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Game Reviews

Gorgeous Cybernoir Thriller Replaced Finally Has A New Release Date
Game Reviews

Gorgeous Cybernoir Thriller Replaced Finally Has A New Release Date

by admin August 26, 2025


Replaced has been turning heads since it was first revealed back at E3 2021 (RIP), but actually completing the game has taken longer than anyone thought it would, including its developers at Sad Cat Studios. At long last, there’s good news, though: the team recently confirmed the gorgeous pixel art action game will arrive sometime next spring.

That early 2026 timeframe will be a bummer to those secretly hoping Replaced might still sneak out onto PC and Xbox before the end of the year, but it’s better than nothing for fans who have been waiting years to finally see the cinematic cyberpunk platformer in action for themselves. After missing its original 2022 launch window, the day-and-date Game Pass game has been subject to continuous delays. A 2024 launch slipped into 2025, which has now slipped into 2026. What makes this time any different?

“This is the first time I’m addressing this personally and that’s because I can finally say it with confidence,” game director Yura Zhdanovich revealed in a new developer update. “Replaced will be released in spring of 2026. We will need just a little more time to get it polished. And to be more precise, our final trailer for the game with the exact release date will be shown later this year.”

Zhdanovich seems to be teasing a final date getting announced at The Game Awards 2025. Until then, Replaced has looked surprisingly good during its recent showing at Gamescom. Much like Silksong, its repeated delays seem to have less to do with development woes (minus having to relocate because of the Russian invasion of Ukraine) than the fact that Sad Cat Studios had just been severely underestimating how much time it would take to get Replaced right.

Replaced is more than just eye-candy

Sporting a Batman: Arkham-like, combo-based combat system and tons of vibrant, detailed pixel art backgrounds, Replaced is exactly the kind of “hand-crafted” indie project that deserves as much production time as it can get. Add in the cinematic mood and ambiance of puzzle-platform games like Inside and Planet of Lana, and you have the recipe for something very special if Sad Cat Studios can pull it off. The latest demo of the game looks as promising as ever.

“We have done more than 600 clips of animation, which effectively translates to several thousands of hand painted frames of those animations blended together with beautiful VFX, amplifying the mix between retro and modern visuals,” Zhdanovich said. No AI-generated slop in sight. You love to see it.



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August 26, 2025 0 comments
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6 Awesome-Looking Games That Went Under The Radar At Gamescom 2025
Game Reviews

6 Awesome-Looking Games That Went Under The Radar At Gamescom 2025

by admin August 25, 2025


Gamescom 2025 was the biggest on record. Maybe your eyes began to glaze over from the multi-day barrage of new game announcements, trailers, and interviews. Now that the dust has begun to settle, we can finally reflect on a few of the fresh looks at cool, upcoming projects that may have gone under the radar. The following games didn’t catch the Gamescom spotlight, but they did catch my eye. Here are six neat trailers you probably missed.

Katanaut is a cosmic horror slash ’em up

Katanaut is a 2D pixel art roguelite about killing tons of abominations in a post-apocalyptic urban hellscape. You run, slash, dodge, and find lots of power-ups along the way. Will survival be rewarded with some cooler sci-fi story reveals than your average roguelike? I hope so. It comes to PC on September 10.

Wild Blue brings back classic Star Fox vibes

Wild Blue is an on-rails shooter starring anthropomorphic animals trying to save the world one blown-up enemy ship at a time. It’s being developed by Chuhai Labs, founded by Giles Goddard, one of the original programmers of Star Fox on the SNES. While we’ve gotten a few other spiritual successors like Whisker Squadron: Survivor, a new Star Fox doesn’t seem in the cards anytime soon, so the more the merrier. There’s no release date yet.

Kaidan is a samurai extraction game

Kaidan‘s trailer might be giving some people Soulslike flashbacks, but it actually seems like it might have more in common with the quick, arcade action of a 3D Ninja Gaiden. You play as a samurai in feudal Japan fighting Cthulhu-infused horrors, but the real twist is that it’s an extraction-lite. You’ll prepare for missions, select from multiple characters, and head into them solo or with an online group to fight mythical Yokai and try to come out the other side alive. It’s confirmed for a release on PC, but there’s no timeframe yet.

Project Bloomwalker is a Studio Ghibli-looking cozy sim with a twist

Project Bloomwalker is about removing blight from the world with a magical house that’s moved around by robotic legs. Once you settle down somewhere, you forage for materials, craft crystals, and try to get everything you need to restore the area to its natural splendor before moving on again. There are more than a few hints of Howl’s Moving Castle in the air, and the best part is that you get to recruit cute little creatures called Oddlings to help you with your survival crafting chores.

Lost Hellden has the PS2-era JRPG charm

Lost Hellden is an old-school Japanese RPG with shades of PS2 classics like Rogue Galaxy and Dragon Quest 8. There’s a job system, skill tree, and painterly backdrops to the areas you’re exploring. Final Fantasy veteran Hitoshi Sakimoto is helping with the music, and Gravity Rush artist Takeshi Oga is involved with the character art. Combat blends turn-based decision-making with real-time mechanics. There’s even a card-based mini-game. It’s all there on paper, though I’ve seen enough of these kinds of games fail to stick the landing to keep me cautiously optimistic.

Morsels is a Pokémon-like collectathon in the sewers

Morsels has you play as a mouse who transforms into strange creatures mutated by sewer life and has access to unique abilities. Structured as a roguelite, you can swap between the creatures you encounter on demand in order to fight your way back up to the surface and defeat the ruling regime of cats. Some are calling it a cross between The Binding of Isaac and Atomicorps. It looks really pretty and is mixing together enough different ideas to have a shot at distinguishing itself in a crowded genre. It’s set to launch on console and PC on November 18.



