Steel in the Brushstroke: Our Review of Shinobi: Art of Vengeance (2025) | GamePulse

Steel in the Brushstroke: Our Review of Shinobi: Art of Vengeance (2025) | GamePulse
Shinobi: Art of Vengeance slices back with fluid, fighting‑game‑style combat and gorgeous hand‑drawn art—an exhilarating revival nicked only by a few uneven stages. (Image credit: Lizardcube)

Lizardcube drags SEGA’s silent assassin into 2025 with velocity, verve, and a few rough landings.


If you’ve spent the last decade muttering “bring back Joe Musashi” like a gamer’s prayer, congratulations—the ninja god(s) have answered. Shinobi: Art of Vengeance is the first new mainline Shinobi in 14 years, a hand‑drawn 2D action platformer from Lizardcube (of Wonder Boy and Streets of Rage 4 fame) that’s equal parts revival and reinvention. The result? A gorgeous, fiercely responsive dash through blade‑bright arenas and painterly vistas that nails combat so hard it practically carves its initials into your TV. It stumbles on level design more than once, but when this game sings, it’s a katana duet.

The return of a legend (and yes, it’s everywhere)

SEGA’s revival lands on PlayStation (PS4/PS5), Xbox (One/Series), Switch, and PC, with a standard $29.99 price. There’s a Digital Deluxe Edition that includes three‑day early access, cosmetics and amulets, the digital artbook/soundtrack, and the “SEGA Villains Stage” DLC—an extra boss stage arriving in early 2026—which is included in that deluxe tier. (Notably, the early‑access window doesn’t apply on Switch.)

Release‑day mythbusting: you’ll see both August 28 and 29 cited. Steam’s global unlocks (and Deluxe “advanced access”) mean some platforms got in a few hours sooner, but the worldwide date is August 29 in SEGA’s official materials. Either way, the ninja is out of the shadows—and into your backlog.

A blade that never stops moving

What makes Art of Vengeance feel new is the tempo. Combat flows like a fighting game—light and heavy strings, aerial launchers, evasive rolls, dive‑kicks, and a dash that stitches every move together into one continuous slash of motion. When it clicks, you’re not stepping from encounter to encounter; you’re surfing on momentum. That’s not hyperbole; multiple hands‑on and reviews called out the game’s speed and fluidity as its defining feel.

Central to that flow is the Execution system. Every enemy has an execution gauge; fill it and you can insta‑finish them from anywhere on screen. Chaining multiple executions showers you with health, kunai, and gold, creating a delicious push‑pull: you’re often trying not to kill an enemy—at least not yet—because lining up a multi‑target payoff is so rewarding. It’s a clever twist that gives combat a unique rhythm and lots of decision‑making in the middle of the slice‑and‑dice.

Tools of the trade (and why you’ll tinker)

Joe’s arsenal is both familiar and flexible. You’ve got your katana and kunai, plus Ninpo and Ninjutsu (screen‑clearing supers and elemental tricks), and a set of equippable Amulets that grant passive or combo‑triggered perks. As you explore, you’ll also unlock “Ningi” tools—mobility and traversal upgrades that open side paths and secrets. The loop is classic: kill, collect gold, shop for new moves, then go back to hunt for hidden chests and optional challenges. It’s enough to let you sculpt a “build,” even if the sword‑first core remains wonderfully elegant.

If you’re the type who min‑maxes, the Amulets and Ningi provide a quiet layer of depth. If you’re not, the game still sings: reviews consistently praised the base move set for being deep yet intuitive, with unlocks that keep combat evolving without drowning you in systems.

Stagecraft: neon rain, burning deserts, and a train to outrun

Lizardcube’s stage variety is a treat. One minute you’re sprinting through a neon‑soaked city rescuing hostages—an explicit nod to 1987’s Shinobi—then you’re dashing across a moving train, diving into an underwater military base lit by bioluminescent jellyfish, or crossing a bone‑strewn desert. The checklist of secrets per stage nudges you back in once new abilities unlock, and finishing the campaign opens an Arcade mode and a Boss Rush that extend the fun without padding the story. Expect a brisk eight‑ish hours before those post‑credits modes.

That said, the level design is where the kunai occasionally misses. While the best stages get out of your way and let the combat shine, a few fall into flat, drab layouts and “gotcha” platforming—blind drops, inconsistent hazard hitboxes, and bonus gauntlets that sometimes feel unfair rather than demanding. It’s not game‑breaking, but it is a noticeable wobble in an otherwise razor‑sharp experience.

Ink, paper, pixels: the look (and the soundtrack) absolutely slay

Art of Vengeance is what happens when an illustrator’s sketchbook gets a budget. The entire game is hand‑drawn, with layered backgrounds and elegant brushstroke flourishes inspired by Japanese ink painting. Screenshots are lovely; in motion the animation and lighting sell the fantasy, constantly composing little dioramas as you sprint past lanterns, graffiti‑splashed alleyways, and bamboo groves. It’s an aesthetic flex that puts most “retro revivals” to shame.

