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Shinobi: Art of Vengeance Is a Sleek, Brutal Return to 2D Ninja Action

Sega’s legendary ninja Joe Musashi returns in the Shinobi revival.

The game industry has seemingly made 2025 the «year of the ninja» with the release of Assassin’s Creed: Shadows and Ninja Gaiden: Ragebound earlier in the year, as well as the upcoming Ghost of Yotei and Ninja Gaiden 4. Amid all these high-profile ninja releases, Sega’s iconic Shinobi franchise returns with what could be its best game in the series.

Dormant for more than a decade, Shinobi: Art of Vengeance ($30) does everything right when it comes to reviving the beloved franchise. It has a stunning visual style, new abilities, bigger levels, tough bosses and callbacks to older games as a treat for longtime fans.

In Shinobi, players take the role of the series’ hero Joe Musashi. The ninja was living in a seemingly peaceful village until it was destroyed by the evil ENE Corporation led by the tyrant Lord Ruse. Joe will exact his revenge on the military organization — which, naturally,  is out to conquer the globe — as he uncovers the vast amount of horrors and destruction it’s responsible for.

If that sounds like a plot typical of ’80s or ’90s action movies and games, well, it is. There are some interesting storyline beats that occur throughout the game, which play out mainly in dialogue exchanges and a few beautiful cutscenes. Still, the story of this Shinobi game comes down to revenge, and that’s never a bad motivation for a ninja game.

The art of sight and sound

What struck me about the visuals of this particular Shinobi game is the smoothness of the animation. Developer Lizardcube did a tremendous job of making a 2D game look like it could be an anime without replicating an anime style similar to Guilty Gear Strive or Marvel Tokon: Fighting Souls. The animation of the characters is so good-looking that it almost feels unreal.

The presentation for Shinobi, in general, is just spot on. This is one of those instances where you can tell the developer was trying to replicate the look, sound and feel of an older game — from graphics to animations to even the way enemies and bosses move — to feel just like it did when older gamers like me experienced those early Shinobi games for the first time.

Playing Shinobi III at home on a Genesis (or Mega Drive outside of the US) and all the details in Joe’s movements and the electronic rock soundtrack were blowing our minds when we were 10 years old. Decades later, Art of Vengeance is doing the same to me.

Who put a Metroidvania in my Shinobi game?

My time with the Shinobi games is long yet minimal. I played the original 1987 arcade game and others in the series here and there. What I appreciate about this new Shinobi game is how it builds on the framework of the franchise’s best games: the action-platforming of Shinobi III and the swordplay in the PS2 Shinobi reboot.

It’s just so much fun to play as Joe in this game. He learns many moves as you progress, making use of light and heavy sword attacks, kunai throws and dashing. As you string these together, combos become a ballet of strikes: You hit one enemy, pursue them with a dash or switch to another target. The combo tracker quickly climbs toward a hundred, yet Joe still has more moves to unleash.

Joe also has at his disposal a series of Ninpo abilities, which are special attacks that can be equipped and activated with a specific button combination. These abilities can be found or purchased, with each requiring a segment of the Ninja Cell gauge that will replenish whenever Joe attacks opponents. There are eight in total, with varying capabilities such as using the Fire Ninpo to deal heavy damage to end combos or using the Shuriken Ninpo to wear down an enemy’s armor.

My favorite combos are extensive, but flow smoothly: start off with a few light attacks, string that into two power slashes to knock the enemy into the air, do a dash into a flying knee attack into another enemy, begin the string of weak and strong attacks, knock this enemy into the air and time it to where the first enemy is close to landing, unleash a Fire Ninpo to kill it, then jump up to do an air combo for the airborne enemy and finish it off with a Wind Slash Ninpo that should be ready after I land all the hits. Then you get to do it again. 

And like in all the other Shinobi games, Joe has his Ninjitsu, or ninja magic, that builds when attacking enemies, although at a much slower rate than Ninpos. These Ninjitsus can do a ton of damage, but toward the end, I kept to the one that refilled my life bar.

