Shinobi: Art of Vengeance – the (re)making of a ninja

You never see a true ninja attack coming. So it’s only appropriate that none of us predicted Joe Musashi sneaking back onto our screens when Shinobi: Art of Vengeance was announced at The Game Awards in 2023. It’s been eagerly anticipated since, but the 2D action platformer is finally ready to unsheathe its blade on PlayStation 4 and PlayStation 5 August 29.

Less of a surprise was the reveal that Lizardcube was tasked with Shinobi’s razor-edged return. The developer is no stranger to breathing life into Sega’s classic IP, with its slick work on WonderBoy: The Dragon’s Trap remake and Streets of Rage 4 proving its pedigree.

“Back in 2021 Sega wanted to revive an older IP and hinted if I had anything in mind,” says LizardCube CEO and Art/Creative Director Ben Fiquet. “I’m a Shinobi kid, so I quickly pitched my vision for that. Because we make 2D titles, when I create drawings it’s like rendering what will be the same in the final game.”

The actual art of Vengeance

This immediate visualization provided a relatively easy win in terms of Shinobi’s striking aesthetic, something Ben describes as “a continuation of their style; a bit more Japanese, but still very French and very Lizardcube”. With Ben revealing that he grew up on beautifully animated 16-bit platformers like Aladdin, it’s easy to see what inspired that look. But from there the challenge became working out how to mix classic Shinobi authenticity with a contemporary feel.

“It was a bit different compared to working on Streets of Rage or Wonder Boy because Shinobi has more iterations,” explains Ben. “At first I wanted to make something more like a direct follow up to the original Shinobi games. But I quickly realized that it wasn’t as fun as I remember. Gameplay-wise you can lose yourself by going too far in the other direction, too, but Shinobi has always been changing with the times. So we wanted to make a modern game but with the appeal of the first titles.”

“We felt that a slow-paced, methodical 2D game wouldn’t quite match the tastes of modern players,” agrees Toru Ohara, Sega of Japan’s Chief Producer. “We decided to focus on delivering exhilarating, satisfying action, and make the most of Lizardcube’s strengths — their distinctive art style and their expertise in 2D games.”

Cutting into the combat

The big secret weapon in keeping that classic Shinobi feel with an up-to-date gloss? A katana. And kunai. And Ninpo. And… okay, let’s just wrap it all up into the development team’s focus on fast, fluid, personalised combo-driven combat.

“We quickly realized we wanted to push the combat further,” says Ben. “So we added more systems. That sort of thing can snowball when you’re making it, given it mixes platforming with fighting. But it’s very satisfying to be able to fight your way through levels, and more ninja-like by being swift and chaining combos.”

That wasn’t to say that the process of crafting this system was entirely smooth. “The prototype we had was very different to what we ended up with,” Ben reveals. “After a playtest we saw something was missing so we went back to the drawing board.”

The result was the inclusion of the execution system, which rewards the player with stylish finishing moves and resources to spend on upgrading Joe’s abilities. Which played nicely into the freeform system that sits at the centre of Shinobi’s compelling and polished gameplay.

“Lizardcube wanted to prioritize freedom of choice and allow players to perform actions that look cool,” says Toru. “I’ll admit I had some concerns at first, but as the system took shape, I realized that being able to unleash the move you want, when you want, created a tremendous sense of exhilaration.

“I often explain it like this: in the early stages, the character controls like one from an action game, but by the mid-to-late game, it starts to feel more like controlling a character in a fighting game. Being able to create that kind of fresh gameplay experience was a very pleasant surprise.”

“And you can mash buttons and still do something cool, and maybe end up with an execution,” laughs Ben. “We’ve already seen players do amazing things in the demo, with speed runs and combos.”

Bosses now, villains next

If you’ve not yet played the demo – and you should – the question some of you now might be asking is, “can I perform these combos and executions on the bosses?” Yes, you absolutely can. And those boss fights remain spectacular in their own right, something Ben is keen to keep as a surprise for you to discover yourself. Although when pressed, he admitted he has a couple of favourites. “The monkey boss Kozaru at the end of the first stage,” he admits. “And the boss of stage five. It’s a vampire Yakuza, but I can’t say anything more than that.”

Which led us to talk about the Villains Stage DLC coming at a later date, featuring boss characters from other Sega titles, the first being Sonic the Hedgehog’s arch rival Doctor ‘Eggman’ Robotnik. “I hoped people would see this game as one of Sega’s many iconic IPs making a comeback,” says Toru. “So I thought it would be interesting to go beyond the original Shinobi world.”

