Main game
4.06 average rating based on 52 ratings
I snuck one more game from 2025 into my year-end (basically one of the only things I’ve really played since my accident) and I think it deserves a spot in the list of favourites. I mean how can you not love a game with a baby Shinobi?

I quite enjoyed the game, which continues a streak of successes by LizardCube, the French dev that frequently collaborates with DotEmu and works on Sega titles. Shinobi: Art of Vengence strikes me as the kind of action platformer that a lot of people who bounce off Silksong might be looking for, something with gorgeous hand drawn art, beautiful background work and solid platforming mixed with mildly challenging combat that feels very satisfying to master and lacks the Soulslike elements of something like Hollow Knight or Silksong. It’s very much an arcade action platformer, with great platforming control and combat that feels fast, precise and satisfying. It’s largely a no bullshit game, one that isn’t going to send you running back through corpse runs or endless gauntlets just to recover ground. Instead it’s a game that has very pleasant steady progress forward, one that doesn’t gate things like double jump behind late game …
I snuck one more game from 2025 into my year-end (basically one of the only things I’ve really played since my accident) and I think it deserves a spot in the list of favourites. I mean how can you not love a game with a baby Shinobi?

I quite enjoyed the game, which continues a streak of successes by LizardCube, the French dev that frequently collaborates with DotEmu and works on Sega titles. Shinobi: Art of Vengence strikes me as the kind of action platformer that a lot of people who bounce off Silksong might be looking for, something with gorgeous hand drawn art, beautiful background work and solid platforming mixed with mildly challenging combat that feels very satisfying to master and lacks the Soulslike elements of something like Hollow Knight or Silksong. It’s very much an arcade action platformer, with great platforming control and combat that feels fast, precise and satisfying. It’s largely a no bullshit game, one that isn’t going to send you running back through corpse runs or endless gauntlets just to recover ground. Instead it’s a game that has very pleasant steady progress forward, one that doesn’t gate things like double jump behind late game upgrades and instead focuses most upgrades on expanding Joe Mushashi’s combat repertoire.
The game also has a full compliment of accessibility settings that lets the individual tweak for their personal preferences or needs. I played on the Shinobi setting, which is the game default, but there is a lot to play with to allow a person to reduce the difficulty from there should they hit a wall.
The game isn’t without its flaws, and most of them are met in some of the optional platforming segments where you discover that there are limits to LizardCube’s platforming design and mechanics. One in particular pertains to this puzzle:

This puzzle requires that you manipulate Joe from the top to the sides of the floating crate at multiple junctions. However LizardCube didn’t program a means to dismount the top of the cube to directly cling onto the side. Instead, you have to drop Joe off the side and catch the ledge. This is complicated by the fact that the game has an auto ledge mount, so if you grab the side too soon you will leap right back on top, usually into the danger zone of flames or spinning saws you were trying to avoid. It’s random enough that it’s easy to repeat the challenge multiple times because you’re fighting the system design rather than working through the puzzle. There are also some segments in puzzles like this where the timing to move from one edge of the cube to another is so slim, you really do need a more precise set of controls to pull it off. There are several secret areas like this that push the game’s platforming systems to their absolutely limit and it’s not hard to feel that LizardCube got a tad too ambitious in their platforming level design in a handful of sections that they didn’t tweak the mechanics enough to really match. It’s the only point where I think the game isn’t bullshit free, and the only point where I think that despite its difficulty, something like Silksong always feels fairer in its challenges.
Of course everyone wants to compare this to the other ninja platformer out this year, Ninja Gaiden: Ragebound. I don’t know how productive that really is, because they are very different games and LizardCube’s specific specialty in platforming and combat makes for some that feels very far from a Soulslike/Metroidvania, which The Game Kitchen is 100% chasing that design language. It’s very obvious that Shinobi is arcade action focused because things like your combo meter only depletes upon taking a hit, which means you can rack immense combo scores and dish out bonus damage thanks to combo boosts you can equip. Ninja Gaiden has a combo meter that is time based so you need to keep moving and killing which allows them to play with the tension of risk and reward that is familiar in Soulslikes. But Ninja Gaiden also tempers your combo count because it’s not an arcade game, it’s not focuses on big numbers and high scores like Shinobi is, especially when you unlock the latter’s actual arcade mode that applies ranks to each level.
I’ve only just started Ninja Gaiden: Ragebound so I don’t have a lot to say except that it definitely feels slower, with a kettle bit less of a satisfying element of feedback during combat. Platforming also feels less fast and fluid and more meticulous and intentional, which makes sense for the style of game that they tend to design and tends to have weightier, Castlevania inspired, action to it. But I’ll stop there because, again, I don’t think there’s a lot of fruitful discussion to be had comparing them other than it excellent that both franchises have new 2D platforming games that take wholly different approaches to combat platforming design.
This game is so fucking gun and it looks so good.
My only two complaints: -it has a few bottlenecks having to do with minigameish sections -I wish i was better at it
I fought the final boss so many times but the win was so satisfying and I knew pase 1 so well I could do it without damage by the end.
Waht a coincidence. Two new 2D action-platformers—both belonging to legendary ninja sagas that began in the 1980s— released less than a month apart. Ninja Gaiden Ragebound and Shinobi: Art of Vengeance are very different from each other in terms combat, gameplay and even story... and I think I liked The Game Kitchen game more, but this is still an amazing game.
Read my full review in spanish.

And no. It's not a Metroidvania. It kinda want us to think it is, but it's not.
I am really on the edge with this one. The combat is quite fun and has such a great feel as you land the combos. There are a ton of skills and special abilities and even an execution that is incredibly fun to pull off as the final move of your combo. But I find the platforming and exploration fairly unsatisfying. Most of the exploration requires you to replay the levels later after getting a Metroidvania style ability that lets you access new areas. The map's presentation also makes the bounds of the level very unclear. I find myself jumping to my death too often thinking there is an area that might be just out of sight.
Ultimately, I think they should have gone much heavier on the combat as that seems to be its strongest suit.
While I did enjoy this game as a different thing, I do lament the loss of the projectile based gameplay of the Genesis Shinobi games and their action oriented design. The gameplay and level design of AoV are very different from the Genesis Shinobi games. AoV decided to add gated exploration aspects, which were okay but also uninspired. There's nothing interesting about finding switches, moving cylinders, and obvious blue barriers. Other games in the genre have already done these things better. The responsive controls were good and in terms of mechanics/abilities the best things about the game were the execution kill system and the capability to run up a wall for a bit after you've jumped towards it. The characters are quite small in size and the levels generally have too much open space. This combined with the air dash and the invincible dodge roll that goes through enemies makes it very easy to just avoid or run away from enemies. Boss battles were generally engaging but the visual looks of most bosses were not memorable. Background art, however, looked really good.
This game is so fucking gun and it looks so good.
My only two complaints: -it has a few bottlenecks having to do with minigameish sections
-I wish i was better at it
I fought the final boss so many times but the win was so satisfying and I knew pase 1 so well I could do it without damage by the end.
As Shinobi-mania grips the world once more, I recommend folks check out the history of the series! Matt McMuscles put together a solid overview of the games here.
Wow. Just played the demo and first impressions are i like this more than everything the new Prince of Persia game did. Shinobi feels far sharper and better paced than the plodding and a bit dull PoP, at least by comparison.
Checked out the demo for this, it's neat that the two big ninja games coming out this month feel so different! Ninja Gaiden: Ragebound is all about one-hit KOs and lightning quick action with a narrow toolset, while Shinobi is slower and more combo-focused, with a wider variety of moves and resources to manage.
Love that the Tate system returns from Shinobi on PS2, where you can queue up KOs against multiple enemies and then take them all out in one instant.