Those looks meet a soundtrack worthy of the headband. SEGA tapped Tee Lopes (Sonic Mania, TMNT: Shredder’s Revenge) as lead composer, with legendary Yuzo Koshiro returning to the series he helped define with 1989’s The Revenge of Shinobi. It’s a cross‑generational team‑up that blends crisp modern production with classic SEGA swagger—an easy sell for fans and an unusually strong hook for newcomers.

Story beats: just enough to sharpen the edge

Joe Musashi—now leader of the Oboro clan—faces ENE Corp, a modern paramilitary led by Lord Ruse. After an opening catastrophe, you’re off on a globe‑trotting vendetta that rarely commandeers the spotlight. The narrative is ’90s‑style efficient: a few standout cutscenes, some character cameos, and a straight line pointing at your next slice of justice. Most reviewers found it serviceable rather than stirring; Shinobi has always been about the feel in your hands more than a monologue in your ears.

Difficulty, length, and modes: pick your poison, then replay

One subtle triumph: approachability without defanging. Multiple difficulty options let you bump up Joe’s damage (and incoming pain) if you want an arcade‑hard run, or mellow things out if you’re here for the art and the parries. The main campaign wraps before the momentum dips—roughly 8 hours is the common figure—then opens that Boss Rush and a throwback Arcade mode for mastery runs. If you like shaving seconds off a perfect route, you’ll stick around.

On Steam Deck, it’s an excellent handheld fit. SteamDeckHQ recommends locking at 60 FPS for stability and better battery life, noting the game is smooth and responsive at that cap. Accessibility settings are light (no color‑blind modes, for example), which is an area we’d like to see SEGA emphasize more in future patches.

Dollars, DLC, and editions: where the value lands

At $29.99, the base game is a steal for how good it feels to play. The $39.99 Digital Deluxe adds early access (three days), cosmetics, starter amulets and currency, and the digital artbook/soundtrack—plus the “SEGA Villains Stage,” a 2026 add‑on featuring bosses pulled from SEGA’s broader rogues’ gallery (yes, Dr. Eggman is one of them). If you’re allergic to DLC, note that the stage comes included in the Deluxe and arrives later for everyone else; for collectors and speedrunners, it sounds like a fun victory lap. (Again: the early access perk doesn’t apply on Switch.)

The nitpicks: where the shuriken wobble

A few points keep Art of Vengeance shy of “unassailable classic”:

  • Inconsistent stage highs. When the arenas and routes sing, you’re in heaven; when they don’t, the pacing sags and you feel the seams—especially in “blind jump” moments.
  • Screen chaos. On busier encounters, the art’s luscious detail can make it briefly hard to track Joe amidst particle fireworks. It’s rare, but noticeable.
  • Light systems, light payoff. Amulets/Ninpo add spice but aren’t strictly necessary once your fundamentals click; the sword steals the show. (For many, that’s a feature.)

The big picture: a ninja reborn

For all the minor stumbles, Lizardcube’s take is the bold, kinetic shot in the arm this series needed. Hand‑drawn art that actually feels alive, a combat loop so tactile you’ll replay levels just to practice, and a structure that respects your time—Shinobi: Art of Vengeance is one of the year’s easiest recommendations for action fans. If SEGA’s modern revival plan is “hire artists who care and let them go to work,” then consider this Exhibit A.

Play it if: you love 2D action with fighting‑game swagger, you’ve been craving an arcade‑clean campaign with optional mastery loops, or you simply want to see what “hand‑drawn” looks like when a studio really means it.

Skip (for now) if: level‑design misfires instantly sour you, or you need robust accessibility features on day one.


Verdict

Score: 4.5/5 — A razor‑edged revival.
When the credits roll, you’ll remember the feel: that effortless glide from parry to launcher to execution, the way brushstrokes streak behind your dash, the little grin that sneaks in when a four‑enemy chain sprays healing orbs at your feet. Art of Vengeance isn’t perfect—its stage design doesn’t always match its combat genius—but as a statement of intent for a classic reborn, it’s spectacular. SEGA and Lizardcube didn’t just resurrect a ninja; they sharpened him.


Platforms & Price: PS4/PS5, Xbox One/Series, Switch, PC — $29.99 base; $39.99 Digital Deluxe with early access and 2026 “SEGA Villains Stage” DLC (Deluxe early access not on Switch). (Steam Store, SEGA亞洲官方網站| SEGA)

Release: August 29, 2025 (regional/edition timing may cause earlier unlocks on some platforms). (SEGA亞洲官方網站| SEGA, Steam Store)

Notable credits: Developer Lizardcube; hand‑drawn direction under Ben Fiquet; soundtrack by Tee Lopes with contributions from Yuzo Koshiro.

Modes: Single‑player campaign, unlockable Arcade and Boss Rush. ~8 hours to credits; plenty of post‑game mastery.

Bonus note for handheld PC players: Excellent on Steam Deck at a locked 60 FPS; limited accessibility options at launch.

Ninja motto for 2025: games don’t need a third dimension when the second one cuts this clean.



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