Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop
Tag:

Vengeance

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.



Source link

August 25, 2025 0 comments
0 FacebookTwitterPinterestEmail
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. 



Source link

August 25, 2025 0 comments
0 FacebookTwitterPinterestEmail
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. 



Source link

August 25, 2025 0 comments
0 FacebookTwitterPinterestEmail
Shinobi: Art Of Vengeance Is Getting Sega Guest DLC, Including Sonic's Eggman
Game Updates

Shinobi: Art Of Vengeance Is Getting Sega Guest DLC, Including Sonic’s Eggman

by admin August 19, 2025



Shinobi: Art of Vengeance is due out later this month, and now Sega has announced a fun if surprising bit of DLC that’s coming “early 2026.” Dubbed the Sega Villains Stage, details are still pretty light on the DLC, but Sonic the Hedgehog’s Dr. Eggman is set to appear as a boss fight. Alongside that, protagonist Joe Musashi will have two other guest villains to take on, though they are yet to be revealed. If you’re picking up the digital deluxe edition of Shinobi: Art of Vengeance, you’ll automatically unlock it whenever the DLC does arrive next year.

Sega also announced that Young Dirty Bastard (YDB), i.e. the son of the late Ol’ Dirty Bastard from Wu-Tang Clan, is releasing a song called The Path Has Just Begun inspired by the Shinobi series. It’ll be released on streaming services this week, August 21, and you can expect a new trailer for the game on the same day.

Size:640 × 360480 × 270

Want us to remember this setting for all your devices?

Sign up or Sign in now!

Please use a html5 video capable browser to watch videos.

This video has an invalid file format.

Sorry, but you can’t access this content!

Please enter your date of birth to view this video

JanuaryFebruaryMarchAprilMayJuneJulyAugustSeptemberOctoberNovemberDecember12345678910111213141516171819202122232425262728293031Year202520242023202220212020201920182017201620152014201320122011201020092008200720062005200420032002200120001999199819971996199519941993199219911990198919881987198619851984198319821981198019791978197719761975197419731972197119701969196819671966196519641963196219611960195919581957195619551954195319521951195019491948194719461945194419431942194119401939193819371936193519341933193219311930192919281927192619251924192319221921192019191918191719161915191419131912191119101909190819071906190519041903190219011900

By clicking ‘enter’, you agree to GameSpot’s

Terms of Use and
Privacy Policy

enter

Now Playing: Shinobi: Art of Vengeance – Announcement Trailer

Shinobi: Art of Vengeance was teased back at The Game Awards in 2023 before getting a proper reveal earlier this year, bringing the series back to its roots with 2D action-platforming. It’s also the first new game in the series since 2011’s Shinobi 3D, a 3DS title that received average reviews at the time. This new Shinobi game comes as part of a broader move by Sega to bring back some of its legacy titles that haven’t received a new entry in many years, like Jet Set Radio and Crazy Taxi. A movie adaptation of the Shinobi series is also in the works.

You’ll be able to pick up Shinobi: Art of Vengeance on PS4, PS5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC when it launches on August 29.



Source link

August 19, 2025 0 comments
0 FacebookTwitterPinterestEmail
Phison E28 2TB SSD
Product Reviews

Phison E28 2TB SSD Review: A return for vengeance

by admin June 17, 2025



Why you can trust Tom’s Hardware


Our expert reviewers spend hours testing and comparing products and services so you can choose the best for you. Find out more about how we test.

The Sandisk WD Black SN8100 recently sent shockwaves through the enthusiast SSD space with its exceptional performance and power efficiency, cementing SMI’s platform as a serious competitor for the coveted Best SSD crown. Phison is not one to rest on its prior laurels, though, and has worked diligently to one-up the competition with a class-defining storage solution of its own. Today we see the results with the E26’s proper successor, the E28 SSD reference design.

