Allow me to frame this properly. Megaman X4, specifically Zero’s campaign, is one of my all-time favorites. I can’t recall every detail anymore, but I’ll never forget the feeling — chaining that three-slash combo, jump-dashing, wall-hopping, and pulling off special moves. Playing SHINOBI: Art of Vengeance brought all of that flooding back.
This game didn’t just scratch my itch for a good 2D action platformer — it satisfied it. From the action to the platforming to the presentation, everything clicked in a way that made me feel right at home, while still giving me something new.
Vengeful combat
The starting moveset is strong. You don’t feel like the character was held back — from the get-go, you already feel like a badass ninja. Combos are fluid, chaining light and heavy strikes with kunai throws, and you can cancel into dashes to keep the flow going. By the time you unlock new skills, the enemies have already ramped up in ways that make each addition feel necessary rather than just flashy.
What really sold me was how layered the combat becomes. Beyond standard combos, you can pull off executions once an enemy’s stagger gauge fills, rewarding you with bursts of health or ammo. Ninpo skills add another dimension — special moves that let you clear space or punish groups when things get hectic. Later on, amulets and traversal tools fold into combat as well, letting you customize your approach, whether that’s aggressive, defensive, or a balance of both.
Even with all that, fights never felt overwhelming. Deaths were on me, not the game. The enemy variety kept me on my toes, and boss fights in particular made sure I used every tool I had learned up to that point. Each one felt like a proper exam on my ninja training.
What sealed it for me was one of the early boss fights. On paper, it wasn’t the toughest, but I played it jetlagged on a flight — not exactly ideal ninja conditions. I knew I had the tools to win, but it still took me close to ten tries before I finally nailed the rhythm. I landed the finishing blow just as the pilot asked us to prepare for landing. That mix of stubborn challenge and sweet payoff is what this game nails so well.
Challenging platforming
Jumping, double jumping, and air-dashing felt second nature right away. If you’ve played other 2D action platformers, you’ll slide right into the rhythm. Wall-hopping and wall-running took me longer to get a handle on — about two and a half hours before I stopped second-guessing my inputs — but once it clicked, it opened up the game in the best way.
Stages always kept things fresh. One level had moving platforms over bottomless pits that punished sloppy timing. Another leaned on vertical climbs, forcing me to chain wall runs and dashes in rapid succession. Later on, environmental hazards like lasers and collapsing floors made traversal feel like puzzles as much as platforming tests.
I fell plenty of times, but I never felt lost or cheated. The level design does a great job of pointing you in the right direction without handholding. And when new abilities unlocked, they didn’t just add flair — they gave me access to hidden rooms and shortcuts in earlier stages, rewarding exploration without dragging the pace.
Artful presentation
The hand-drawn look nails the vibe. Sharp character sprites and backgrounds pop without being too busy, and it sells the whole cyberpunk-ninja aesthetic. Each stage feels distinct — neon-soaked cityscapes, industrial factories, and eerie temples keep things from blending together. Enemy designs also play into the theme, mixing traditional ninja motifs with futuristic twists.
The soundtrack does a lot of heavy lifting. Pulsing synth beats push you forward during combat, while moodier tracks give boss arenas real weight. It matches the action so well that I found myself nodding along mid-slash.
Voice acting is solid across the board. The lead only communicates through grunts and battle cries, which is equal parts funny and fitting, but the supporting cast delivers their lines with enough conviction to carry the story beats. Speaking of story, it’s serviceable — a classic tale of revenge and corruption. You won’t be dissecting it years from now, but it does enough to keep the momentum going.
You also don’t need to have played past Shinobi games to enjoy this one. It stands tall on its own, even if you’re coming in fresh.
Is SHINOBI: Art of Vengeance your GameMatch?
A quick note: starting with this title, we’re gonna carry over our playful way of saying what’s worth your time — a seal of approval of sorts — into game reviews.
- Swipe Up means it’s highly recommended.
- Swipe Right means recommended, but maybe not for everyone.
- Swipe Left means not recommended.
SHINOBI: Art of Vengeance is an easy Swipe Up. The action, platforming, and presentation come together to make for a riveting experience — the kind of game that respects your time while still pushing you to master its systems. It’s a classic case of the whole being greater than the sum of its parts.
And if you grew up chasing that Zero slash-combo high like I did, SHINOBI: Art of Vengeance is the modern revival you didn’t know you needed.
It’s available now on PlayStation 4 and 5, Xbox One, Xbox Series X|S, Steam, and Nintendo Switch.
Tides of Annihilation will make its public playable debut at Gamescom 2026.
Developer Eclipse Glow Games announced that attendees can try an extended demo of the upcoming action-adventure game during the event in Cologne, Germany. Players can find the demo at Hall 6, Booth B-050 inside Koelnmesse.
The studio will also reveal a new trailer during Gamescom Opening Night Live on August 25, before the show floor opens.
