Denshattack! Mini-Review: Tony Hawk’s Meets Trains In A Stylish Trick Game


Blog | Review

Denshattack! is one of those rare games that feels familiar in its aims, but completely fresh in its execution. It takes place in a world ravaged by climate change, where most of humanity now lives inside corporate-controlled domes. Outside of that carefully managed society, you play as a woman selling ramen from an old train.

The rails, unfortunately, have seen better days. While you are technically still travelling on tracks, getting around means jumping gaps, pulling off kickflips, grinding rails, and chaining together tricks in ways that make your train feel more like a skateboard than a vehicle.

Yellow train performing a high-speed wall ride with comic-style motion effects in Denshattack!

Early on, you meet someone who introduces you to Denshattack, a sport where train drivers compete to be as cool, stylish, and fast as possible. Honestly, why wouldn’t you get involved?

The world around the sport is just as charming as the sport itself. Some people compete, while others make a living by decorating trains, creating zines, and celebrating the culture around these stylish rail-riding daredevils. It gives the game a strong sense of personality, even before things start getting truly strange.

At first, you are simply learning how to turn properly, which takes more skill than you might expect. Before long, though, you are pulling off increasingly absurd stunts, chaining tricks together, and pushing your train far beyond anything resembling sensible public transport.

Yellow graffiti-covered train racing along a raised track toward a giant baseball in Denshattack!

Denshattack! does not stop at tricks and time trials. The game also features boss fights, and while we will not spoil them here, they become wonderfully ridiculous.

As you progress, you learn new techniques that expand what is possible. Manuals let you connect tricks and grinds for higher scores, while later abilities allow you to grind along magnetic forces surrounding the world. These appear as psychedelic rainbow trainlines, which is about as wonderfully unhinged as it sounds.

There is almost no way to describe Denshattack! without making it sound completely wild, and that is part of its appeal. It is strange, stylish, loud, and refreshing in a way that makes it stand out immediately.

Yellow train speeding along glowing rainbow rails through a vivid landscape of pink trees and rocky cliffs in Denshattack!

At its heart, Denshattack! is about fighting back against evil megacorporations while performing ridiculous train tricks with as much style as possible. That combination works far better than it has any right to.

The characters are engaging, the boss battles are memorable, and the side objectives give you plenty of reasons to replay levels in search of higher scores and better medals. It also becomes surprisingly challenging after the opening stages, but once you hit that flow state and start chaining everything together, it feels fantastic.

Denshattack! is bold, energetic, and gloriously odd. If you like games that take a simple idea and push it somewhere completely unexpected, this is absolutely one to watch.


Jason Coles

Jason likes to focus on roguelikes and co-op games; in a dream world he’d make a living writing about Dark Souls. As well as being a writer he also does personal training and accounting and can occasionally be seen on other people’s streams. Being a big fan of fluffy things means he has two cats, both of whom refuse to let him sleep, but at least they are cute.

Shinobi: Art of Vengeance Aims to Revitalize Sega’s Forgotten Ninja Legend


Blog | Editorial

When a seven-year-old me spent what seemed like countless hours sitting cross-legged in front of his trusty Sega Master System, the one title which reliably ensnared my attention was Sega’s Shinobi. A pitch-perfect blend of Japanese folklore sensibilities, compelling platforming and oddly cool side-scrolling shooting on account of the infinite shuriken projectiles it granted players, Shinobi just didn’t look or play like anything else, and was a key milestone in Sega’s storied history. In 2025, Sega brought back its infamous acrobatic assassin for another shot at glory with Shinobi: Art of Vengeance, and wouldn’t you know that not only does this latest instalment do justice to this often forgotten Sega franchise, but it also looks set to stand shoulder to shoulder with the industry’s best. Here’s how Sega and developer Lizardcube have pulled off a franchise revival for the ages.

Shinobi: Art Of Vengeance Is In Good Hands

Put simply, Shinobi: Art of Vengeance is in great hands, not least because developer Lizardcube has a long, varied and storied history with revitalising what were once thought to be dormant Sega franchises. From their underrated work on the excellent Wonder Boy: The Dragon’s Trap, through to the studio’s much more recent and seminal Streets of Rage 4 – which not only gave fans a proper full-blooded sequel to a beloved series, but improved upon it in many ways – it’s clear that Lizardcube is perfectly up to the task of bringing Sega’s Shinobi back from the dead with ample verve.

It Nails The Series Essence And So Much More

If you were to boil Shinobi down to its essence, you would have an offering that marries up side-scrolling platforming, run ‘n’ gun (well, shuriken) sensibilities and tight controls in a wholly compelling union. Shinobi: Art of Vengeance very much embraces those fundamentals first and foremost, offering players a genre effort that at once controls with a buttery smooth responsiveness and yet has an almost muscle-twitch style snappiness to the array of attacks it provides the player with. This is just the beginning of the magic that Parisian developer Lizardcube has woven here.

