Shinobi: Art of Vengeance Review: A Dish Served Lukewarm

Art of Vengeance, released since the mostly overlooked 2011 3DS version, appreciates the importance of accuracy. When everything runs smoothly, it provides a satisfying action platformer with an exquisite art style. However, there are instances when it struggles to maintain its ninja-like fluidity and can feel slightly clunky in gameplay, despite its beautiful art style.

The artistry in this game merits repeated praise as it captivates from the outset and continues to impress throughout. Its hand-drawn style is truly remarkable, featuring intricately detailed backdrops such as bustling fish markets with unique underwater eateries, and elaborate castles adorned with multiple layers of tiles and decorations. The vistas are grand, showcasing a vibrant blend of colors that instantly grab your attention.

Putting the “Art” in “Art of Vengeance”

As a devoted admirer, let me share my thoughts on this stunning masterpiece – Art of Vengeance. The creators, Lizardcube, truly outdid themselves with the breathtaking visuals they’ve crafted here. The opening title cards and final flourishes are nothing short of wallpaper-worthy, setting a grand stage for the action to unfold.

The ultimate attacks, especially those by our hero Joe Musashi, are simply jaw-dropping. He summons spirits from the scrolls that sweep across the screen like mythical dragons, leaving a trail of destruction in their wake. It’s an awe-inspiring sight that transports you into another realm.

Despite the somewhat unusual thinness of two female character portraits, the game rarely falters in its visual appeal. Art of Vengeance is nothing short of beautiful, and it showcases Lizardcube’s ability to push the boundaries of 2D art to new heights. Their work on Streets of Rage 4 was phenomenal, but with this game, they’ve raised the bar even higher, giving us a glimpse into what truly exceptional 2D art can achieve.

The fluid animation in “Art of Vengeance” shines particularly during the platforming and combat sequences, which form the core gameplay experience. Navigating through the levels by jumping and dashing feels generally seamless thanks to well-controlled mechanics. While these sections may not stand out as exceptional due to their relative simplicity, they offer straightforward challenges like grappling hook points and hovering platforms that, while familiar, don’t strive to challenge players in extraordinary ways or introduce groundbreaking ideas common among similar genre counterparts.

Ninja May Cry

Despite featuring several pulse-pounding chases that escalate the tension, these sequences primarily serve as a route to reach the numerous combat arenas within the Art of Vengeance. The melee fights are briskly paced and designed for efficiently vanquishing an assortment of demons, soldiers, and robots with just a few swift strikes. Its selection of unlockable attacks is meticulously crafted because they often flow seamlessly into one another, allowing for fluid combos such as launching an opponent high in the air with a heavy finisher, only to follow up with a kick attack executed from a dash.

This system offers rewards for strategic moves, offering intense, seemingly choreographed melee battles. Finishing a thrilling round with an execution – achievable once you’ve built up a meter under the opponent’s health gauge – is the dramatic final blow that adds to the excitement, especially when it triggers a shower of orbs and coins from each defeated adversary. Even in challenging encounters against bosses, players can perform combos and executions, making even the toughest fights feel manageable.

A Slightly Dulled Blade

As a dedicated gamer, I’ve been diving into the world of “Art of Vengeance” and while it’s packed with action-packed sequences, there are some minor hiccups that prevent it from reaching its full potential. The executions, for instance, feel a bit off – instead of being smooth and intuitive, they demand simultaneous presses of the shoulder buttons, often leading to unintentional dashes in the heat of battle.

The special Ninpo and Ninjutsu abilities are another area that could use some polishing. They require multiple button inputs, making them less responsive than I’d like in a game of this speed. What’s more, certain attacks come with surprisingly long recovery animations. This slight delay can make it difficult to dodge at the right moment, as the crucial act of evasion isn’t always as reliable as one would hope. Although it might seem like just a few frames, it’s definitely noticeable in a game this fast-paced.

In fast-paced games such as this one, any flaws or inconsistencies are noticeable and can have a greater negative effect than they would in slower games. For instance, if an action requires quick two-button input with a time limit, it might feel cumbersome. Similarly, having to wait for a Ninpo or Ninjutsu menu to appear while an enemy is attacking can be frustrating. The game Art of Vengeance also has a few issues like occasional awkward checkpoints, overly large violet-tinted attacks that bypass dodges, and some sluggish vehicle sections. At times, the game’s finest moments are slightly marred by these flaws. As the difficulty level increases in the final act, these flaws become more apparent and harder to ignore.

The game, titled “Shinobi: Art of Vengeance“, occasionally stumbles but makes up for it with the fluid agility reminiscent of a true ninja. Performing combos can be tricky due to complex button combinations or lengthy recovery periods, which can be frustrating. However, taking out three opponents simultaneously following an extended juggle sequence is incredibly satisfying. The game’s visual aesthetic, one of the most beautiful in 2D art, consistently adds to this enjoyment. Despite the combat perhaps not living up to the “vengeance” promised in its title, the overall experience remains sharp and engaging.

Rating: 3.5 out of 5

A review copy for PS5 was provided by the publisher for the purpose of this review.

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2025-08-25 16:41