The modern side of Metroidvania Sega is one of the most attractive games ever made. With a charming direction of art, amazing Pseudo-2D and music straight from the sky, we can simply have a crown jewel of nice games.
However, with a lot of reservations in level design, various inconsistencies, but still amazing fights and fights, Shinobi: Art of Vengeans It provides full impressions with miniature flaws that add up quickly.
Here is our full review.
Hell path of revenge
IN Shinobi: Art of VengeansYou play as Joe Musashi (I know that the name is simply a pure comedy, but his story is nothing else), a man from the Oboro clan. One day his clan is attacked by Evil Ene Corp, an organization led by one deception, which is hell dominant in the world and will not stop for anything to achieve this.
He believes that the Oboro and Musashi clan for key barriers to his global domination and hits them. Most of the Musashi clan is decimated, leaving it to follow the path of pure rage and revenge, where it will not stop until Ruse and his Ene Corp are history.
After Musashi, you proceed through various stages and locations in the universe of the game, with a significant variance between them. The story is plain, but effective in leading you forward, giving you a higher goal of overcoming each stage. After cleaning all stages in the zone, you go to the bonus scene, usually intended to ensure additional gold and modernization, but also to drive stories in the most film way that you can imagine.

Speaking of stages, they are variable as metroidvania levels, with control points scattered through Soulslie (i.e., bonfires). Although I need a lot from both Metroid and philosophers of soulsizee design, Shinobi: Art of Vengeans It remains to whip in the core.
From Musashi, you are aiming at various creatures of Ene Corp and ultimately many bosses of organization, with some recognizable for those who played earlier Shinobi titles. For example, I never had a SEGI game (well, at least not this particular line).
Despite this Shinobi: Art of Vengeans This is an independent story with an basic to imitate a story that allows novices to experience it without any problems.
Visually breathtaking

The strongest point Shinobi: Art of Vengeans This is certainly his art style. It uses Pseudo-2D perspective, which presents the game as a classic 2D side scroller, but actually has a 3D environment underneath. This crossover perspective allows the game to have amazing smoothness in motion, especially in how the background behaves when moving around the stage.
The employ of mighty, acute colors is also striking, both during the game, when everything warms up and they are as flashy as possible, and those times in which you have just defeated the boss. His entire direction of art is so well connected that it is impossible to criticize or could not be criticized, and this is quite a statement.

Which I found to be the most attractive and chilly (and ShinobiA nice factor is right at the charts most of the time) were drawings of Musashi and any boss with whom he is struggling, like a kind of combat card. Regardless of which boss was on these cards, they never managed to amaze me and not inspire the level of admiration that I had not had for a long time, and especially not when playing sideways.
To sum up, Shinobi He will easily fall in the history of games as one of the most visually stunning games in the industry, and I honestly hope that he will win several awards at least on this front.
Unreal struggle, frustrating disorders

Almost equal to her visual loyalty, Shinobi: Art of VengeansFight is another mighty point. This provided me with one of the most fun in the side, and maybe even in the genre of action. There are plenty of combinations, each hit seems to be void and crunchy, and combining many attacks on several enemies has unreal vibrations.
It is a kind of fight in which things sometimes just click in a row, which leads to juggling an opponent like football, listening to these acute sounds all the time, into which the SEGA syndrome poured their heart and soul. However, unlike other combinations oriented games, The art of revenge In fact, I don’t punish you for the mouse, and the combinations of the game seem to be adapted exactly to allow you to play huge fun and experience “clicks” even in this scenario.
Musashi has several types of weapons at his disposal. His main is a katana, from which he can employ in various ways and combinations of the chain to get the maximum effect. In addition, it has Kunai knives, Ninpo techniques (basic spells that give the Ninjutsu belt, charged by the fight) and Ninjutsu, which come from the vengeful rage of Musashi.
All these skills and weapons improved the employ and situations in which they are the most effective. For example, Shuriken Ninpo is great for destroying the armor of enemies, while the burning breath is great to quickly deal a lot of injuries. The artistic style on them also takes breathtaking, especially when it comes to the art of Ninjutsu, which has its unique mini-cuts.

However, where the star fight is shortened, there are various inconsistencies in level design, placing the enemy, revival rates and the pace of fire. Frustrations tend to result from enemies that are reborn in too huge groups to cope with various defensive buffs that make them impossible to overcome, or seemingly hit intentionally to cross a huge gap guarded by distance enemies.
Non -capacity in how enemies behave, where they stand, and how powerful the harm of general experience are significantly and they led me to almost rage many times. Forced to deliberately hit or completely avoid fighting and enemies is not fun and should be checked by SEGA for the next patches.
When it comes to level design, the game does not know if he wants to have full experience in Metroidvania, or be an ordinary 2D side scroller with sporadic secrets. Some maps are convoluted and massive and very Super metroid Experience, while others have the atmosphere that the only way is ahead.
In addition, secrets on the maps are usually blocked behind different mechanics, which you unlock only after their beating, making an inorganic exploration and a conscious decision that stops your progress. This means that exploration is more compulsory than part of the game, apparently directed in completed types, not an average player.
Despite this, the maps are significantly diverse and no level seems the same as is always welcome.
Despite occasional defects and inconsistencies, as well as a story that is not too deep, Shinobi: Art of Vengeans It definitely remains one of the best experiences I played this year, as well as one of the best side.