Demo offers more exploration and combat
The Gamescom demo gives players a longer look at Tides of Annihilation. It features branching paths that lead to different exploration routes and combat encounters. Players can also explore key locations and experience several of the game’s biggest set pieces.
“Gamescom will be an incredibly important moment for our team since this will be our first global playtest and we’re excited to see how first-time players experience our game,” said Ary Chen, Game Director and Co-CEO of Eclipse Glow Games.
“The team has poured heart, soul, and maybe even a few tears into developing the game over the last few years, and it’s finally our opportunity to share it with players. We’re looking forward to seeing their reaction.”
Members of the press and content creators can also schedule private hands-on sessions with the development team during the event.
Arthurian-inspired adventure
Tides of Annihilation blends fast-paced action with a Neo-Medieval vision of modern London. The story follows Gwendolyn after an Outworld invasion leaves the city in ruins.
Driven by a mission to save her sister, she travels between a shattered London and the mythical realm of Avalon. Along the way, she uncovers the mystery behind her newfound powers. She must also decide the fate of reality itself.
Eclipse Glow Games is developing Tides of Annihilation for PC via Steam and the Epic Games Store, Xbox Series X|S, and PlayStation 5.
Gaming
Street Fighter 6 adds first Filipino fighter Yasmine to its roster
Eskrima fighter joins battle
Street Fighter 6 has officially welcomed Yasmine, making history as the first Filipino martial artist to join the franchise’s playable roster. The new character is now available across PlayStation 5, PlayStation 4, Xbox Series X|S, PC, and Nintendo Switch 2 as part of the game’s Year 4 content.
Yasmine practices Eskrima, having learned the Filipino martial art alongside her older brother under their grandfather’s guidance. She wields Karambit knives in battle and embarks on a journey to find her missing brother.
Players can access Yasmine by purchasing the Year 4 Character Pass or Year 4 Ultimate Pass. Her default outfit features traditional Eskrima-inspired combat attire, while a school uniform serves as her second costume. In combat, she specializes in fast, aggressive attacks that build toward an enhanced Bayani Mode.
Yasmine is the first of four Year 4 fighters, followed by Arjun, Tifa from the Final Fantasy VII Remake series, and Bosch. Her release also arrives alongside battle balance adjustments affecting the entire roster.
Onimusha crossover arrives this week
Capcom also announced a limited-time collaboration between Street Fighter 6 and Onimusha. Running from August 7 to August 31, 2026, the event introduces Oni EX character colors, themed Battle Hub decorations, avatar items, and additional rewards for players who log in during the event.
The update also adds new Avatar Arcade courses, additional ending scenes, a Frame Meter option for Avatar Random Match, and refreshed Master ACT rewards.
Philippine launch event set for August 9
Capcom will celebrate Yasmine’s debut with an official Philippine community launch event on Sunday, August 9, at Salud! by Primera Bar & Restaurant in Palanan, Makati. The event runs from 2:00 PM to 9:00 PM and features a double-elimination tournament, gameplay showcases, giveaways, and community activities.
Attendees can also receive limited-edition Yasmine merchandise, including event T-shirts, lanyards, and collectible keychains while supplies last. Special guests and cosplayers are also scheduled to appear. Admission will be on a first-come, first-served basis and is subject to venue capacity.
Gaming
Gangstar Mirage City launches on August 20 with SEA localization
Join a faction now for a chance to win rewards
Gangstar Mirage City is set for a full regional launch on August 20, with localization for the Southeast Asia region.
Published by Level Infinite, the free-to-play multiplayer, urban, open-world action game is available for download on iOS and Android.
The full regional release features an expanded open world, a new PvP Arena mode, and local languages.
In Gangstar Mirage City, players can team up for up to 4-man co-op heists, drive powerful vehicles, customize their arsenal, build an empire, and fight for control of Rooklyn City.
Players can register on gangstarmiragecity.com for in-game rewards.
In Southeast Asia, players can also register as a member of their respective local faction and get an exclusive in-game Avatar to represent their loyalty:
- Philippines: Manila Brigade
- Indonesia: War Kanda
- Malaysia: Taiko Tedung
- Thailand: SIAM APEX
Factions will be ranked based on how many players join and support them. The winning faction will enable all members to get 300 Diamonds, sent directly to their accounts.
Meanwhile, all players, including those who already began their journey in Rooklyn City with the soft launch last July, are invited to join the Global Vault Heist.
Reaching the final Registration Milestone will unlock the Full Tilt Vehicle Pack. These are the rewards up for grabs per milestone:
- 5 million players: 100 Diamonds
- 10 million players: 200 Diamonds
- 20 million players: Vehicle Upgrade Vouchers x5
- 30 million players: Full Tilt Vehicle Pack
All Global Vault Heist and Faction rewards can be claimed via the in-game mail system on August 20.
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