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August 25, 2025 0 comments
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New Minecraft Mod Turns It Into Portal 2 With A Level Editor
Game Reviews

New Minecraft Mod Turns It Into Portal 2 With A Level Editor

by admin August 25, 2025


It’s highly unlikely that we’ll see a new Portal game anytime soon from series creators Valve. But now you can create your own Portal 3 in a place I didn’t expect: Minecraft. Or you can play through 50 pre-made Portal 2 puzzles via a newly released Minecraft mod.

On August 22, a group of 20+ modders and fan devs released Portal: Java Edition, a free remake of Valve’s 2011 first-person puzzler built entirely in vanilla Minecraft using resource and data packs. That technically means the project, which is free to download now on PC, doesn’t use any “mods,” though the creators do include extra third-party mods that help with optimization. And you’ll likely want to install those if you plan to play. This rebuilt version of Portal 2 in Minecraft is pushing the Java version of the popular crafting game hard, and it can chug on even beefy PCs without the extra mods.

According to the team behind it, Portal: Java Edition started development in 2020 and has taken roughly five years to complete. The mod includes all the mechanics and features from Portal 2, including portals (of course), lasers, light bridges, and mobility gels. The project is shipping with 50 levels spread across eight map packs. And if you burn through all of those, well, don’t worry, you can make some more, thanks to the included level editor. The level editor should be pretty easy to use for Minecraft vets, as it seems to function just like building anything else in Mojang’s crafting game, just with more big red buttons and companion cubes.

To play Portal: Java Edition, you’ll need to own Minecraft: Java Edition on PC and then download the project’s files from GitHub. I had to download an older version of Minecraft to get Portal working in the game, but that’s not too hard and is fully supported by the official Minecraft launcher. Once more people are playing this and building levels in it, I expect to replay Doom’s E1M1 and the first level of Super Mario Bros. in the near future.



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August 25, 2025 0 comments
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John Carpenter's Toxic Commando brings a refreshing new perspective to a well worn genre
Game Reviews

John Carpenter’s Toxic Commando brings a refreshing new perspective to a well worn genre

by admin August 25, 2025


Plenty of Left 4 Dead-style co-op hoard shooters have come and gone throughout the years. This includes the quickly forgotten spiritual successor to the Left 4 Dead series, Back 4 Blood and Remedy’s recently released attempt, FBC Firebreak. Remember FBC Firebreak? Anyone? Anyone? That one might still find an audience after planned updates, but it’s facing an uphill struggle.

John Carpenter’s Toxic Commando

  • Developer: Focus Home
  • Publisher: Saber
  • Availability: Releases early 2026 on PC, PlayStation 5, Xbox Series S/X

One of my favourite Left4Deadalikes (which probably isn’t a word but I’m making it one now) was Saber Interactive’s World War Z, thanks mainly to the sheer volume of zombies it throws at players during the span of a mission and the visual spectacles that its writhing piles of undead created. Saber followed that game up with another Left4Deadalike of sorts in Space Marine 2, and now it’s is back with John Carpenter’s Toxic Commando, a game that takes everything learned from those last two games, adds it to a semi-open world and then crams in a very unexpected but actually pretty cool idea from another game in its back catalogue; MudRunner.

Don’t you know that you’re toxic?Watch on YouTube

Having the actual freedom to explore in a game type that normally involves fairly linear level structures feels really refreshing. In Toxic Commando’s tale of four infected mercenaries and their fight against the minions of a recently awakened Sludge God, you’re free to wander or drive around each map to your heart’s content before kicking off each level’s climactic firefight. Just like in Left 4 Dead, there are multiple acts here, each split into chapters but, instead of just going from point A to point B and occasionally having a few big battles at choke points along the way, Toxic Commando opens things up and allows you to plot your own path. Do you gamble coming into contact with multiple hordes of roamers in an attempt to hoover up every last bit of loot from the many points of interest on the map, or do you just make a beeline for the main missions but risk getting there with fewer tools and resources to defend yourself with?

Obviously most of your time will revolve around shooting various types of undead enemies, ones that loosely follow the established Left 4 Dead formula of explody one, grabby one, poisoney one etc etc, but there isn’t exactly a shortage of things to do between these firefights. There are giant flailing tentacles popping up all over the place that need to be shot before they squirm away again, there are small mini games for hacking and repairing equipment, little out of the way stash spots to discover, optional side missions to undertake, and much more.

Image credit: Saber Interactive

One of the main activities you’ll be doing, though, is running down masses of squishy zombies with a car. Vehi-killing zombies in video games is always a joy and it feels especially great to do in Toxic Commando. Often there are hundreds of ghouls on screen at one time and grinding these clusters of creepers under your wheels as your teammates lean out of the windows to mow down the stragglers is pure 80s action movie excess. I loved these moments! There are multiple vehicles to find too, each with their own special abilities, like the ambulance that can give a healing effect or the self destructing police car that acts a bit like Left 4 Dead’s noise emitting pipe bombs.

The standout vehicle, in my opinion, has to be the HMV which, if you live in the UK, is an all terrain vehicle and not a struggling franchise of music stores that now sells plastic collectibles and expensive rucksacks. The HMV comes complete with a mounted machine gun and a winch, and this winch ties in neatly to the other big inspiration for Toxic Commando: MudRunner. You see, throughout the maps there are many pools of mud and sludge dotted around that will slow your progress as you struggle to spin your tyres through the blockage. All while scores of ghouls descend upon you. Shoot the winch at a nearby tree or piece of scenery, however, and you’ll be able to pull the HMV out of the mud trap, or up a steep, slippery hill and, hopefully, out of trouble. Plus the way the mud reacts and deforms according to the path your wheels take is lovely. It’s the best that mud has looked since… well, Mudrunner, I guess.

