Average score
Shinobi: Art of Vengeance
4.4
Styx: Blades of Greed
3.1
boss design
Shinobi: Art of Vengeance
4.4
Boss design earns many positive notes for memorable, exciting encounters, though a few reviewers find some bosses too easy, clunky, or mechanically weaker than regular fights.
Styx: Blades of Greed
1.0
The final boss drew especially harsh criticism, with one reviewer calling it the worst boss fight in a stealth game.
crash stability
Shinobi: Art of Vengeance
5.0
Crash stability is strong in the PS5 review that reports no crashes, soft-locks, or freezes over a long playthrough.
Styx: Blades of Greed
1.7
Crash stability is a serious concern in the harshest reports, including repeated crashes, a corrupted save after many hours, and other failures severe enough to halt progress.
animation quality
Shinobi: Art of Vengeance
4.9
Animation quality is a standout, especially Joe’s motion, hand-drawn character work, and the way combat and traversal read in motion.
Styx: Blades of Greed
1.8
Animation quality is a recurring weak point, especially in cutscenes where stiff movement, awkward transitions, clipping, and rough presentation are easy to notice.
endgame content
Shinobi: Art of Vengeance
4.1
Endgame content is generally seen as useful for replay through Arcade Mode, Boss Rush, superbosses, and ranking challenges, though one reviewer sees arcade mode as padding.
Styx: Blades of Greed
1.0
Post-campaign options are thin; one reviewer strongly criticizes the lack of New Game+ or another endgame mode.
camera behavior
Shinobi: Art of Vengeance
5.0
Camera behavior is praised in one review for intelligently changing framing to support mood, traversal, and visual depth.
Styx: Blades of Greed
2.0
The camera can fight the player in tight spaces, obscuring exits or climbing routes and making already finicky traversal harder to judge.
menu usability
Shinobi: Art of Vengeance
5.0
Menu usability is praised through the clean, easy-to-navigate interface that removes friction around fast travel and play.
Styx: Blades of Greed
2.0
Managing abilities through the wheel can be annoying, particularly when extra slots are tied to side objectives and players must keep rearranging the limited loadout.
user interface design
Shinobi: Art of Vengeance
5.0
User interface design receives praise for being clean and easy to navigate.
Styx: Blades of Greed
2.0
The quick-access interface can become cumbersome as more powers unlock, forcing repeated pausing and reshuffling instead of keeping the growing toolkit immediately available.
combat system
Shinobi: Art of Vengeance
4.9
Combat is the most consistently praised attribute, with reviewers calling it fluid, deep, expressive, satisfying, and central to the game’s appeal.
Styx: Blades of Greed
1.9
Direct combat is widely viewed as a weak last resort, with clunky lock-on fighting and poor responsiveness reinforcing that staying hidden is the better option.
polish
Shinobi: Art of Vengeance
4.8
Polish is praised where reviewers highlight the game as well put together and visually refined.
Styx: Blades of Greed
2.3
Rough edges are part of the overall experience. Even reviewers who love the stealth repeatedly mention jank, awkward presentation, bugs, or missing polish that stop the game feeling fully finished.
accessibility options
Shinobi: Art of Vengeance
4.2
Accessibility options are praised for adjustable difficulty, assist settings, and sliders that make the challenge more approachable without fully flattening it.
Styx: Blades of Greed
2.0
Accessibility support is limited. Colorblind and subtitle options help, but missing visual feedback, subtitle inconsistencies, and restricted control remapping leave meaningful gaps.
mission variety
Shinobi: Art of Vengeance
4.5
Mission variety is supported by praise for fresh objectives and distinct environments across the stages.
Styx: Blades of Greed
2.3
Mission variety is a weak spot, with several reviewers calling out repeated fetch-style goals and objectives that do not evolve as much as the player’s toolkit.
controls responsiveness
Shinobi: Art of Vengeance
4.7
Controls are usually described as smooth, tight, intuitive, and responsive, with a few caveats around moments where scripted control loss or platforming inputs feel awkward.
