Shinobi: art of vengeans – the (re) Creation ninja

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You never see the real Ninja attack. So it is appropriate that none of us predicts that Joe Musashi sneaks back to our screens when Shinobi: Art of Vengeance was announced during the Game Award in 2023. Since then, you were not willingly expected, but the 2D action platform is finally ready to reject PlayStation 4 and PlayStation on August 5.

It was less surprising to reveal that Lizardcube had the task of returning Shinobi. The developer is not a stranger to breathe life in the classic IP Sega, with his skillful work on Wonderboy: Dragon Trapka and Rage 4 streets, which confirm his pedigree.

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“In 2021, Sega wanted to revive older IP and suggested if I mean something,” says the general director and art director/original Lizardcube Ben Fiquet. “I am a child of Shinobi, so I quickly gave myself a vision. Because we create 2D titles, when I create drawings, it’s like rendering what will be the same in the final game.”

The actual art of revenge

This immediate visualization was a relatively effortless win in terms of striking aesthetics of Shinobi, something that Ben describes as “a continuation of his style; a bit more Japanese, but still very French and very lizard.” Because Ben revealed that he grew up on beautifully animated 16-bit platformers, such as Aladdin, it is effortless to see what inspired this appearance. But from there, the challenge became developed how to mix the classic authenticity of Shinobi with up-to-date sensitivity.

“It was a bit different compared to working on the streets of rage or a wonderful boy, because Shinobi has more iteration,” explains Ben. “At the beginning I wanted to do something more like a direct continuation of the original Shinobi games. But I quickly realized that it was not as funny as I remember. In terms of gameplay you can lose too far in a different direction, but Shinobi always changed over time. So we wanted to create a modern game, but with the charm of the first titles.”

“We felt that a slow, methodical 2D game would not quite suit the tastes of contemporary players,” the track of Ohara, the main manufacturer of Japan, agrees. “We decided to focus on providing exciting, satisfying actions and the best use of the strengths of Lizardcube – their characteristic art style and their knowledge in 2D games.”

Cuts

A great secret weapon in maintaining a classic Shinobi sense with a current gloss? Katana. And kunai. And Ninpo. And … okay, let’s just end this focusing team of programmers on a quick, sleek, personalized fight with the combination.

“We quickly realized that we want to continue to push the fight,” says Ben. “So we have added more systems. Snowball can make such things when you create them, taking into account that it mixes the platform with a fight. But the fight against levels is very satisfying, and more like a ninja to be a fast and combined combination.”

This does not mean that the process of creating this system was completely fluid. “The prototype we had was completely different than what we ended with,” reveals Ben. “After the test, we saw that something was missing, so we returned to the drawing board.”

The result was the inclusion of the implementation system, which rewards the player with stylish movements and resources to spend Joe’s skills. Which played nicely in the freeform system, which is located in the center of the convincing and refined Shinobi game.

“Lizardcube wanted to prioritize the freedom of choice and let players perform actions that look cool,” says Toro. “I admit that at the beginning I had some concerns, but along with shaping the system I realized that the possibility of releasing the movement you want when you want, created a great sense of joy.

“I often explain this: in the early stages the character controls like one of the action games, but in the game from half to the end the character in the fighting game begins to more. The possibility of creating this kind of fresh game was a very nice surprise.”

“And you can rub the buttons and continue to do something cool, and he can end up in the performance,” Ben laughs. “We’ve already seen players are doing amazing things in a demo version, at speed and combinations.”

Bosses now, villains then

If you haven’t played a demo yet – and you should – the question that some of you may now ask: “Can I perform these combinations and executions on bosses?” Yes, you can absolutely. And these boss fights remain spectacular in themselves, something that Ben wants to be surprised to discover. Although after pressing he admitted that he had several favorites. “The head of the Kozar monkey at the end of the first stage,” he admits. “And the head of the fifth stage. He’s a vampire Yakuza, but I can’t say anything more.”

What prompted us to talk about the stage of DLC villains at a later date, with the participation of the heroes of boss from other SEGA titles, the first of which is the rival of Sonic The Hedgehog, a doctor “Eggman” worker. “I was hoping that people perceive this game as one of the many iconic Sega IP,” says Toro. “So I thought that it would be interesting to go beyond the original Shinobi world.”

“We wanted to recognize the amazing presence of these IPS,” Ben agrees. “In addition to offering other small references here and there. Shinobi is a kind of serious game. But in a sense stupid.”

Ben refers to the tart sense of humor present in Lizardcube games, which refrains from too obscure in Shinobi. Sure, sometimes it is bloody, brutal and visceral, but the development team also bends in their inseparable absurdity.

“Joe speaks only one word throughout the game, which is a very deliberate joke,” says Ben. “And he is the most obvious ninja that you see, dressed in white and red, riding a dog and fighting with demons. But it still works. The assumption is stupid, but you have to treat him with respect. I want people to have fun and help to keep the IP out of life.”

Stay tough because it is one platformer of the action that you will not want to miss – Shinobi: Art of Vengeance fires on August 29 for PS4 and PS5.

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