“We wanted to acknowledge the amazing presence that these IPs have,” agrees Ben. “As well as offer other little references here and there. Shinobi is kind of a serious game. But also silly, in a way.”

What Ben is referring to is the wry sense of humour present across Lizardcube’s games which keeps things from getting too dark in Shinobi. Sure, it’s occasionally bloody, brutal and visceral, but the dev team also leans into its inherent absurdity, too.

“Joe only says one word through the entire game, which is very much an intentional joke,” says Ben. “And he’s the most obvious ninja you’ll see, dressed in white and red, riding his dog and fighting demons. But it still works. The premise is silly, but you have to treat it with respect. I just want people to have fun and help keep the IP alive.”

Stay sharp because this is one action platformer you won’t want to miss – Shinobi: Art of Vengeance launches on August 29 for PS4 and PS5.

Everything We Learnt from the Arknights: Endfield gamescom Booth

You may have spotted the brand new trailer for GRYPHLINE’s upcoming game Arknights: Endfield, a real-time 3D RPG with strategic gameplay elements, during Opening Night Live, but there was certainly no missing the game’s presence on the show floor at gamescom.

As one of the leading game companies from China making a strong push onto the global stage, GRYPHLINE came prepared.

The Arknights: Endfield booth in Hall 8, was a sight to behold. From the three giant LED screens to the towering installation facing the main hallway, the message was clear: this is a world they want you to step into. And judging by the crowds gathered, it worked.

GRYPHLINE recreated one of the key locations in the game, which will be released on PlayStation, PC, and mobile – an Automated Industry Complex (AIC) – in impressive detail, so that visitors could step inside the world of Endfield Industries and their expansion of the frontiers of the planet Talos-II.

Just like in the game, which was nominated for Best Mobile Game at the 2025 gamescom award, the booth casts you as an ‘Endministrator’ or Endmin, a guardian who has protected the people of Talos-II and saved the planet from multiple disasters in recent years. You have a unique mastery over the planet’s most valuable resource, Originium, and have worked with Endfield Industries to provide pioneering industrial technologies and services that harness its power, in order to forge a future for the budding civilisation.

But as well as driving innovation and progress, Endfield also faces threats posed by hostile entities the Aggeloi and The Blight – a mysterious dimensional anomaly that infects and taints any matter it comes into contact with.

Arknights: Endfield’s AIC is crucial to establishing the new world on Talos-II and defending its people from these dangers. A form of miniaturised and modularised industrial production line, they process gathered raw materials to generate gear, medicines, food, explosives and more at scale.

The gamescom booth featured an AIC’s central PAC (Protocol Automation-Core), which towered above a recreation of the Grinding Unit, the Filling Unit, and the Shredding Unit, alongside their input and output crates. Thanks to clever use of magnetic levitation, these crates hover above their winding transport belts, vividly recreating the scene from the game. As they pass through these factory facilities, they transform and reveal their contents in a newly refined state, just like how materials turn into products in the game. Overhead, beams of light and glowing tethers linked electric pylons to the core, adding an additional layer of immersive realism.

Standing beneath the towering Protocol Automation-Core and its intricate production network, it felt as though you’d stepped onto the Automated Industry Complex on Talos-II itself.

Also, during the event, eight cosplayers could be found at the Arknights: Endfield booth, representing a selection of the Operator characters from the game.

As well as multiple stations to play Arknights: Endfield on PC, the booth also featured a special event composed of four IRL mini missions, each of which awarded visitors with game merch upon completion. Those who worked through all four could enter a daily raffle for an RTX 5080 graphic card, €500 Amazon gift card, or a deluxe Arknights: Endfield merch bundle.

At a show full of spectacle, Arknights: Endfield carved out a space that left an impression, bringing its world to life on the show floor. If you’re keeping up with our gamescom coverage from afar, there’s still plenty more to discover about Arknights: Endfield — stay tuned for what’s next.

Bioshock successor Judas emerges from hiding as Ken Levine explains how you’ll choose the game’s final villain

You know when you’re friends with three people, then one of them suddenly pulls a Robbie Rotten and morphs into a real villain who terrorises your existence? No? Just me then, and also the protagonist of Ken Levine’s Judas, whose main foe you’ll get to dictate the identity of through your actions in the game.