Styx: Blades of Greed
2.6
Controls divide opinion. Some find them tight and responsive, while others struggle with fiddly cover inputs, awkward combat commands, and actions that do not always register as expected.
checkpoint system
Shinobi: Art of Vengeance
5.0
The checkpoint system is praised as a quality-of-life improvement because it reduces frustration around difficult optional challenges.
Styx: Blades of Greed
3.0
The instant quick-save idea is widely appreciated because it encourages experimentation, but unreliable saves and less generous checkpoint behavior create exceptions to that strength.
onboarding experience
Shinobi: Art of Vengeance
4.5
Onboarding is praised for easing the player into each move rather than overwhelming them with the full combat kit at once.
Styx: Blades of Greed
2.5
Onboarding is uneven because the game begins as a direct sequel and often assumes familiarity with earlier characters and events, even though the tutorial explains the mechanics well.
originality
Shinobi: Art of Vengeance
4.5
Originality is praised where reviewers call the revival fresh for the series rather than a simple nostalgic retread.
Styx: Blades of Greed
2.5
The game feels fresh mainly because dedicated stealth is rare, not because every idea is new; several reviewers call the structure and story familiar or conservative rather than groundbreaking.
enemy variety
Shinobi: Art of Vengeance
4.7
Enemy variety is a strength, with reviewers praising the range of ninjas, soldiers, monsters, bosses, and specialized foes that shape encounters.
Styx: Blades of Greed
2.7
Enemy variety is mixed. Early encounters can feel dominated by familiar guards, while later areas introduce more unusual creatures and tougher enemy types that demand different tactics.
platforming precision
Shinobi: Art of Vengeance
4.0
Platforming is often praised as tight, precise, and rewarding, though several reviewers flag optional challenge rooms or late-game traversal as frustrating or inconsistent.
Styx: Blades of Greed
2.0
Platforming is one of the rougher edges: missed ledge grabs, awkward jumps, and finicky grapple attempts can turn the game’s vertical spaces into accidental falls.
core gameplay loop
Shinobi: Art of Vengeance
4.7
The core loop is widely liked as fast, stylish 2D action with strong combat and traversal, with a few reviewers calling it great despite structural complaints.
Styx: Blades of Greed
2.8
The stealth loop can be deeply engaging, but repeated trips to collect Quartz make the larger structure feel repetitive for some players.
learning curve
Shinobi: Art of Vengeance
4.5
The learning curve is favorable because reviewers describe the combat as simple to engage with while still rewarding mastery.
Styx: Blades of Greed
2.8
There is a real learning curve built around patience, observation, and route reading. Once the systems click, the sandbox freedom makes the difficulty easier to manage.
world-building
Shinobi: Art of Vengeance
2.5
World-building is weak in the evidence that explicitly says not to expect captivating world building from the campy action story.
Styx: Blades of Greed
4.3
The setting often feels lived-in and distinctive, with environmental detail and small narrative touches giving the dark-fantasy world more texture than the main plot alone provides.
voice acting
Shinobi: Art of Vengeance
4.0
Voice acting receives mixed-to-positive reactions: some reviews praise the performances, while others call the English voices merely fine or jarring.
Styx: Blades of Greed
2.3
Voice acting is uneven. Styx himself is often the highlight, while supporting characters are repeatedly described as flat, stiff, miscast, or lacking the intensity of the scene.
immersion
Shinobi: Art of Vengeance
4.0
Immersion is supported by strong presentation and visual depth, though one reviewer says the game remained enjoyable without strongly resonating.
Styx: Blades of Greed
2.3
Immersion is vulnerable to technical roughness: pop-in, bugs, uniform environments, awkward cutscenes, and audio problems can pull attention away from otherwise convincing stealth spaces.
content variety
Shinobi: Art of Vengeance
4.5
Content variety is strong across stage themes, optional challenges, enemy encounters, bonus levels, and replay modes, though some side segments are less loved.
