SHINOBI đŸ„·

From Lizardcube, of Streets of Rage 4 and the excellent Wonder Boy: The Dragon’s Trap remaster.

1. What are your thoughts on reviving the Shinobi franchise?

Toru Ohara – Chief Producer, Sega of Japan: Shinobi was first released more than 30 years ago. To many players, the title Shinobi may feel nostalgic, but we believe there are also many players who have never heard of it before. We really hope that fans of both the original series as well as newer players will give the new Shinobi a try and become fans of our modern approach to the series.

2. What inspired the team’s artistic approach to Shinobi: Art of Vengeance? How did Lizardcube develop their unique art style?

Ben Fiquet – Creative Director, Lizardcube : Artistically, Shinobi is a continuation of our creative work on Wonder Boy: The Dragon’s Trap and Streets of Rage 4. We have always been deeply attached to traditional art and animation, which we believe reflects perfectly in 2D gameplay. Our influences range from French comics to Japanese anime while trying to keep that Mega Drive / Genesis visual aesthetic, which we feel players may remember fondly, too.

3. How does Shinobi: Art of Vengeance pay homage to previous games in the series?

Fiquet : This title is definitely inspired by The Revenge of Shinobi and Shinobi III, which originally released on the Sega Genesis, and pays homage to the franchise in all sorts of ways. You have the special powers, moves – even some of the enemies, stages and bosses capture the essence of past Shinobi games. The Bamboo Forest stage, for example, returns in this title, so players familiar with Shinobiwill surely feel the nostalgia.

As this is a revival of one of the most iconic franchises from the ’90s, we worked closely with SEGA of Japan to ensure that this game is both respectful to the past as well as up to modern standards.

Ohara : Also, our protagonist is “Joe Musashi” – that name alone has a deep meaning for anyone who knows this series. That being said, this title is not a sequel or a side story, but a brand-new title with a new story and gameplay elements that are new to the series. We made sure that any player can enjoy this game, whether they know past installments or not.

4. The game is subtitled “Art of Vengeance.” Can you offer a clue as to what meaning that has for the game?

Ohara: In the beginning of the game, Joe Musashi is struck by tragedy and embarks on a quest for vengeance. His opponent is a mighty organization, and each stage is very difficult, so the way to fulfill his need for vengeance isn’t an easy one. Joe’s quest will lead players to cross paths with allies, experience further tragedy, and combat increasingly powerful enemies.

Besides the main story, we also prepared game mechanics like certain Ninja skills that will allow players to execute Joe’s enemies with a special “Shinobi Execution” attack, fulfilling his heart’s urge for revenge. Thus, the theme of “vengeance” is something players feel in all parts of this title. Visually, Lizardcube’s distinct art style illustrates Joe’s quest for vengeance in such a beautifully unique way—truly, the “art” of vengeance.

5. The trailer provides a look at weapons and tools in the game. Can you speak broadly to the equipment players will have and what kind of gameplay they can expect?

Ohara : In true Shinobi fashion, this is a level-based game, so the game system differs from Metroidvania titles for example, where you usually explore one huge map.

That being said, players will obtain certain abilities in later stages that will allow them to explore hidden routes – and discover secrets – they couldn’t access in prior stages. We feel this offers a lot more depth than just clearing each stage once.

One element that stands out to us is the high-paced action that this Shinobi entry offers. Combat action and platforming action alike feel extremely smooth and satisfying. Players may have noticed this in our trailer, but the Katana and the Kunai in particular can provide several attack methods based on the player’s button input beyond “just slashing an enemy with the Katana” or “just throwing a Kunai.” As Joe, you are always moving, continuously attacking, and reacting to the different types of enemies you encounter.

We can’t wait to tell players more about the in-depth combat system. There is so much variation, and it all looks so cool, that it’s surprising even to us to realize that you as the player made Joe pull off those moves. It’s also just as astonishing to think that all of these animations are hand-drawn!

6. What elements of this game is the development team most excited for?

Ohara : There are so many things to be excited for: the comeback of the Shinobi franchise, Lizardcube’s beautiful art style, and of course knowing that players will finally experience the great, smooth action of this title.

Fiquet : The combat system, the moves, and the overall sensation of acting as a ninja is definitely very cool. Players will have many fun elements and hours of fun ahead of them. We can’t wait to see the reactions of players both familiar and new to the Shinobi series.