It happens via a villainy system, which Levine and the crew at Ghost Story Games discuss in the first ever Judas dev log they’ve just put out. We’ve only seen this non-corridory BioShock-like with evil dentist chairs and an evil Brum in spits and spurts since the announcement in 2022. This looks to the first sign of more regular updates in the offing.

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Tomb Raider developers Crystal Dynamics lay off more staff, say the series’ future is “unaffected”

Tomb Raider developers Crystal Dynamics have laid off an unspecified number of staff, their second round of jobs cuts this year. The studio say that the future of the Tomb Raider series won’t be affected by this latest taking away of folks’ livelihoods.

The news comes not too long after the Perfect Dark reboot Crystal Dynamics were working alongside The Initiative was cancelled amid Microsoft’s mass cuts in July. The Initiative were shut down as part of that culling.

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Metal Gear Solid Δ: Snake Eater Is Out on Xbox Today

The post Metal Gear Solid Δ: Snake Eater Is Out on Xbox Today appeared first on Xbox Wire.

(From Southeast Asia) PlayStation Plus Monthly Games for August: Psychonauts 2, Dragon Marked For Death , Viewfinder

Play psychic super spy, get ready to experience the unique, dark fantasy world and reshape the world with a photo with the PlayStation Plus Monthly Games lineup for September. Psychonauts 2, Dragon Marked For Death and Viewfinder will be available to PlayStation Plus members from September 2.

Let’s take a closer look at the games. 

Psychonauts 2 | PS4

Razputin “Raz” Aquato, trained acrobat and powerful young psychic, has realized his lifelong dream of joining the international psychic espionage organization known as the Psychonauts! But these psychic super spies are in trouble. Their leader hasn’t been the same since he was rescued from a kidnapping, and what’s worse, there’s a mole hiding in headquarters.  Combining quirky missions and mysterious conspiracies, Psychonauts 2 is a platform-adventure game with cinematic style and tons of customizable psychic powers. Psychonauts 2 serves up danger, excitement and laughs in equal measure as players guide Raz on a journey through the minds of friends and foes on a quest to defeat a murderous psychic villain.

Dragon Marked For Death | PS4

Dragon Marked For Death is a side-scrolling 2D action RPG that can played solo or with up to four players in local or online multiplayer.You play as the survivors of the Dragonblood Clan who set out to take revenge on the Kingdom of Medius, who destroyed their home and captured the Dragonblood Oracle, Amica. To obtain the power they need to enact their revenge, they forge a pact with the Astral Dragon Atruum. Use your newly acquired powers to take on quests from villagers and raise your status in the kingdom. How you perform in these quests can have a direct effect on the game’s final outcome. Quests aren’t all about defeating enemies, though. You’ll guard a ship’s passengers from monsters, search for hidden treasure, rescue a princess from a castle under siege, and a lot more!

Viewfinder | PS4, PS5

Use an instant camera to challenge perception, redefine reality and reshape the world. View the world through a new lens in this charming and unique first-person puzzle adventure. Reshape a wealth of stunning environments through your instant camera’s viewfinder in order to solve a variety of mind-bending puzzles. Bring photos, paintings, sketches and postcards to life as you reshape reality and slowly uncover the surprising mysteries that lie behind this colourful world.

Last chance to add PlayStation Plus Games for August to your library

PlayStation Plus members have until September 1 to add Lies of P, Day Z and My Hero One’s Justice 2 to their game library.

Square Enix Confirms Final Fantasy VII Remake Intergrade Runs At A “Stable” 30fps On Switch 2

“Offering smooth performance and crisp visuals”.

Following some reports about the performance and visual presentation of Final Fantasy VII Remake Intergrade on the Switch 2, Square Enix has now officially confirmed the title’s frame rate.

Switch 2 users can expect this upcoming release to run at a “stable 30 frames per second” while also offering “smooth performance” as well as some slick visuals. Here’s the company’s official update about this via its social channels:

Read the full article on nintendolife.com

Screamer Hands-On Preview

Much like all-you-can-eat Pizza Huts, reasonably-priced concert tickets, and The Secret World of Alex Mack, Screamer is something I enjoyed in the 1990s but essentially disappeared from our lives decades ago. The original Screamer, released in 1995, was one of a trio of games developed by Italian studio Graffiti before it quickly rebranded itself as Milestone a year later. An over-the-top arcade racing game exclusively for PC, it arrived rapidly in the slipstream of pioneering 3D racers like The Need for Speed, Ridge Racer, and Destruction Derby (and was followed by a sequel and two one-and-done spin-offs) but has faded into relative obscurity since. However, over a quarter of a century since Milestone’s final Screamer game, the series is howling back to the track with a wild new look and an interestingly nuanced suite of controls and power-ups that shake up the slamming, the shifting, and even the steering.