I’ve already touched on the hordes, and the fact that there’s lots of them, but I’m never not impressed when I’m confronted by the sight of thousands of bodies pouring over a piece of scenery and running, screaming, in my direction. Despite the open world nature of Toxic Commando’s levels, there are still plenty of moments like this to look forward to on each map, although if they’re part of a story mission you’re often given a little bit of prep time to shore up your defenses before they kick off.

You can defend these story areas in multiple ways too. Using special weapons like rail guns and grenade launchers for example, or mounted turrets and traps, but each of these will need a rare resource called Scrap to unlock. Scrap can only be found by exploring the map, hence the risk reward exploration I mentioned earlier, so if you don’t get any, those special weapons crates and those turrets will stay locked down. Each Toxic Commando also has a special power, and in the case of Walter, the character I played as, he shot big blue bolts of energy from his hands.

All of this ties into the very best bit about Toxic Commando and that’s – the explosions! These are best seen during those high body count, story mission battles where limbs and torsos go flying through the air in bloody arcs as you shoot a handily placed red barrel, thunk a grenade out of a launcher, or fire off a palm-sized piece of plasma into the middle of a writhing mass of mutants. It’s just utterly glorious carnage. The type of over the top, comic booky splattery gore that you’d see in something like The Boys, and I love it. Point, shoot, make the bad things ‘splode. It’s the signature ingredient that every good horde shooter needs and it’s something that Toxic Commando excels in.

It’s not all perfect though. One of the many reasons why John Carpenter movies are so beloved is due to the fact that they often have highly memorable lead characters (hello in particular to any played by Kurt Russell). Which is why it’s a bit of a shame that the Toxic Commandos themselves are a bit generic and bland, in both looks and personality. Sure they chatter away to each other during moments of downtime, just like Left 4 Dead’s characters, but the lines they utter border on the repetitive and annoying, rather than the meme worthy like Louis’ “grabbin’ pills!”. Seriously, Walter uttered the phrase “I’m liking this” at least once per minute during my hands on, which is definitely enough to aggravate to the point that I think I’ll be hearing it in my dreams tonight.

I’m also slightly worried about how grindy the upgrade and cosmetic mechanics seemed. There are three types of currency in Toxic Commando, all of which are unimaginatively just called ‘Currencies’ in the menus. These currencies are actually crystalline resources called sludgite, the most common of which you can gather up from weird tree things when you’re out and about on a mission. Higher tier sludgite currencies seem to be awarded for mission completions, especially when played on harder difficulty settings, but the amount you earn, versus the cost of a lot of the attachments and cosmetics makes unlocking things feel like more of a grind than it probably should.


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I get that this is a design plan to encourage you to replay the campaigns on higher difficulties after you’ve completed them, a’la Helldivers 2, but when there’s so much customisation on offer across characters, weapons and vehicles, and when the cost of each purchase is so high, it feels like you’re going to be locked out of all of the really good stuff unless you dedicate some serious time to the game.

Oh and why on Earth is this game called John Carpenter’s Toxic Commando, when there are four Toxic Commandos in the game? Even if you play it solo, the game still throws in three AI controlled toxic commandos to play alongside you, which means there’s never, at any point in the game, a singular Toxic Commando. That name only makes sense then if the plural of Toxic Commando is also just Toxic Commando. You know, just like how one Nintendo Switch Joy-Con is called a Joy-Con but multiple Joy-Con are also just called Joy-Con. Argh this is making my brain hurt.

So yeah, only a couple of minus points really, in what felt like a super fun, gore-soaked co-op shooter. It’s not going to win any game of the year awards, unless there’s a new one for best zombie splatter in a video game, but it definitely feels like one of those games that’ll be really fun to burn through with some pals over the course of a few evenings. Whether you’d want to come back to it multiple times afterwards to grind for a nice scope and a fancy animated gun skin, well, that’s up to you. I don’t think I would, but I am absolutely looking forward to playing through the campaign once with a team of fellow Toxic Commando(s) when the game releases early next year.



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August 25, 2025 0 comments
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Naked Snake hides in the jungle.
Game Reviews

Metal Gear Soilid 3 Remake Struggles To Hit 60FPS On PS5

by admin August 25, 2025


Metal Gear Solid Delta: Snake Eater overhauls the storied PS2 game with modern visuals. It plays great on PC but the console experience prior to launch is surprisingly bad. The Konami remake can’t hit a consistent 60fps on PlayStation 5 even in performance mode, and the PS5 Pro enhanced mode is especially disappointing. It might not be enough to ruin the experience but it raises concerns and has some wondering if Konami will be able to meaningfully optimize the console version with subsequent updates.

Out August 26 for those who buy the Deluxe Edition, Metal Gear Solid Delta doesn’t really have a 60fps mode on PS5. Instead, it has a max target of 60fps, but spends much of the time dipping far below that. A Digital Foundry analysis shows it consistently falling to around 45fps in denser jungle areas, or even lower when swimming underwater. Things are even worse on PS5 Pro, where the Metal Gear Solid 3 remake dispenses with having alternate graphics modes and simply smooshes everything into a single performance boost. But in order to hit higher framerates it uses a lower, sub-1080p image resolution resolution to upscale. The results are pretty grimy.