If there is one thing that’s held back adoption of high-end PCIe 5.0 SSDs, it has been lackluster power efficiency. The first wave of these SSDs required a heatsink for proper operation and had a power draw that made things tricky on any platform, considering idle power consumption was also high. The SMI SM2508 and Phison E31T brought the first signs last year that this would eventually be solved, but it was the Micron 4600 and, finally, the WD Black SN8100, that really took this message home. Now you could have your cake and eat it, too.

The E28 takes lessons learned from the E26 and improves on that controller in almost every way. Better performance and higher power efficiency combine to make a fantastic drive that will help lead the way for the next generation of SSDs. Faster and denser flash is needed for less-expensive, more-capacious drives, but the E28 delivers the best solution on the market for the technology available today. Even the flash – which is also found on the WD Black SN8100 – brings improvements for random 4K performance, making for an all-around stellar package. This is an exciting product that brings welcome competition to an evolving market segment.


You may like

Phison E28 specifications

Swipe to scroll horizontally

Product

1TB

2TB

4TB

8TB

Pricing

N/A

N/A

N/A

Row 0 – Cell 4

Form Factor

M.2 2280

M.2 2280

M.2 2280

N/A

Interface / Protocol

NVMe 2.0

NVMe 2.0

NVMe 2.0

M.2 2280

Controller

Phison E28

Phison E28

Phison E28

NVMe 2.0

DRAM

LPDDR4X

LPDDR4X

LPDDR4X

Phison E28

Flash Memory

Kioxia/Sandisk 218-Layer TLC (BiCS8)

Kioxia/Sandisk 218-Layer TLC (BiCS8)

Kioxia/Sandisk 218-Layer TLC (BiCS8)

LPDDR4X

Sequential Read

Up to 14.9 GB/s

Up to 14.9 GB/s

Up to 14.9 GB/s

Kioxia/Sandisk 218-Layer TLC (BiCS8)

Sequential Write

Up to 14.0 GB/s

Up to 14.0 GB/s

Up to 14.0 GB/s

Up to 14.9 GB/s

Random Read

Up to 2.6M

Up to 2.6M

Up to 2.6M

Up to 14.0 GB/s

Random Write

Up to 3.0M

Up to 3.0M

Up to 3.0M

Up to 2.6M

Security

TCG Opal 2.01 (opt)

TCG Opal 2.01 (opt)

TCG Opal 2.01 (opt)

Up to 3.0M

Endurance (TBW)

N/A

N/A

N/A

TCG Opal 2.01 (opt)

Part Number

N/A

N/A

N/A

N/A

Warranty

N/A

N/A

N/A

N/A

The Phison E28 is destined to come to the market for all capacities between 1TB and 8TB. Smaller capacities – even 1TB – don’t make sense at this level of performance, given how dense NAND flash is getting. 2TB probably remains the sweet spot with some creep into 4TB. 8TB remains elusive and tough to hit, but for many enthusiasts, that is the bare minimum expected for a flagship SSD platform. We’ll have to wait and see on that one. The sample we tested has no pricing, but we would expect something comparable to the Sandisk WD Black SN8100 MSRPs.

The Phison E28 can hit up to 14.9 GB/s or more for sequential reads and up to 14.0 GB/s for sequential writes. For random reads and writes, up to 2,600K / 3,000K IOPS are attainable. Actual performance will depend on your platform. Out of the box, the controller supports TCG Pyrite, which is software encryption, but TCG Opal support with hardware encryption should be an available feature.

Phison E28: a closer look

Image 1 of 3

(Image credit: Tom’s Hardware)(Image credit: Tom’s Hardware)(Image credit: Tom’s Hardware)

Aside from the presence of two debugging connectors, the first thing that should catch your attention is the fact that this is a single-sided drive. That’s nothing new for 2TB, but this configuration should hold for 4TB as well. 8TB will have to be double-sided due to the amount of 1Tb dies that are needed. Otherwise, this looks like a pretty normal drive with an SSD controller, a package of DRAM for metadata caching, and two NAND flash packages.

