decided to bite the bullet on Shinobi after trying the demo and before I was poisoned by the incessant, ever-present talk of frame rates (seriously, ALL we hear about in every single game released these days is FRAMERATES, FRAMERATES, FRAMERATES, it’s getting seriously tiresome). So glad I got Shinobi, it’s a wonderful game, and I didn’t notice any issues whatsoever after 5 hours of play.
@gojiguy
got a link?
@Picola-Wicola
I'm sick of talking about framerates too.
my hope is that devs take note and start making smoother/faster games ✌️👍
@PikaPhantom oh, i do blame Nintendo! I'm sure I’ll enjoy most of the first party Nintendo games, as and when they come out, but its hard to deny that they've thoroughly botched this launch.
Weird that “unoptimised for Switch 2” is a negative point, isn’t that kind of redundant since there is no Switch 2 version available for this game yet?
The Switch 1 port of Shinobi is of course going to look… well, not as classy as the others for sure.
With this and ninja gaiden both coming out so close to each other, what I really want is a follow up to mark of the ninja. Though I will get this once it's on sale, the demo sold me for sure, but I want to ensure I can invest time into daemon x Machina TS while the online is lively
@Serpenterror I so wish we would get a Muramasa relaunch on S2.
I've been loving the game so far on Switch 1. Have I run into any slower framerates? On a few occasions, but it hasn't soured my enjoyment. Honestly, I'm so sick about hearing everyone complain about framerates. I'm not a frame snob, and I really don't care. I don't have the more advanced consoles, and I don't really feel the need to get one yet for better performance. Shinobi is hecking fun, so I'm just gonna enjoy it.
I enjoyed fiddling around with the demo, but I think I'll wait for a sale on this one.
Someone please explain to me. Does this runs better on switch 1 than 2? Didn't get that right.
@Serpenterror dude muramasa, I loved that game on the wii. Did the series ever continue?
I thought this and Ninja Gaiden:Ragebound were both pretty freakin great. I am thoroughly enjoying this 90s Ninja renaissance. Now we just need a new Strider game.
@AllieKitsune There’s a lot here that wasn’t part of the 16-Bit games, and honestly that’s what makes it so refreshing. It has all the discipline of 2D arcade gaming, but with an evolutionary slant.
@dreadkong Not necessarily runs better, looks better. It’s not optimised for the Switch 2’s higher res screen so appears jaggy and upscaled. Performance wise I’ve heard issues appearing on both, but have no way to direct test frame rates etc
@GregamanX but have you done the Mountain Factory? It gets really severe there.
@Tom-Massey Yeah, I've done the Mountain Factory and beat it. The framerate does get pretty low at times, but whatever. I'm still having fun. I've moved on. I know a lot of people really can't handle framerate drops, but if its not going in slow motion the entire game, I can bear it. It doesn't make my experience less worthwhile.
Hard pass until a Switch 2 version. Sega apparently doesn't want my money.
I played five minutes of the demo and immediately knew this was as good as I was hoping it would be. Agreed that it has a painterly, Muramasa aesthetic. Beautiful game, and I can’t wait to give it my full attention soon. Also, this was an exceptional review, really enjoyed reading this. Thanks Tom!
A shame this isn't on GOG.com like Ragebound was, that's my preferred storefront when buying PC and/or not buying Switch cartridges. Looks like a great game though.
@The_Pixel_King One of the best channels out there.
@GregamanX I stopped playing Fallout of Avalon because the framerate was making me nauseous. It made the areas in the game seem like Potemkin villages or something. Like they were not real places...which they aren't, but yeah it broke the suspension of disbelief. Really strange. Something I haven't experienced before.
The art and the zoomed out FOV simply wasn’t made for whatever low resolution they had to resort to using on Switch it’s a significant downgrade over how crisp Streets of Rage 4 looks on Switch, this might have been unavoidable for SW1 but more devs are just going to have to bite the bullet and start including quality toggles for using on SW2 BC when they don’t have a devkit.
@trcsf Thanks, good to know! I'll be visiting Japan in November, so I'll probably buy a copy then.
@N00BiSH
I don't know if it's better but Strider certainly is terrific. I don't see a new Strider game though
Behold: Nintendo's genius plan to not send out dev kits and to instead tell devs, "just stick with Switch 1 lol."
And knowing Sega, if/when Lizardcube does get Switch 2 dev kits, they'll make a totally separate Switch 2 version on a Game-Key Card with no upgrade path for full price.
@Tom-Massey I get it. Thank you very much
@WaveBoy yeah, all those you mentioned are great, particularly Cyber Shadow. I'd also recommend Vengeful Guardian: Moonrider it's in a similar vein.
I liked the first half of The Messenger, where it just plays like a classic linear ninja action game. But it kinda looses me in the second half when it basically becomes a metroidvania. I need to revisit Katana Zero, it was actually one of the first switch games I got, so it's been awhile since I've played. I do recall being frustrated by the trial and error style of game play.
I played Ninja Five-O briefly via an emulator. It seemed fun, but I didn't play long enough to really have an informed opinion.
@The_Nintendo_Pedant mind the inflammatory titles:
Video 1, which got a lot of angry accusations: https://youtu.be/pnPWPxMEDx8?si=VCH9CqZa1Oz6kVC-
Video 2, as a response to the accusations: https://youtu.be/M0uP-oD87v0?si=sfxMl4KEbjLP0udc
I played the demo of this and it's a brilliant game. I'm holding off buying it through until its fully optimised for Switch 2. Its actually ridiculous that playing it on Switch 2 causes issues at times. Nintendo and devs on all sides need to get together over this because right now, it all seems a very blurry mess with Switch 2 and games.
Playing it on xbox and it's Bloody Great!!
Got my physical copy from LRG today. I know LRG but on some games I just had to.
Playing the demo on Switch 2. Loving it! I see no issues graphically (playing handheld) either.
@bimmy-lee
You’re very welcome! Thank you for the kind compliment and thank you for reading.
@GregamanX
Honestly, I’m sick of frame-rate talk too, but as it’s my job to highlight deficiencies I’m even more sick of developers turning out games that have problems. Shinobi, as noted, is clean as a whistle for the majority, and I wanted to score it a 9. But in the Mountain Factory it got so severe and for such an extended period, I had to send a video off for consultation. And I didn’t want to drop that digit, but we collectively decided it was problematic enough to cause complaints if it wasn’t noted. Hence, an 8.
If, like me, you’re a player that can ignore it when it crops up - and it seems thankfully fleeting anyway - then this is a straight nine and you should just buy it.
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