Shinobi: Art of Vengeance launches today on PlayStation
If you spent your formative years dodging shurikens and humming that old Shinobi theme, today’s going to be a good day. Shinobi: Art of Vengeance strikes PS5 and PS4 with a stylish new 2D action platformer from Lizardcu…

If you spent your formative years dodging shurikens and humming that old Shinobi theme, today’s going to be a good day. Shinobi: Art of Vengeance strikes PS5 and PS4 with a stylish new 2D action platformer from Lizardcube, starring Joe Musashi. Sony's official blog dates the release to August 29 and describes it as a reverential yet irreverent revival classic ninja fantasy with modern flourishes. It’s cross-gen on PlayStation, and spilling out across other platforms as well.
What to expect at launch
Early reviews and hands-on pieces indicate a game that feels brilliant minute-to-minute. Combat is the showstopper — fast cuts, reassuring parries and “I can’t believe I just pulled that off” combos. Some outlets praise its response and the art direction, while clarifying that not all levels flow that smoothly some platforming bits might feel a bit too fussy. It’s not a dealbreaker, but it’s something to be aware of going in.
Motion lives in that sweet spot between precise and readable. You’re incentivized to play aggressively dash in, hit an opponent with steel, and zip out before the counter hits. A handful of reviewers note how the game values late-fight discipline over brute force; when you slow down and let it come to you, the whole thing “clicks.” If you like chasing a nice, clean run on your second or third try, then you’ll probably vibe with it.
Review snapshot (quick pulse)
Combat: Over and over cited as the thing that makes people want to come out of their houses and play, fast playable crunchy.
Level design: Above average, with some janky pieces that will ruin the flow if you’re in a hurry.
Presentation: Hand-drawn aesthetic with heavy hitting animations and a love letter to Sega's past.
Performance tips (shoot for that silky 60)
On PS5, the game is always shown at footage and previews of the alleged 60fps make sense, considering it's a precision platformer. If the Graphics menu has a Performance vs. Quality toggle, go with Performance for the cleanest timing windows. If there’s a motion-blur slider, try turning it down; some players find it makes fast reads muddy. Sensitivity and vibration varies from player to player, but a slight bump to stick sensitivity may speed up your facing adjustments, while the toned-down haptics can help keep fatigue at bay during long gaming sessions. On handheld/PC, some even suggest capping to 60fps for stability, which is a fine recommendation if you prefer flow over raw resolution. As ever, take a flight over the in-game Display and Controller tabs on first boot; minor adjustments here have a history of quick returns.
A few beginner pointers
Lead with safe confirms. Open with short pokes or kunai to test spacing, then go for longer strings once you have the advantage. (Several reviewers mention that patience is a virtue.)
Treat tricky jumps like puzzles. If one section “feels” off, it might be timing-based rather than inputs – pause and watch the enemy rhythm; go on 2.
Replays matter. Arcade/Boss Rush modes are designed for mastery loops; clear a stage, go back to find cleaner routes.
I’ll be honest: I went in expecting a nostalgia tour. What is here seems more like a sure remaking, one that respects the old moves while removing some of the friction that would have scared people off. If the platforming stumbles do emerge, they’re the sort you can learn and work around; meanwhile the combat just keeps nudging you to take one more swing at a perfect run. That may be the real hook.