The controller is the most interesting part, as we’ve seen this flash before. The Phison E28 is the successor to the Phison E26 – which at the time of its release (in early 2024) was the first real PCIe 5.0 SSD platform available, and one that would be the first to really push the interface in terms of bandwidth. The E28 follows in the footsteps of Phison’s E31T, a more budget-oriented controller that brought very good power efficiency due to its 7nm design. However, Phison was soon upstaged by Silicon Motion with its SM2508, a 6nm design that has had great results first with the Micron 4600 and later with the WD Black SN8100. The latter is paired with the same flash as our E28 engineering sample today, and it achieved fantastic power efficiency – but perhaps Phison can do better with its own 6nm platform.

Usually, we go into some depth about the controller technology, but we might leave some of that for retail reviews. We will say that the Phison E28 is very similar to the E26, but has a lot more headroom thanks to the process node shrink from 12nm to 6nm. This allows for potentially more performance with significantly better power efficiency. This is aided by the use of BiCS8 flash, and there are differences between Micron’s 276-Layer TLC in the 4600 and BiCS8 in the SN8100. Generally, the SN8100 has lower latency and better power efficiency. We’ll see how that works out for Phison, noting that variations of this platform will also be used for enterprise and AI, which would require careful balancing.

Image 1 of 3

(Image credit: Tom’s Hardware)(Image credit: Tom’s Hardware)(Image credit: Tom’s Hardware)

The E28 is using LPDDR4X for metadata caching, a good choice to reduce power consumption a little bit. We noted that the WD Black SN8100 was using DDR4, instead, in its review. This isn’t a huge difference, but is still noteworthy. As for the flash, we’ve already mentioned this is using 218-Layer BiCS8 TLC. This flash is made by both Kioxia (once known as Toshiba) and Sandisk, which was recently spun off from its parent, Western Digital. We only mention this because this is an engineering sample and the E28’s performance characteristics should be improved by the time of retail launch, through firmware optimization for the flash if nothing else.

MORE: Best SSDs

MORE: Best External SSDs

MORE: Best SSD for the Steam Deck



Source link

June 17, 2025 0 comments
0 FacebookTwitterPinterestEmail

Categories

  • Crypto Trends (557)
  • Esports (404)
  • Game Reviews (356)
  • Game Updates (478)
  • GameFi Guides (544)
  • Gaming Gear (506)
  • NFT Gaming (551)
  • Product Reviews (494)

Recent Posts

  • Blue-Chip NFTs Tumble as ETH Retreats From All-Time Highs
  • Tokyo’s Monex Considers Launching Domestic Yen Stablecoin
  • Ethereum, ETH Treasuries at ‘Good Entry Point’ After Market Pullback: Standard Chartered
  • Sony finally makes the PlayStation refund process easier, killing the support chat bot
  • Gemini image generation is adding more editing tools

Recent Posts

  • Blue-Chip NFTs Tumble as ETH Retreats From All-Time Highs

    August 26, 2025
  • Tokyo’s Monex Considers Launching Domestic Yen Stablecoin

    August 26, 2025
  • Ethereum, ETH Treasuries at ‘Good Entry Point’ After Market Pullback: Standard Chartered

    August 26, 2025
  • Sony finally makes the PlayStation refund process easier, killing the support chat bot

    August 26, 2025
  • Gemini image generation is adding more editing tools

    August 26, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

About me

Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

Recent Posts

  • Blue-Chip NFTs Tumble as ETH Retreats From All-Time Highs

    August 26, 2025
  • Tokyo’s Monex Considers Launching Domestic Yen Stablecoin

    August 26, 2025

Newsletter

Subscribe my Newsletter for new blog posts, tips & new photos. Let's stay updated!

@2025 laughinghyena- All Right Reserved. Designed and Developed by Pro


Back To Top
Laughing Hyena
  • Home
  • Hyena Games
  • Esports
  • NFT Gaming
  • Crypto Trends
  • Game Reviews
  • Game Updates
  • GameFi Guides
  • Shop

Shopping Cart

Close

No products in the cart.

Close