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.
Gaming
The Adventures of Elliot: The Millennium Tales out now
Physical edition available in Southeast Asia
The Adventures of Elliot: The Millennium Tales is out now for multiple consoles and PC. In addition, a physical edition for PlayStation 5 and Nintendo Switch 2 is available in Southeast Asia.
Those interested in checking out the game before purchasing can also play the free demo available across all platforms. Saved data from the demo can be carried over to the full game.
There is also a physical Collector’s Edition available, which includes the base game, an original soundtrack, and a desk clock statue featuring Faie.
The Adventures of Elliot: The Millennium Tales lets players explore the World of Philabieldia in Iconic HD-2D Graphics.
The duo of Elliott and Faie traverse a vast world across four ages, teeming with enemy hordes, hidden caves, and ancient ruins.
Elliot can wield seven weapon types, ranging from close-quarters swords to versatile chains and sickles that can reel in enemies.
Each weapon is customisable through
Meanwhile, Faie’s powerful Magic is formidable in and out of battle, whether she’s striking enemies, retrieving hard-to-reach items, or aiding in exploration.
The ultimate goal after all the exploration, character progression, and quests in between is to lift a mysterious curse from Princess Heuria of Huther, saving humanity in the process from beast tribes.
Gaming
Gundam Rogue Orbit coming to consoles, PC in 2027
Bold new take on Gundam through fast, cinematic action
Bandai Namco Entertainment Asia has announced that Gundam Rogue Orbit is coming to PlayStation 5, Xbox Series X|S, and Steam in 2027.
The announcement trailer has also been released, showcasing high-mobility action. The title delivers a bold new take on Gundam through fast, cinematic combat in an all-new universe.
Gundam Rogue Orbit lets players suit up for humanity and become the pilot they were born to be.
RE-X is the protagonist and pilot of Gundam Helix. He boards the Gundam and fights to confront threats.
As players step into the cockpit, they will join a rag-tag crew of unsung soldiers, ready to face a powerful unknown threat.
Meanwhile, Sophia serves as the title’s heroine. She is a mysterious girl who monitors RE-X’s situation.
Gaming
K-pop Idol Stories: Road to Debut lets you become a K-pop group’s manager
K-pop Idol management sim launches July 16th
PQube and Wisageni Studio have announced that K-pop Idol Stories: Road to Debut will release on July 16.
The K-pop Idol management sim is launching both physically and digitally on PlayStation 5 and Nintendo Switch, as well as digitally on Xbox Series X|S and PC (Steam).
In addition, a newly updated demo is available right now on Xbox Series X|S and Steam.
The title invites players to recruit and manage their dream K-pop group on their journey to debut — a behind-the-scenes process those well into K-pop culture and fandom are pretty knowledgeable about.
The game lets players get a taste of life as a K-pop Idol manager, navigating the unpredictable challenges of the industry. There’s scouting talent, managing schedules, choosing outfits, planning social media, and organizing the perfect album.
Players can choose from eight unique trainees, from Minji to Ai. The lineup and skillset of your group is in your hands.
As the manager, it is your job to balance stamina, finances, and workload. Moreover, the bonds you build shape every outcome. Decisions influence how each character perceives you, unlocking new encounters, storylines, and endings.
K-pop Idol Stories: Road to Debut also features exclusive music and special vocal tracks for your group’s debut, produced just for the game. In between, there are mini-games which also contribute to your success as a manager.
As players wait for the game’s release next month, the new demo offers French, German, and Spanish localization, new interactions between trainees, and improved graphics.
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