Shinobi Art of Vengeance, A Nostalgia-Inducing Masterpiece
- Igor Krivokapic
- Sep 15
- 6 min read

Not to mention the countless square meters of destroyed doors and walls. SEGA made this series a symbol of pure action back then, and each new part was a challenge to nerves, reflexes, and patience. The old school of games is indestructible with the famous motto: "We'll eat up all your coins, and you'll still thank us, it was fun."
Shinobi Art of Vengeance comes as a return to the roots, but also as a modern homage to one of the hardcore ninja series of all time. The question you might ask yourself while looking at the page on your favorite store is simple – "Can this game measure up to the legendary status of its predecessors?" The answer is "Oh yes, it certainly can." Get ready your kimono made from mom's bedding, headband, and cloth for sweaty palms.
In the mood for something completely different? Check out our Gears of War review!
Bringing Ukiyo-e to Life in Shinobi Art Of Vengeance
The first thing that catches the eye is the visual presentation as soon as you start the campaign. Art of Vengeance doesn't try to be a sterile, overly polished game with the shine of modern engines. Instead, it creates a feeling of an old manuscript that has been digitized.

The backgrounds resemble those pulled from Japanese ukiyo-e woodblock prints, while the animations are smooth, and the movements are executed with special care. During the action, the chaos on the screen is evident. When your ninja jumps out of the shadows, swings his katana, and cuts an enemy in two while maple leaves fall around him, it feels like you're watching an animated film, not just a video game.
Moreover, the entire aesthetic of the game plays on the card "style over realism" and shines there. Nothing less could be expected from a team like Lizard Cube. This team of people did a masterful continuation of the famous Streets of Rage series, and it's evident that their time is yet to come.
It's essential to emphasize that aesthetics are just decoration, and it's pointless to bombard with shiny visuals if the combat itself isn't good. Luckily, all the combat mechanics in this game showcase the portfolio of this team, which has honed its craft with Streets of Rage 4. The combat system can be easily described as a mix of old school and new ideas, but without excessive experimentation.
Combat Mechanics in Shinobi Art of Vengeance
To begin with, the famous principle of mashing controller buttons is no longer functional. Here, combinations of moves are the basis of the whole story, and "spam light attack" only works up to a specific limit. The moment you catch the rhythm and start combining shuriken (or kunai) and finishing blows with the katana is so satisfying that it automatically forces the player to continue and seek the next conflict. The feeling of arcade action is unstoppable, raising adrenaline with each victory.
There's an inevitable comparison with the recently released Ninja Gaiden Ragebound. While Ragebound is an actual old-school game that doesn't let you move if you don't follow specific rules, Art of Vengeance strikes a balance between punishment and reward. Instead of pinning you against the wall of frustration with a clear stance that you can't proceed without mastering X, Y mechanics, here you have the feeling that, with a bit of effort, you can be better and continue. It depends on who likes what and what mood they're in, because as similar as these games are in theme, mechanically they're very different and target different audiences.
One of the biggest trump cards of this game is the "Shadow Art" system, which could become the hallmark of modern Shinobi if this series continues. Instead of classic special moves, the player can combine short combos into a sort of ninja "performances." For example, jump to the wall, throw kunai at the enemy, throw a smoke bomb while falling, and finish it all off with a katana that cuts three enemies at once. The camera follows all of this in almost film-like slow motion.
Smart Enemies and Challenging Gameplay
After this performance, you can only tell yourself with an idiotic smile: "Yes, this is exactly why ninjas are loved." Along with this comes a great system of amulets and Ninpo. Amulets provide additional buffs, allowing you to use two pieces at once to create your ideal "clean-up" build, which incorporates elements of min-maxing. If you get into trouble and think that a large number of enemies on the screen is a problem, you have Ninpo, which is an ultimate move that deals massive AOE damage, and thus you can finish a fight spectacularly.
The world in which the campaign takes place is presented through platforming sections that have Metroidvania elements, which is an excellent decision. Some people may start to get frustrated at the mere mention of the word metroidvania, given the flood of similar titles in the last 2-3 years. In this case, an excellent design choice was made, given the theme and speed of combat.

Each level is carefully designed – from the narrow roofs of Tokyo under the moonlight, through obscure temples hidden in the fog, to futuristic laboratories where cyber-augmented ninjas stand against you. The diversity is a huge plus because you never feel like you're redoing the same scenario for the tenth time. Even more importantly, the enemies behave smartly.
They don't just jump onto your sword; they surround you, use traps, and sometimes force you to use everything you've learned. The only flaw that will catch the eye of more experienced players is the inconsistency in the quality of the design of these sections. Sometimes they're excellent, with various small details that will delight you, while others are empty and feel almost like filler to prolong the length of the gameplay, conditionally.
Music that Perfectly Complements the Action
Of course, a game like this can't pass without boss battles. What is Shinobi without epic showdowns against ninja lords and mythological monsters? Here, every boss fight feels like a small test of martial arts choreography, from a giant snake that wraps around the pagoda to the master of the clan who uses chain weapons faster than you can blink. Each duel requires patience, learning, and mastering patterns. Nothing revolutionary compared to other titles of this type, but these battles have spirit and quality fluid mechanics. Because of all this, they're an adequate crown to each mission.
One of the things that particularly delights me is the music. Rarely does the soundtrack manage to convey such energy and atmosphere. Traditional Japanese instruments are mixed with electronic beats, creating a specific contrast. In one moment, you feel like you're in a scene from a Kurosawa film, and the next moment, drums and synthesizers pump adrenaline during a fight with four opponents on the rooftops of futuristic Tokyo. These aren't just classic music tracks but action music adapted for "everyday" use.
Technically speaking, the game is flawless. There are no serious bugs, controls are fast with non-existent lag, even on large TVs that don't have speed mode. When the screen is flooded with dozens of enemies and a bunch of special effects start popping – everything slides like butter. This is proof that the developers really polished the game and didn't release it half-finished, as is unfortunately often the case today.
Shinobi Art of Vengeance In Conclusion

Of course, not everything is perfect. The game's difficulty may deter some audience members who aren't accustomed to action platformers. It's not a hardcore level like Ragebound, but it's not a joke for less experienced players either.
Some might say that's a minus, but it can be seen more as a return to that old school that taught us to sweat in front of the screen and celebrate every victory with applause and cheering.
The game's story is also a weak point; realistically, the campaign lacks the depth of some other games, but let's be honest, in a Shinobi title, no one ever looked for a Shakespearean plot.
Please give us a hero who grumbles, a revenge storyline, and a handful of mythology, and everyone is happy. In the end, Shinobi Art of Vengeance succeeds in what many comeback projects can't, except for its direct competitor, Ninja Gaiden: Ragebound.
And that is to satisfy nostalgic standards and provide something fresh simultaneously. Shinobi respects its roots but isn't afraid to experiment and move forward.
Rating: 9.2/10.
The game earns this grade for its excellent blend of old-school and new mechanics, beautiful visuals, and satisfying combat.
Recommended age: 13 and above.
The game is recommended for kids aged 13 and above due to its challenging gameplay, mild violence, and themes that might not be suitable for younger audiences.