MAJOR WARNING If you’re planning on playing Metal Gear Solid Delta:

The game runs terribly, with PS5/XSX rendering 720p-1080p at 30-50FPS in Performance mode

The PS5 Pro somehow runs worse & looks blurrier despite using PSSR

Another disastrous Unreal Engine 5 release. pic.twitter.com/Lnha48T2C6

— Synth Potato🥔 (@SynthPotato) August 22, 2025

Digital Foundry notes that quality mode on PS5 gets players better draw distances for textures and shadows, and improved global illumination for better complex lighting effects, which the jungle-based environment is full of. Unfortunately, despite hitting 30fps most of the time, the quality mode still occasionally buckles below that when blowing up barrels or during the busiest onscreen action sequences. Performance mode is even more inconsistent in terms of framerate, hitting 60fps fine in the starting area but sinking well below that at moments in larger environments. Overall it seems like nothing is quite as smooth as you’d hope or expect for what is essentially an Unreal Engine 5 makeover of an otherwise mostly unchanged PS2 game.

Metal Gear Solid 3 remake’s PS5 Pro mode is far from perfect

Then there’s the PS5 Pro’s mode which has its own issues. Namely, it’s upscaling from a lower resolution to hit a higher consistent 60fps, leading to even worse visual quality in the distance than on the base PS5’s performance mode. “It’s a win in motion for PS5 Pro with a smarter handling of occlusion artifacts and swaying grass,” Digital Foundry reports. “But if left to settle, the resolved reconstructed image on PS5 Pro seems to struggle to match the clarity of base PS5.” The enhanced mode gets even worse when you account for the PSSR-induced flickering and shimmering effects that PS5 Pro players may remember from Silent Hill 2 remake.

There’s still time to address many of these apparent problems, especially the base PS5 shortcomings, in a day-one patch, though time is running out with the game’s early access launch less than 24 hours away. As for the PS5 Pro experience, well we’ll have to wait and see how that gets addressed in the future. None of the issues surfaced so far seem like deal breakers, but it does suggest anyone who has the option to play Metal Gear Solid Delta on a high-end PC instead should begin there.





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August 25, 2025 0 comments
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Shinobi: Art Of Vengeance Review - Ninja Master
Game Reviews

Shinobi: Art Of Vengeance Review – Ninja Master

by admin August 25, 2025



You spend years waiting for a new 2D action platformer starring ninjas to come along, and then two show up within a month of each other. Both Ninja Gaiden: Ragebound and Shinobi: Art of Vengeance revitalize their respective, long-dormant franchises by successfully harkening back to their roots. There are obvious similarities between the two games, but they’re also wildly different. While Ragebound is deliberately old-school, Art of Vengeance feels more modern, paying homage to the past while dragging the absent series into the current gaming landscape.

From its luscious hand-drawn art style to its deep, combo-laden action, developer Lizardcube has accomplished with Shinobi what it previously achieved with Wonder Boy and Streets of Rage. The Parisian studio knows how to resurrect Sega’s past hits with remarkable aplomb, and Art of Vengeance is no different.

Shinobi: Art of Vengeance

Equipped with a katana in one hand and a sharpened batch of kunai in the other, Art of Vengeance reintroduces legendary protagonist Joe Musashi after an extended exile. As the game’s title suggests, this is a story about Joe’s quest for vengeance, as the opening moments see his village burned to the ground and his ninja clan turned to stone. ENE Corp, an evil paramilitary organisation led by the antagonistic Lord Ruse and his demonic minions, is behind the attack, setting in motion a straightforward tale that sees you hunt down Lord Ruse while disrupting his various operations.

There’s more of a narrative here than in the original 1987 Shinobi, but that’s not saying much. In fact, it feels more akin to a video game story from the ’90s, providing an impetus for the game’s action but mostly staying out of the way–offering no compelling characters and even fewer surprises.

Shinobi: Art of Vengeance

Despite this, it’s difficult not to be enraptured by Art of Vengeance’s world thanks to a striking aesthetic that looks beautiful in screenshots and dazzles in motion. Creating vibrant hand-drawn art is Lizardcube’s forte, after all. The studio isn’t a one-trick pony, though, impressively adapting its style to fit the needs of each new game. Art of Vengeance still looks distinctly European, but it’s imbued with Japanese flavor in its use of expressive brushstrokes, drawing inspiration from both French and Japanese artists to create a unique style that’s endlessly captivating.

Very few games even attempt to achieve a similar look–instead, comics and movie/TV animation are a more fitting reference point for its gorgeous art style. It does, however, feel like there’s a direct throughline to Sega’s past and the Genesis games of the ’90s, such as Earthworm Jim, Comix Zone, Aladdin, and The Lion King; retro games that aped the style of the movies, TV shows, and comics they were either based on or inspired by. With this, Art of Vengeance manages to evoke a sense of nostalgia while still being unmistakably modern.

Shinobi: Art of Vengeance

You only need to look at the depth and attention to detail in each frame to come to this conclusion. When it calls for it, Lizardcube utilizes the game’s backdrops to create a fantastic sense of scale as additional details trail off into the distance. What would otherwise be a fairly dreary shipyard is elevated by the towering cargo ships and cranes looming in the background, while the extent of a congested fish market ensures that you can almost smell the stench. Elsewhere, a scorching desert stretches for as far as the eye can see, with the bones of long-slain beasts and buried temples protruding from the sand dunes.

Each stage is visually distinct, too, whether you’re dashing through the pummeling rain of a neon-soaked city–the innards of its derelict buildings doused in colorful graffiti–or exploring an underwater military base that darkens the deeper you submerge, with bioluminescent jellyfish providing the only source of light beyond its giant reinforced windows. Art of Vengeance is the definition of eye candy, although there are occasions where it can be tough to see yourself when the screen is filled with enemies.