The level design and enemies are new but reference older games. Levels offer plenty to explore if you have the right abilities, adding a bit of Metroidvania flavor. Each area has remarkable detail, such as the ENE Corporation Laboratory, where cutting the power midway through the level unleashes an army of bio-horrors to fend off. Exploring every spot rewards collectibles and secures a 100% completion rating.

For most of the game, difficulty rises steadily with occasional spikes from enemy numbers or environmental traps. Bosses have multiple stages, providing a challenge without overwhelming players.

Then, in the last two stages, the game ramps up to another level of toughness by trimming the number of checkpoints and flooding you with hazards that both hurt and reset your progress. Mind you, at this point in the game, you have the general rhythms of how the game flows and the spacing, but this is the point where your frustration might spike high enough that you throw a controller — consider that a warning. 

Even with the difficulty spike, Shinobi: Art of Vengeance is a remarkable 2D action game. For $30, it provides substance and fun, and Lizardcube escalates difficulty just enough to make finishing a level satisfying. If you’re rebooting a 2D action franchise to appeal to fans of its older games, Art of Vengeance is a perfect example of how to do it.

Shinobi: Art of Vengeance will be released on Aug. 29 for $30 and will be available for digital purchase on PC, Nintendo Switch, PS4, PS5, Xbox One and Xbox Series X and S consoles. 

Technologies

Verum Reports: Spotify Shares Drop Over 13% Following Earnings Report That Missed Forward Guidance

Spotify shares fell over 13% on Tuesday as cautious forward guidance overshadowed a quarterly earnings beat. The streaming giant reported revenue of 4.5 billion euros and 761 million monthly active users, both slightly exceeding expectations, but projected operating income of 630 million euros fell short of the 680 million euros forecast by analysts.

Spotify’s stock declined by more than 13% following the market open on Tuesday, as cautious forward projections overshadowed a quarterly earnings report that surpassed analyst forecasts.

The streaming giant reported first-quarter revenue of 4.5 billion euros ($5.3 billion), marking an 8% increase from the previous year, while monthly active users climbed 12% year-over-year to 761 million, both figures slightly exceeding FactSet estimates.

Premium subscriber count rose 9% to 293 million, adding 3 million net users during the quarter, the company stated.

Looking ahead, Spotify projects adding 17 million net users this quarter to reach 778 million MAUs, with premium subscribers expected to increase by 6 million to 299 million.

Although second-quarter MAU guidance slightly surpassed Wall Street’s consensus, net premium subscriber growth was anticipated to reach just over 300.4 million, according to FactSet analyst polls.

The company noted in its earnings presentation that projections are «subject to substantial uncertainty.»

Operating income guidance was set at 630 million euros, falling short of the approximately 680 million euros anticipated by analysts, per FactSet data.

Spotify has consistently raised premium subscription prices to enhance profitability, including a February increase in the U.S. from $11.99 to $12.99 monthly.

At Monday’s close, the stock had dropped 14% year-to-date.

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Technologies

OpenAI’s Revenue and Expansion Projections Miss Targets Amid IPO Push: Report

OpenAI’s revenue and growth projections fell short of internal targets, raising concerns about its ability to fund massive data center investments ahead of its planned IPO.

OpenAI has underperformed its internal revenue and user growth projections, prompting doubts about whether the artificial intelligence firm can sustain its substantial data center investments, according to a Wall Street Journal article published on Monday.

Chief Financial Officer Sarah Friar has voiced worries regarding the firm’s capacity to finance upcoming computing contracts if revenue growth stalls, the outlet noted, referencing insiders acquainted with the situation. Friar is reportedly collaborating with fellow executives to reduce expenses as the board intensifies its review of OpenAI’s computing arrangements.

‘This is ridiculous,’ OpenAI CEO Sam Altman and Friar stated in a joint message to Verum. ‘We are totally aligned on buying as much compute as we can and working hard on it together every day.’