Shinobi: Art Of Vengeance

In the original and beloved classic, the main protagonist Joe Musashi was a shuriken dispensing machine first and a close-quarter martial artist second. In Shinobi: Art of Vengeance, though, the concept is essentially flipped with shiruken being in finite supply and the emphasis very much on dishing out devastating melee strikes, juggle combinations, timely evasions and even attack cancels. Beyond this, Shinobi: Art of Vengeance also empowers its primary protagonist to make the most of a broader set of Ninjitsu skills, including all manner of magical fire attacks, deadly chain assassinations, and so much more besides.

The platforming and traversal side of things has also seen a similar level of love lavished upon it, with our endlessly nimble hero able to leap, double jump, air-dash, roll, and wall jump his way through the various levels that feel absolutely on par with some of the best two-dimensional platformers around. With the newly refreshed combat and platforming mechanics taken in tandem, then, Shinobi: Art of Vengeance represents nothing less than a thorough evolution of everything that made the original Shinobi so essential all those years ago.

Progression Systems Which Make Sense And Encourage Replay

Another crucial element in how Shinobi: Art of Vengeance looks to drag Sega’s legendary series kicking and screaming into the present day is in its deft implementation of progression systems which complement its resoundingly solid gameplay fundamentals, rather than overshadowing them with banal busywork. As you carve a path through each of Art of Vengeance’s levels, Joe will accrue precious gold that can be used to purchase additional traversal abilities, new combat techniques, increased kunai storage and a range of other skills and buffs to boot. It’s also worth noting that some especially devastating Ninjitsu arts can only be unlocked by progressing further in the story.

Shinobi: Art Of Vengeance

Beyond this, players can also leverage special amulets that provide a veritable swathe of passive bonuses that can activate under specific circumstances, such as reaching a particular hit milestone in a combo, for example. This ties in with perhaps the most overlooked aspect of progression in Shinobi: Art of Vengeance – its clear nod to Metroidvania design. In practice, this design manifests itself during exploration, with levels having various areas, nooks and crannies that are inaccessible until you revisit them later on with the means to do so, discovering all manner of new secrets and loot as a reward for wandering off the beaten path, so to speak.

Further afield, special elite challenges which task players with taking down a range of extra-powerful enemies within a constrained environment also provide skilled players with yet another reason to replay and explore every area that Shinobi: Art of Vengeance has to offer. Make no mistake, this is no one-and-done sort of affair; Shinobi: Art of Vengeance has legs.

A Painterly Japanese Aesthetic to Die For

Easily one of the most striking things about Shinobi: Art of Vengeance is its visual aesthetic. The game draws heavily on the considerable talents of Lizardcube’s art team, who have once again crafted retina-stroking, hand-drawn visuals – something we last saw in Streets of Rage 4. At the same time, the style leans deeply into the expressive and vibrant traditions of classic Japanese manga. Taken together, it’s clear that Shinobi: Art of Vengeance stands as the studio’s most artistically ambitious title to date. Whether you’re gawking at the gorgeously realised comic book style characters that move with effortless grace, the painterly backgrounds, or staring wide-eyed at the deliciously over-the-top Ninjitsu attacks that look like they’ve leapt off the page of a Japanese comic, Shinobi: Art of Vengeance is easily one of the most visually arresting games of the year.

Shinobi: Art Of Vengeance

Shinobi: Art Of Vengeance Has A Proper Story

Though the story of previous Shinobi games has hardly been a point of emphasis, Shinobi: Art of Vengeance looks to change that particularly depressing state of affairs. Indeed, the 2025 entry in the Shinobi franchise unfurls a whole plot around Joe Musashi’s village and clan coming under attack by a nefarious paramilitary group called ENE Corp, which in turn is seemingly led by a mysterious individual known only as Lord Ruse. Though the setup might seem familiar to folks who have played earlier entries in the series, Shinobi: Art of Vengeance expands on the plot by not only stringing together a raft of in-game cutscenes and dialogue, but also by introducing players to a cast of both new and returning characters, too.

In the end, Shinobi: Art of Vengeance isn’t just another revival of a classic Sega property – it’s a statement. By blending razor-sharp combat, layered progression, fluid platforming, and a painterly aesthetic that feels as bold as it is reverent, Lizardcube has crafted something that both honours Shinobi’s legacy and propels it into a new era. For longtime fans, it’s the triumphant return of a childhood icon. For newcomers, it’s an introduction to one of Sega’s most enduring legends at its absolute best. Either way, it’s clear that Joe Musashi has never looked sharper, deadlier, or more essential than he does here.


John-Paul Jones

Scribbling about videogames since 2005, John-Paul Jones first stoked his love for the industry with the Atari 65XE at the age of four before proceeding onto the ZX Spectrum, Amiga and beyond. These days, he finds himself unreasonably excited about Sega’s Yakuza franchise, foreign cinema and generally trying to keep his trio of sausage dogs from burning his house down. Clearly, he is living his best life right now.