Shinobi: Art of Vengeance

Some stages keep things simple in terms of level design, adopting the classic left-to-right formula with the occasional branching path for you to explore in search of secrets. Others are more expansive, offering multiple routes with different objectives to complete before returning to a central area. The city I mentioned earlier, for instance, requires you to rescue hostages before moving on–a nod to the original Shinobi–whereas a later level challenges you to fight your way from one end of a moving train to the other. Throw in some intricate platforming, environmental puzzles, and compelling exploration, and variety isn’t just a facet of the game’s visuals.

Navigating these levels is also a joy thanks to Joe’s responsiveness and fluid movement. You initially start with a few basic traversal options, but it doesn’t take too long before you’re chaining together double jumps, wall jumps, and mid-air dashes; climbing up walls with Ninja Claws, using grapple points to propel yourself forward, and blasting through breakable walls with Joe’s Cannon Punch. The gradual unlocking of these abilities also gives you an incentive to revisit previous stages and access areas you couldn’t before. Each level has a checklist of secrets to discover, from chests filled with money you can spend to unlock new attacks and abilities, to elite enemy units that are tough to take down but reward you handsomely when you do so.

Shinobi: Art of Vengeance

There’s a delectable flow to Art of Vengeance’s platforming that directly translates to its combat, allowing you to seamlessly chain together various attacks to create potentially never-ending combos that reward experimentation and creativity. The fluidity and responsiveness of Joe’s movement is something that continues to stand out when engaging in combat, making the act of slicing through enemies with Joe’s katana consistently satisfying.

There’s a fantastic sense of progression, too, as you gradually add to your repertoire of attacks, building combos with a mixture of light and heavy strikes that let you dodge enemies, juggle them in the air, and then finish them off with a dramatic execution that sees their lifeless body explode in a fountain of blood, money, and healing orbs.

Shinobi: Art of Vengeance

Beyond the katana and kunai, Joe also has access to a variety of powerful moves known as Ninpo and Ninjutsu. You can equip up to four of the former and unleash these magic abilities to transform into a giant snake, launch fireballs, and engulf yourself in water to parry incoming attacks. Ninjutsu, on the other hand, are even more potent moves that see Joe power up like he’s turning Super Saiyan before, say, dealing massive damage to every enemy on screen or replenishing a large amount of your health. Each of these abilities operates on a type of gauge that charges when you attack enemies or sustain damage. They’re powerful, but aren’t readily available, and feel appropriately balanced to the point where using them feels strategic.

You can also find and equip different amulets that grant bonuses based on their type. Passive amulets are always active in the background, altering heavy attacks so that they deal more damage to shields or modifying your kunai to pierce through multiple enemies at twice the ammo cost. Combo amulets activate once your combo reaches a specific number, so you might hit harder after your combo reaches 30, earn a gold coin with every hit after 25, or launch a larger, more powerful fireball Ninpo after racking up 20 kills on the bounce. Art of Vengeance completely nails the fundamentals of a 2D action platformer, but there’s also a ton of depth churning away below the surface that elevates its phenomenal combat to new heights.

Shinobi: Art of Vengeance

At around eight hours in length, the campaign wraps up before a slight hint of tedium creeps in. For those who still want more, however, finishing the game also unlocks a boss rush and arcade mode, challenging you with a gauntlet of the game’s most formidable foes or letting you return to previous levels to try and beat them as quickly and efficiently as possible to achieve the highest rank. Continuing beyond the final credits only reaffirms just how enjoyable the game is, that retreading old ground is still so captivating.

Shinobi: Art of Vengeance has few equals when it comes to 2D combat. It’s a thrilling triumph, emblazoned by a striking art style that confirms Lizardcube is at the top of its game. After a prolonged absence, this is the perfect way to reintroduce the world to Shinobi and Joe Musashi, instantly revitalizing one of Sega’s earliest heroes with his best game to date. There’s still a clear reverence for the past here, but Art of Vengeance also pushes the genre forward with an emphasis on deep combat that flows just as smoothly as water and has the looks to back it up. Ninjas are eating well.



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August 25, 2025 0 comments
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Shinobi: Art of Vengeance Review - A Cut Above
Game Reviews

Shinobi: Art of Vengeance Review – A Cut Above

by admin August 25, 2025


A long-dormant franchise often faces the challenge of either appealing to existing fans or trying to capture a new audience. Shinobi: Art of Vengeance masterfully walks the revival tightrope of creating an experience that appeals to fans old and new, delivering a precision-driven action/platformer that deserves to be mentioned among the best of the last several years.

Lord Ruse, a steel-willed menace who heads the militaristic organization ENE Corp, has obtained a legendary artifact that grants him the power to achieve his goal of world domination. After Ruse invades the Oboro Clan’s village, Joe Musashi embarks on a globe-trotting quest for vengeance. Thanks to tight platforming, an impressive combo-driven combat system, and a customizable suite of abilities, Musashi controls like a dream from the moment you pick up the controller. Every victory felt like a personal triumph, and every defeat – of which there were several – was a personal failing I could adapt from. 

For this first Shinobi game since 2011, Sega worked with developer Lizardcube, the studio behind prior revivals of Streets of Rage and Wonder Boy. That decision paid off, as Lizardcube’s incredible art style makes for one of the most beautiful games of the year. Detailed, painterly environments serve as gorgeous backdrops to the superb action and exploration.