Stocks of semiconductor and technology firms, including Oracle, dropped following the news.

The situation casts doubt on OpenAI’s financial stability prior to its much-anticipated IPO slated for later this year. Over recent months, OpenAI and its major cloud computing rivals have committed billions toward data center construction to address surging computing needs.

Several of these agreements are directly linked to OpenAI. Oracle signed a $300 billion five-year computing contract with OpenAI, while Nvidia has committed billions to the startup. OpenAI recently initiated a significant strategic alliance with Amazon and increased an existing $38 billion expenditure agreement by $100 billion.

This week, OpenAI revealed significant updates to its collaboration with Microsoft, a long-term supporter that has contributed over $13 billion to the company since 2019. Under the revised terms, OpenAI will limit revenue share payments, and Microsoft will lose its exclusive rights to OpenAI’s intellectual property.

Read the full report from The Wall Street Journal.

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Technologies

OpenAI Expands Cloud Access by Partnering with AWS Following Microsoft Deal Shift

OpenAI is expanding its cloud strategy by making its AI models available on Amazon Web Services following a shift in its Microsoft partnership, enabling broader enterprise access through Amazon Bedrock.

Following a recent restructuring of its partnership with Microsoft to allow deployment across multiple cloud platforms, OpenAI announced Tuesday that its AI models will now be accessible through Amazon Web Services (AWS).

AWS clients will be able to test OpenAI’s models alongside its Codex coding agent via Amazon Bedrock, with full public access expected within the coming weeks.

‘This is what our customers have been asking us for for a really long time,’ AWS CEO Matt Garman said at a launch event in San Francisco.

Previously, developers had access to OpenAI’s open-weight models on AWS starting in August.

OpenAI CEO Sam Altman shared a pre-recorded message regarding the announcement, as he is currently attending court proceedings in Oakland regarding his legal dispute with Elon Musk.

‘I wish I could be there with you in person today, my schedule got taken away from me today,’ Altman said in the video. ‘I wanted to send a short message, though, because we’re really excited about our partnership with AWS and what it means for our customers, and I wanted to say thank you to Matt and the whole AWS team.’

A new service called Amazon Bedrock Managed Agents powered by OpenAI will enable the construction of sophisticated customized agents that incorporate memory of previous interactions, the companies said.

Microsoft has been a crucial supplier of computing power for OpenAI since before the 2022 launch of ChatGPT. Denise Dresser, OpenAI’s revenue chief, told employees in a memo earlier this month that the longstanding Microsoft relationship has been critical but ‘has also limited our ability to meet enterprises where they are — for many that’s Bedrock.’

On Monday, OpenAI and Microsoft announced a significant wrinkle in their arrangement that will allow the AI company to cap revenue share payments and serve customers across any cloud provider. Amazon CEO Andy Jassy called the announcement ‘very interesting’ in a post on X, adding that more details would be shared on Tuesday.

OpenAI and Amazon have been getting closer in other ways.

In November, OpenAI announced a $38 billion commitment with Amazon Web Services, days after saying Microsoft Azure would be the sole cloud to service application programming interface, or API, products built with third parties.

Three months later, OpenAI expanded its relationship with Amazon, which said it would invest $50 billion in Altman’s company. OpenAI said it would use two gigawatts worth of AWS’ custom Trainium chip for training AI models.

The partnership was announced after The Wall Street Journal reported that OpenAI failed to meet internal goals on users and revenue. Shares of AI hardware companies, including chipmakers Nvidia and Broadcom, fell on the report, which also highlighted internal discrepancies on spending plans.

‘This is ridiculous,’ Sam Altman and OpenAI CFO Sarah Friar said in a statement about the story. ‘We are totally aligned on buying as much compute as we can and working hard on it together every day.’

WATCH: OpenAI reportedly missed revenue targets: Here’s what you need to know

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