According to game director Federico Cardini, Screamer is a game Milestone has long wanted to resurrect, but you should know that it’s more the name that’s being brought back here. That is, aside from the title there really isn’t anything immediately significant in the new Screamer that meaningfully reminds me of the original. Dramatic changes of identity are usually kryptonite for sequels and reboots – especially belated ones – but I actually don’t think it’s a problem in Screamer’s case. The original was an impressive game for its time, but it was admittedly otherwise largely typical of arcade racing games in that era. The new one is a bit of a different story.

You can’t describe Screamer in a single sentence the way you can with a lot of arcade racing games.

You can’t describe Screamer in a single sentence the way you can with a lot of arcade racing games. A good deal of arcade racers generally allow you to count the number of pertinent instructions on your nipples. That is, there are only two: accelerate and steer. After an hour of hands-on driving and drifting with Screamer it’s clear there’s a lot more to it than this, and it’s this depth that makes it quite fascinating.

Screamer is a twin-stick racing game, and it instantly reminds me of 2020’s Inertial Drift in this sense. While the left stick is used for conventional steering, the right stick is used to add drift angle. In simple terms, the left stick controls the front of the car, and the right stick basically controls the rear. It’s easier to grasp than it perhaps sounds, but it does require a certain deftness on both sticks to make the necessary adjustments to your angle.

It goes much further than this, however, as Screamer also packs a potent range of power-ups that are extracted from two separate gauges that fill based on certain actions. Inspired by fighting games, Screamer calls this its ‘Echo’ system – where using one side of the gauge affects the other side. There’s a shotgun spray of bespoke, in-game terminology that you’ll encounter if and when you play Screamer yourself, but I’m going to avoid most of that here because I think it’ll only serve to make Screamer sound a little impenetrable. On track – and in the thick of it – it’s all fairly intuitive, so I’ll try to describe it as such.

Essentially, the left side of the gauge will fill throughout a race both passively and via certain actions – like perfectly-timed shifts. Screamer’s vehicles have semi-automatic transmissions, so they’ll shift automatically if you’re overwhelmed (or you forget), but if you nail your upshifts you’ll fill the left gauge faster. It’s not a remotely racing related comparison, but it reminded me of Gears of War’s active reload system.

The left gauge is used to provide both boosts and shields against attacking opponents. Even boosts are handled differently, with a press–hold-and-release mechanic that you need to time by using an onscreen icon. Get the release spot-on and you will earn a longer and more effective boost than standard.

So what of the gauge on the right? Well, you fill the gauge on the right by using the power-ups afforded by the gauge on the left. The gauge on the right allows you to use the offensive abilities Screamer has dubbed ‘strike’ and ‘overdrive.’ ‘Strike’ is a temporary boost in speed during which any other car you smash into will explode, and ‘Overdrive’ is an indefinite boost that lasts until you crash. Overdrive is pretty tough to use on the twistiest portions of the tracks; after a certain amount of time locked in Overdrive you’ll reach a critical state where even a brush off a wall will see you blow up. It is extremely quick, though, and it’s a power-up I observed the AI was always willing to deploy at every opportunity.

Like the 1995 original, Screamer features a roster of unlicensed cars. However, while the original game’s cars were clearly just de-badged versions of iconic ’90s sports cars and exotics with otherwise generic names, the cars in the upcoming Screamer are wild, anime-inspired vehicles covered in aggressive, time attack-style aero. The anime inspiration extends beyond the cars, too; indeed, Milestone has partnered with Japanese animation studio Polygon Pictures for Screamer’s story. We weren’t privy to any of these cutscenes during our preview, but I did get to race as a variety of different characters – each of whom have different abilities that alter how they fill their power gauge, and how their cars handle. There’s a really significant difference in car feel across characters so, even though the handling is quite easy to pick up, it’s not one-note.

Milestone achieved the improbable in 2021 with Hot Wheels Unleashed, creating a gorgeous and highly approachable arcade racing banger that far exceeded any expectations one might have had of a game based on a licensed toy. It’s a very different sort of racing experience to the Hot Wheels Unleashed series but, after my hour with it, I’m not expecting Screamer to quietly come and go when it arrives in 2026.

Luke is a Senior Editor on the IGN reviews team. You can track him down on Bluesky @mrlukereilly to ask him things about stuff.