 

As the series’ signature ninja, you travel from the quiet village of the Oboro Clan to various biomes, both grounded and fantastical. From storming a castle and freeing hostages in a neon-drenched city to raiding a secret scientific lab and fighting through a haunted desert (plus other locations so outlandish I don’t want to spoil them), you have ample opportunities to enjoy the full range of Lizardcube’s beautiful art, and with it, appropriately over-the-top enemies to slice through.

Though the eye-catching visuals are the first thing you notice, the fluid combat is what will carry you through the hundreds of encounters. You can customize your build however you’d like, with four Ninpos and two build-modifying amulets equippable at a time. I loved dealing heavy and kunai damage to the soldiers, ninjas, and supernatural beasts that awaited me, which fills their execution gauge and allows me to land a finishing move. 

When things got too hairy, I could rely on my Ninpo attacks, like one that sets enemies ablaze or another that summons a snake to deal enormous damage. When things really went sideways, I changed the tides of fate with Ninjutsu arts, which either deal damage to all enemies or heal Musashi. And you’ll need to leverage all moves at your fingertips, as the game’s 15-hour campaign offers creative and challenging combat scenarios that only intensify when you reach the pulse-pounding boss of each stage.

 

When you’re not in combat, the rewarding exploration and precision platforming prevent the adrenaline from dropping out, thanks in large part to Musashi’s range of smooth-controlling traversal abilities. Though the stages are self-contained and largely linear, most borrow from Metroidvania conventions in that their branching maps constantly expand as you explore, and nearly every alternate path leads to a valuable collectible or upgrade. Some optional paths grant relics that expand the shop, while others offer some of the most difficult sequences in the game in pursuit of a new weapon for Musashi. 

Though I only obtained 100-percent completion on a few stages during my first playthrough, I’m excited to return to these sprawling levels with my expanded ability suite to grab more rewards and complete more scenarios. I appreciate how massive and well-designed the stages are, flawlessly hinting at where you should go next. However, they’re so long that they sometimes overstay their welcome, which eliminates the urge I often feel with quicker-hit action games of “just one more level.” Still, any gripes I have about Art of Vengeance are relatively minor in the grand scheme of this excellent experience. 

Each time I sat down to play, I met each obstacle with an eagerness to see what it would throw at me next, and I was rarely disappointed. This is Lizardcube’s finest work to date, and it further excites me for the rest of the dormant-franchise revivals Sega has planned. Shinobi: Art of Vengeance should serve as a blueprint for delivering a retro-facing experience of an absentee franchise while still leveraging modern technology and game design conventions. 



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August 25, 2025 0 comments
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Shinobi Vengeance
Game Reviews

Shinobi: Art Of Vengeance Review: Gorgeous, Flawed Ninja Action

by admin August 25, 2025


Reflecting on my time with Shinobi: Art of Vengeance while I watched the credits roll, I recalled a close friend of mine from high school. Before the start of first period, she’d usually vent to me about how stressed she felt juggling so many extracurricular activities that she wound up staying at school for nearly 12 hours every weekday. Her reason for maintaining such a rigorous afterschool schedule was that so many different people were counting on her, and she didn’t want to let anyone down. Concerned for her health and happiness, the only advice I could offer her was, “You don’t have to be everyone’s friend.”

I won’t bury the lede too deep here: I enjoyed Shinobi: Art of Vengeance. It’s a cool game that’s rich with Sega nostalgia, and you’ll probably have fun with it if it seems like your kind of thing. However, much like my high school friend, Art of Vengeance feels stretched thin by the sheer amount of bases it tries to cover despite its relatively small scope.

Art of Vengeance places players in the shoes of Sega’s original Shinobi protagonist, Joe Musashi. His peaceful life with his very pregnant wife is immediately thrust into turmoil after his clan’s village is brutally attacked by a paramilitary organization bent on—you’re not gonna believe this—world domination. With rage boiling in his heart, Joe embarks on a quest to pursue his attackers and exact his revenge. Of course there’s that “save the world” business too, but make no mistake, this battle is personal. Unfortunately, the blade of revenge cuts both ways, and Joe will have to come face to face with the very cycle of life and death itself before he can rest at journey’s end.

To address the elemental ninjitsu in the room, Shinobi: Art of Vengeance is wildly dissimilar to last month’s Ninja Gaiden: Ragebound. Sure, both are revivals of dormant ninja-themed sidescrollers that originated in the late 80s. Heck, Joe’s call to adventure even resembles the way Ragebound opens with a demon attack on the Hayabusas’ village. However, while I’d describe Ragebound as a retro-influenced game that can appeal to modern audiences, Art of Vengeance comes off as a modern character action game distilled into a 2D form that retro enthusiasts can enjoy. Comparing the two is like comparing apples to potatoes.

C-C-C-Combo Breaker

Though Joe Musashi hasn’t played the starring role in a video game for over three decades (I’m sorry if this makes you feel old), his moveset in Art of Vengeance shows he’s no worse for wear. From the moment you hit the start button, the ninja master can effortlessly throw kunai, chain together light and heavy attacks, and bust out limited special moves to diffuse otherwise dire situations. As a fledgling ninja-in-training learning the controls, I immediately fell in love with how fluid this combo-heavy combat felt. I could effortlessly weave together strings of attacks while I dashed around enemies after mere minutes of practice, and I loved how Joe could instantly fly straight through weakened enemies all over the screen to perform executions. Even when the game cranks up the challenge later on, it’s one hell of a power fantasy from start to finish.

