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SHINOBI: Art of Vengeance

2D action platformer

Joe Musashi hangs from a rope beneath a full moon and fireworks.
SHINOBI: Art of Vengeance · Game artwork

About SHINOBI: Art of Vengeance

When ENE Corp attacks Oboro Village and leaves Joe Musashi's clan turned to stone, the Shinobi sets out to stop the faction behind the assault. This hand-drawn 2D action platformer combines katana and ninja-tool combat with platforming challenges, hidden routes, Amulets and more than a dozen varied stages.

SHINOBI: Art of Vengeance follows Joe Musashi, leader of the Oboro Clan, a ninja group that has protected peace from the shadows for generations. A paramilitary organisation called ENE Corp is seizing territory around the world, and its leader, Lord Ruse, sees the Oboro as the last obstacle to his power. He launches an assault on Oboro Village as Joe and his students encounter rival ninjas during a training excursion. Joe finds his home burned and his clan turned to stone, then begins a journey to confront the force responsible. That premise gives the action a clear direction: Joe is moving through a world shaped by ENE Corp’s expansion, pursuing Ruse while fighting to avenge and protect his clan. The story centres on a familiar Shinobi figure in a new conflict, with the village attack setting the stakes before the wider journey begins.

The game presents its world as a hand-drawn side-scrolling adventure, built around more than a dozen stages rather than a single continuous landscape. Military bases and a scorching desert are among the places Joe traverses, and each area pairs movement challenges with enemies and hidden secrets. The distinct settings help the journey shift in tone and visual character as Joe advances through hostile territory. Platforming puzzles ask for attention to the route ahead, while concealed areas reward looking beyond the most direct path. These spaces are not only backdrops for combat: their layouts make traversal part of the action, and the tools Joe carries can help him overcome obstacles or uncover another way forward. The hand-drawn presentation gives the stages a deliberately illustrated look, while the varied environments establish a broad route from the Oboro’s threatened home toward the forces behind the attack.

Joe’s katana is the centre of his close-range fighting, supported by a broader arsenal of ninja techniques and weapons. Kunai provide a way to strike beyond the sword’s reach, while Ninjutsu arts and Ninpo add supernatural abilities to his options. These tools form a flexible set for fighting foes, with distinct moves that can be chained into combos. That makes the action about more than repeating one attack: Joe can combine techniques and adapt his approach to the situation in front of him. The game also presents precision as part of mastering the ninja arts, putting emphasis on how attacks are executed. Its single-player structure keeps the focus on controlling Joe through encounters and stages, using his available abilities as he presses deeper into ENE Corp’s territory.

Joe Musashi hangs from a rope beneath a full moon and fireworks.
Joe Musashi hangs from a rope beneath a full moon and fireworks. Official game screenshot; copyright belongs to its respective owners.

Progression expands Joe’s capabilities through Amulets and Ningi tools. Amulets enhance his abilities, allowing the player to shape his strengths as the adventure develops. Ningi tools serve a different but complementary role: they help Joe deal with obstacles and reveal new paths through a stage. That distinction connects character growth with exploration. A stronger or altered ability can change how Joe approaches a fight, while a tool can open up a route that was not immediately apparent. Joe’s canine companion Yamato adds another part of that journey: he can grow larger to aid Joe in battle or carry him on his back during a chase. These systems sit alongside the core movement and combat rather than replacing them, giving progression a practical connection to both the enemies and the spaces that make up the journey.

The stage design brings those systems together. Platforming puzzles make movement and timing important, while hidden secrets encourage checking side paths and less obvious corners. Joe’s Ningi tools are specifically suited to overcoming obstacles and finding routes, so exploration can involve more than simply reaching the next screen. Combat and traversal share the same forward momentum: a stage can ask Joe to navigate hazards, deal with opposition and look for opportunities beyond the main route. The mix of military installations, desert terrain and other visually distinct settings shifts the spaces he must cross, while the hand-drawn style gives those locations a consistent visual identity. More than a dozen stages provide room for the adventure to vary its scenery and challenges while retaining its side-scrolling action-platformer structure.

At its heart, SHINOBI: Art of Vengeance is a revenge story expressed through movement and combat. Joe’s return to the ruined Oboro Village gives him a personal reason to pursue Ruse, and the clan’s stone-bound fate ties the conflict to the people he leads. His journey places a disciplined ninja against a paramilitary force with reach across the world, setting traditional weapons and arts against an organised modern threat. The result is a focused single-player adventure about advancing through dangerous stages, refining a varied arsenal and finding paths through obstacles. For players drawn to 2D action platformers, the game combines illustrated environments, combo-based fighting, ninja abilities and exploratory secrets around a straightforward dramatic goal: Joe must confront ENE Corp and seek vengeance for what it did to his home and clan.

Joe leaps between platforms while fighting ninjas in a bamboo grove.
Joe leaps between platforms while fighting ninjas in a bamboo grove. Official game screenshot; copyright belongs to its respective owners.
Developer
Lizardcube in partnership with SEGA
Genre
2D action platformer