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initial thoughts

glad this exists; it’s a good team to do it! will it be as good as Shinobi 3? lol probably not.

but i bet it’s still going to be a really cool game. i am curious to see how giving Shinobi beat’em’up combat changes the feel, whether it adds or if it subtracts in some way. i’m glad that the trailer seems to indicate that it’s level based, rather than a search action (but maybe it’s a little bit of both, who knows)

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Feels like ninja action is back lately but might just be my imagination. I really need to finish Nightshade. I loved the first level.

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This port was made by disassembling the arcade back into source code which ensure all gameplay logic is exactly like the original game.

Features

  • Compatible with all NeoGeo systems - MVS/AES/CD
  • Arcade dip switch settings ported to software dips
  • Additional setting to allow continue on Mission 5 ( for that 1CC training )
  • Additional cheats setting
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Was that PS2 game any good

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I loved it when I played it 23 years ago. The final boss was the hardest boss of any game I ever played. I think my brain is fundamentally incompatible with him.

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it’s very good

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i’m sure it’ll be alright but health bars in a platformer instantly make me tired

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Parts of the sprites body fly off > laboriously animated damage states > numbers [really cute] > tweened paper doll parts fall off > entire sprite flashes w/ colored tint > health bars > numbers [normal]

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Between the PS2 game and the 3DS one the ‘tail end’ of the series post heyday is actually fairly strong compared to other series from the same time.

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a new Shinobi would be uncalled-for in any case, but am especially not interested in one from

Lizardcube, of Streets of Rage 4 and the Wonder Boy: The Dragon’s Trap remaster

^ these people ^

excellent, Dracko? really?

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SOR4 is good in this winker’s opinion

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yeah shinobi is supposed to be ponderous and precise, not this bouncy bullshit

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the trailer does not look good to me

  1. utterly hate that art style (shoulda done digitized characters like shinobi x, cowards)
  2. shinobi doesn’t move right
  3. copious hitpause and absurdly flashy (literally) fx? is that the shinobi way? even the magic spell is over the top, and those have always been flashy screen-filling apocalypses. just
 you know. done with some taste.

i never played the ps2 or 3DS stuff but this looks dire to me

i did very briefly try SOR4 but a) hate the art style in that too and b) i found Shredder’s Revenge infinitely more fun (and with better music) and just played that one instead

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everyone’s homework for the weekend is to play the PS2 Shinobi

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find it kind of insane for some to insist there is specific kind of Shinobi tempo or aesthetic when just about every game is wildly different from the last (it’s funny that some how Shinobi 3/Super Shinobi 2 is the “default” mode when there’s only been two games after it that aped it). Shinobi is a weird chameleon kid of series and infusing slightly more meaningful combat into the formula doesn’t feel too our of turn

love the game

cannot recommend this form of self-harm though

waiting for the brave soul to talk about how the game has more in common with Snow Bros. than DMC

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When I played Shinobi PS2 recently I did enjoy it but found the bottomless pits leading to a level restart a bit too punishing. I’m sure I could’ve gotten better at the aerial movement but I also wouldn’t mind practicing certain sections without losing time. Tate is solid though.

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okay I am Spartacus

PS2 Shinobi is a bunch of puzzles and they ask you how to blow everything up in one chain or attack and your reward for it is a bunch of points and the funny tate cutscene

it’s more of an arcade game than it wants to admit and is more Intelligent Cube or Bubble Bobble than DMC or God of War (like, c’mon, the cursed sword draining Hotsuma’s life is literally an arcade timer refactored for maximum tension). hell, the part where you power up with every enemy you kill and you’re routing the enemy path to go from low HP popcorn nothings to demon tanks is very representative of them going for maximum moment-to-moment gameplay and they saw into the future and how everyone wants to play the shitty phone games in youtube ads about doing basic math with your hero dude

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sometimes homework is hard!!!

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anyway, yes, this is also how i kind of feel about the series. i posted before about the distinctions between just Shinobi and The Super Shinobi and how i prefer the JP naming conventions which alert the player what kind of Shinobi game they’re playing. and the PS2 game, while also Shinobi and great, is also nothing like any of those games.

then there’s also Game Gear Shinobi

so many Shinobi

my main enthusiasm is, i guess, coming from seeing that Shinobi is not entirely dead and someone wants to do something with it. i do think it looks a little bit like Shinobi 3: Shinobi Babies Edition, but as others said in the past few days in other threads, sometimes we have to settle for “good enough”

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