Art of Vengeance does take a while to fully unlock its combat system, though. While Joe’s starting kit is serviceable, most of his attacks are locked behind shop upgrades and hidden unlocks (more on this later). That said, this system did let me learn and ease into every move in my arsenal, which the game absolutely rewards. Sure, I could button-mash my way to victory if I wanted to. But to efficiently take down opponents, I had to note which attacks deplete enemy armor, inflict the most damage, or just let me strike from an angle that wouldn’t see me eating a counterattack. This might sound daunting, but if anything, fully unlocking Joe’s kit makes it easier to pull off flashy and intuitive combos. Art of Vengeance feels simultaneously simple and expressive via its controls.

©Sega

Regardless of your skill level, it’s easy to feel like a badass when playing a game as outrageously gorgeous as Art of Vengeance. Developer Lizardcube has worked on some great-looking games, so I don’t say lightly that Art of Vengeance is by far the team’s best work yet. The hand-drawn character animations look absolutely spectacular, and the level backgrounds are so rich with detail that I often stopped just to soak in the scenery. As I scoured through my screenshots to find images for this review, I couldn’t believe how often the in-game action looked like those impossibly good-looking bullshots that publishers use to market games that never look that phenomenal in actuality. To say Shinobi has never looked better is an understatement: This is a visual labor of love down to the smallest details.

Character action adventure

The mechanical foundation and presentation of Art of Vengeance is fantastic, but where it starts to lose me is in its level design. To answer the question lingering in the minds of any sidescrolling enthusiasts reading this, this game is a Metroidvania…kind of. It’s technically stage-based, but each level is expansive and littered with optional paths that lead to collectibles and permanent stat boosts. In true Metroidvania fashion, most of these secrets require late-game traversal upgrades to reach. Art of Vengeance presents itself as an action game first and foremost, but I got the sense that Lizardcube added these exploratory elements to offer players some optional challenges and pad the total runtime a bit.

In practice, most areas were worse off for this “have your cake and eat it too” approach. I didn’t find the level exploration especially compelling, as it usually devolved into finding obvious detours and turning around whenever I saw walls. Additionally, many of these wide-open levels fail to emphasize the game’s stellar combat system. I was genuinely alarmed by how easy it was to just pass by many enemies rather than spend time fighting them. Meanwhile, several instances where combat is required consisted of waves of enemies that rarely forced me to switch up my battle strategy. Fortunately, boss battles were always a blast and rewarded mastery of Joe’s abilities, so I always looked forward to those highs at the end of each stage.

© Sega

Some levels do admittedly benefit from the open-ended approach. Neo City is a shining example: Its nonlinear layout creates great replay value, and the backing track from Tee Lopes that perfectly emulates Yuzo Koshiro’s classic Streets of Rage sound (Koshiro himself appears on the soundtrack!) made the entire area a joy from start to finish. Meanwhile, stages like the Submarine Base that see Joe s-l-o-w-l-y pushing canisters into holes to unlock doors were okay my first time through, but a genuine slog to revisit in the postgame Arcade Mode. 

It’s not just the exploration that made the game feel a bit stretched thin. Art of Vengeance sprinkles in numerous platforming challenges, mostly as obstacles to overcome to get those aforementioned secrets. Some stick the landing, like the frantic autoscrolling challenges where Joe has to run away from monsters and enemy gunfire while vaulting from platform to platform.  Meanwhile, during the precision platforming segments I sometimes felt as if I was battling against the game’s core controls, such as in moments when I had to hold the jump button at the right time to run up a wall without accidentally double jumping. The platforming’s mostly okay, but it for sure ain’t Celeste.

Even the story never settles on a consistent tone. There’s a running gag about Joe only communicating via grunts, which did get a chuckle out of me the first four or five times I saw it. However, Art of Vengeance absolutely refuses to let up this bit, even during dramatic scenes that are otherwise treated seriously. It’s certainly possible to mix drama with absurdity—the edgy Pac-Man reboot Shadow Labyrinth actually did this well. However, Art of Vengeance’s efforts to do so are clunky where deftness is required; the game doesn’t know when to let a serious moment just be a serious moment. Taken together, these issues create a game that feels incohesive despite its strengths.

It’s everyone’s friend

Nothing about Art of Vengeance made me outright dislike it. Rather, I mostly wish it focused more on exploring its combat system. As much as I loved learning and unlocking all of Joe’s attacks, by the endgame I found myself settling on a couple go-to attacks that efficiently dealt with 90 percent of my opponents. I actually went back and scored S-Ranks in every level just to see if I’d ever feel pressured to change my strategy, but ironically, the opposite happened. Because the scoring system weighs avoiding damage so heavily, I felt outright discouraged from getting inventive with the combat when simply jumpkicking everything with the right build was way safer and just as effective.

Still, for all my misgivings, I’ll say that Art of Vengeance did make me care about Shinobi again. As video game historian Jeremy Parish notes in his retrospective of Shinobi, a major strength of this series is its ability to remix its own concepts to “suit the current moment.” Indeed, there is an absolute abundance of inspiration on display here from classic games that Art of Vengeance draws on, yet the game itself feels distinctly modern in its design philosophy. So if the goal was strictly to recapture the spirit of Shinobi, Art of Vengeance is undeniably a success.

Shinobi: Art of Vengeance

  • back-of-the-box quote

    “At long last, the dog from Shadow Dancer returns!”

  • Type of game

    2D hack-and-slash platformer with some Metroidvania elements.

  • Liked

    Jaw-dropping visuals, excellent combat mechanics, great boss encounters.

  • Disliked

    Exploration felt unfulfilling and took focus away from combat, story is tonally inconsistent, platforming is hit or miss.

