Revivals are a tricky business. Some are soulless nostalgia plays, others too desperate to reinvent. Like an expertly flung shuriken, Shinobi: Art of Vengeance sticks the sweet spot, honouring its arcade ancestry while carving out a modern identity. It’s a game that feels like it could stand toe to toe with the classics of the genre, and it does so by delivering gameplay that’s sharper than a caltrop.
After many hours hewing through its 14 stages, I found myself grapple hooked on its love of precision (while also cursing its cruelty). It is the return the Shinobi name deserves. I also think it’s more or less an equal of Ninja Gaiden: Ragebound, though its techniques skew more brawler and it’s swathed in a sumi-e shozoku.

Razor-Sharp Combat
At its core, Art of Vengeance is a 2D action-platformer with the beating heart of a brawler. The sword is fast, weighty, and responsive, with light and heavy strikes chaining into elegant combos. Aerial kicks and spinning strikes give combat a vertical flair, while kunai throws add a ranged option that never feels like an afterthought. Earnable executions punctuate the chaos with brutal flair, showering coins and health in a bloody reward. Basically, the pacing keeps you locked in, forcing you to flow from strike to strike rather than turtle up.
Unlockable combos expand your toolkit over time, bought from a travelling merchant who feels like a nod to 80s arcade quirks. These additions push you to experiment, and the system strikes a sweet balance between immediacy and long-term uber-mastery.
Don’t let the sneaky moniker of Shinobi fool you. Combat does not aim for the one-hit kill precision of some stealthier ninja titles. Instead, it leans into satisfying skirmishes against groups bearing health bars, asking you to manage spacing, timing, and resource meters.

The Power of Ninpo
Two resource systems elevate the mechanics beyond slash-and-dash, however. The Ninpo gauge fills as you land attacks, allowing you to unleash customisable special techniques. Whether that is a screen-clearing, faux Golden Axe fire dragon or a targeted lightning strike, they add punch without overwhelming the swordplay.
Meanwhile, the Ninjutsu gauge fills as you take damage or gather orbs, acting as a trump card. It fuels devastating super techniques and even serves as a revival mechanic when death would otherwise claim you.
The interplay of these meters ensures fights never slip into repetition. You are constantly making choices about when to spend or save, when to risk pushing forward or bank energy for the inevitable boss fight. This blend of planning and improvisation is what makes Art of Vengeance sing.

A Rogue’s Gallery
Across Shinobi’s roughly 10-hour runtime, all 14 stages end with a boss encounter, and these are where the game flexes its creativity. Old Shinobi villains return in reimagined form, joined by grotesque mutants and mythical beasts. Each fight tests different skills, whether pattern recognition, precision dodging, or exploiting the tools you have unlocked. Defeating them drops trinkets that expand your abilities, nudging you toward new playstyles.
Boss design is a highlight because it never leans on cheap tricks. Patterns are punishing but fair, giving you the satisfaction of learning and eventually mastering them. Some encounters may feel like walls at first, but the sense of triumph after finally cutting through is the stuff arcade legends are made of.

Tools of the Ninja
I also dig that progression is cleverly structured around unlockable gear and abilities. Wall-climbing claws, a glider, and a grappling hook gradually expand how you approach each stage. Charged punches add brute force to your repertoire. These upgrades are less about making you overpowered and more about deepening the options at your disposal. They also open up secrets tucked away in each level.
If you skew a little masochistic, as I do, you’ll love the three Elite encounters in each stage: tough fights that reward you with amulets. These amulets slot into your loadout, providing both passive bonuses and active tricks. They encourage replay, as no two loadouts feel quite the same. Rift trials, focused on platforming gauntlets, add another wrinkle for those chasing 100 percent completion.
Outside the main campaign, Boss Rush and Arcade modes extend longevity. Arcade mode in particular, with its time-focused scoring, feels like the kind of high-score chasing playground that fans of the original will love. Which is me. And I totally did.

Edges That Cut Both Ways
Not everything is honed to perfection, mind you. Enemies respawn a little too quickly when backtracking, which can frustrate when hunting secrets. The map is also vague about what lies ahead, sometimes failing to distinguish between a hidden passage and a fatal drop. These quibbles do not break the experience, but they occasionally nick the flow.
Furthermore, while Art of Vengeance is demanding, it is not exclusionary. The default difficulty is forgiving enough to welcome newcomers, while optional challenges give veterans a mountain to climb. Accessibility options are present, allowing more players to enjoy what is on offer without diluting the core intensity. It is a thoughtful balance, and one that ensures the game does not alienate the very audience it seeks to honour.
Ultimately, I think Shinobi: Art of Vengeance ends up being killer because it remembers what made Shinobi great. The focus is on fast, responsive combat, creative boss battles, and a steady drip of new tools that make every stage feel fresh.
Sure, it’s not flawless (and is up against some wicked competition), but the rough edges are minor compared to the thrill of cutting through its gauntlet of foes. This is a true return for a series that has been dormant for too long, and it proves that the way of the ninja never really goes out of style.
This review was made possible via a no strings attached code provided by Five Star Games