  • Developer

    Sega, Lizardcube

  • Platforms

    PS5, PS4, Xbox Series X/S, Xbox One, Switch, PC (Played).

  • Release Date

    August 26, 2025 (Early Access), August 29, 2025 (General Release).

  • Played

    32 hours. 100% completed the story mode. Earned S-Ranks in every stage in Arcade Mode. Earned all achievements.

I had fun with this video game, no questions asked. I also feel slightly empty as I think back on it. I can respect the effort that was put into the wide net of play experiences the game offers, just as I can see why my friend wanted to know and help everyone she knew. That said, this is also the first time I’ve really remembered that friend in nearly 20 years. Pleasant memories aren’t always lasting memories, and that’s how Art of Vengeance sits with me: A game that was worth my time, but didn’t strongly resonate with me either.

Shinobi: Art of Vengeance has all the right stuff at its core. The fluid action is a blast at its best, and the breathtaking visuals are a sight to behold. Unfortunately, the unfulfilling exploration and so-so platforming keep the game from hitting its full potential. It’s an enjoyable playthrough on a rainy day, especially for the person who wants a strong hit of Sega nostalgia or needs to decompress from more intensive games. But like spending time with someone who wants to be everyone’s friend, the experience feels a little too shallow for its own good. Shinobi’s long overdue return is easy to like, I just wish I could love it too. 



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August 25, 2025 0 comments
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Silent Hill f producer insists it is "an action horror game" and any comparisons to a soulslike are "disingenuous"
Game Reviews

Silent Hill f producer insists it is “an action horror game” and any comparisons to a soulslike are “disingenuous”

by admin August 24, 2025


Silent Hill series producer Motoi Okamoto has called comparisons of the upcoming Silent Hill f to soulslike games “disingenuous”, insisting “a lot of these things we actually pulled from classic Silent Hill titles”.

The comment comes as more and more footage emerges in the run-up to 25th September’s launch day. And while we already knew the combat would have a “heavier focus on melee and be more action-oriented compared to last year’s Silent Hill 2: Remake”, fans have expressed concern about how enemies react, degradable weapons, and “soulslike” boss encounters.

Now, in an interview with IGN, Okamoto – who has become a familiar face having worked on all of the games since the series was resurrected in 2022, including Silent Hill: The Short Message and Silent Hill 2: Remake – insists some of the things fans have seen in the videos “aren’t new and exclusive to soulslike games”.

Everything We Know About Silent Hill f So Far.Watch on YouTube

“This is one of the things that we see – the term soulslike – being thrown around on the internet quite a bit,” Okamoto said. “And I think it’s a label that’s a little bit disingenuous. Modern players will see like, oh there’s a stamina meter, there’s a dodge, and they’re like, ‘Okay, it’s a soulslike’.

“But to be very honest, a lot of these things we actually pulled from classic Silent Hill titles. Look at Silent Hill 4 – there’s a charge meter for your attacks, kind of like our Focus meter. And even for Silent Hill 3 there’s a stamina meter. You see it later on.”

According to IGN’s interview, Okamoto “expressed a degree of frustration with the online dialogue surrounding the game”.

“These things aren’t new and exclusive to soulslike games,” he added. “They’ve been a part of action horror games for a very, very long time. If you have these things you’re labelled a soulslike. And we’d like to reiterate we are an action horror game, but we are not a soulslike.”

Silent Hill f was unveiled as part of Konami’s four-game series revival back in 2022, but it took until the middle of March 2025 to get an update. Now that Bloober Team’s superb Silent Hill 2 Remake is behind us, the publisher is turning its attention to this follow-up, a new mainline instalment set in 1960s Japan.

It’s being developed by Neobards Entertainment (which has previously served as a support studio for Capcom’s Resident Evil games), with creature and character design by Kera, a script by When They Cry writer Ryukishi07, and music from the series’ usual composer, Akira Yamaoka. It’s set to release on 25th September.



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August 24, 2025 0 comments
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Randy Pitchford's "a little nervous" about Borderlands 4's "more challenging" difficulty
Game Reviews

Randy Pitchford’s “a little nervous” about Borderlands 4’s “more challenging” difficulty

by admin August 24, 2025


Gearbox CEO Randy Pitchford admits he’s a “little nervous” about Borderlands 4’s “more challenging” difficulty.

In an interview with Insider Gaming, Pitchford acknowledged that “a lot” of Borderland players “aren’t interested in deep, hard challenges”, adding “we definitely have pushed the challenges quite a lot, especially with bosses and boss fight mechanics”.

Borderlands 4 story trailer.Watch on YouTube

“We have lots of players that actually aren’t interested in deep, hard challenges; lots of people that love just exploring the Borderlands or spending time with the characters,” Pitchford said.

“I’m a little nervous because there are points of Borderlands 4 that are more challenging, but one of the coolest things about Borderlands 4, because of the nature of the RPG, is if anything is a little challenging for you, you can just grind somewhere and level up and become more powerful.

“You will find that things that were hard when you were a little chump will become trivial when you become a badass. But we definitely have pushed the challenges quite a lot, especially with bosses and boss fight mechanics.”

Borderlands 4 was announced last August, and we finally got a first look at the looter-shooter sequel when The Game Awards rolled around in December. Since then, we’ve had thoughts on that Borderlands film flop, a promise to cut back on the toilet humour for the series’ fourth instalment, and, as Matt described it, Gearbox boss Randy Pitchford’s putting his foot in it so many times on social media, it’s a miracle publisher Take-Two didn’t hide his phone. Borderlands 4’s elusive Switch 2 release date was recently revealed: 3rd October.



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August 24, 2025 0 comments
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