Styx: Blades of Greed
2.9
New tools and changing areas add variety, but the repeated Quartz structure and revisits can make the broader campaign feel familiar before the stealth mechanics themselves wear out.
mission design
Shinobi: Art of Vengeance
4.5
Mission design is praised through comments about well-crafted stages that mix platforming, combat, puzzles, and optional routes.
Styx: Blades of Greed
3.0
The spaces are stronger than the objectives inside them. Several missions boil down to small errands or Quartz collection, leaving the heists less memorable than the routes used to reach them.
map and navigation design
Shinobi: Art of Vengeance
3.8
Map and navigation design is mixed: reviewers like map clarity and fast travel, but some cite confusing secret tracking or unclear pits.
Styx: Blades of Greed
2.4
Navigation is a frequent frustration. The lack of a full map and vague guidance can make large vertical spaces hard to read, even though freeform pathfinding is part of the intended challenge.
graphics quality
Shinobi: Art of Vengeance
5.0
Graphics quality is a major strength, with reviewers repeatedly calling the game gorgeous, beautiful, and visually impressive.
Styx: Blades of Greed
3.7
The game can look striking, with dense environments and strong lighting, but dated textures, haze, pop-in, and inconsistent image quality keep the visuals from feeling uniformly polished.
innovation
Shinobi: Art of Vengeance
4.8
Innovation is praised where reviewers say the game evolves Shinobi meaningfully instead of merely repeating the past.
Styx: Blades of Greed
3.5
The larger hubs, faster mobility, Metroidvania-style tools, and Quartz powers modernize the formula, but the sequel is generally seen as an evolution rather than a reinvention.
save system reliability
Shinobi: Art of Vengeance
3.3
Save reliability is split: one review praises frequent saves, while another reports the serious problem of a save being wiped twice.
Styx: Blades of Greed
2.0
Saving is not consistently dependable: missing autosaves, unreliable quick saves, and even save corruption can turn a failed attempt into substantial lost progress.
atmosphere
Shinobi: Art of Vengeance
4.5
Atmosphere is supported by presentation touches such as camera framing and mood-setting scenes that help the 2D spaces feel more dramatic.
Styx: Blades of Greed
3.3
The dark-fantasy atmosphere often works well through lighting, sound, vertical architecture, and a grim sense of place, although uneven performances and presentation can weaken it.
upgrade system
Shinobi: Art of Vengeance
4.5
The upgrade system is praised for meaningful amulets, combat additions, and flexible build choices that alter playstyle.
Styx: Blades of Greed
3.3
Upgrades add creative stealth options and stronger tools, though some of the most enjoyable abilities arrive later than players would like.
performance optimization
Shinobi: Art of Vengeance
3.8
Performance optimization varies by platform and context, with PS5 impressions strong but Switch-oriented reviews noting optimization and frame-pacing caveats.
Styx: Blades of Greed
2.6
Performance is one of the biggest technical concerns, especially on PC where demanding requirements, stuttering, and heavy reliance on upscaling are repeatedly criticized.
difficulty balance
Shinobi: Art of Vengeance
4.1
Difficulty is generally viewed as fair and satisfying, but opinions split on spikes, projectile-heavy sections, undertuned enemies, and some hard optional challenges.
Styx: Blades of Greed
2.9
The challenge suits patient stealth players, and a few reviewers praise its tuning, but early harshness, spikes, and occasional unfair-feeling situations can make the learning process discouraging.
environmental detail
Shinobi: Art of Vengeance
5.0
Environmental detail stands out in reviews that praise painterly backgrounds, large-scale set pieces, and richly detailed level backdrops.
Styx: Blades of Greed
4.0
Environmental detail is a strength, with dense, deliberate, lived-in spaces that make the major locations feel constructed for both stealth play and believable occupation.
HUD clarity
Shinobi: Art of Vengeance
3.0
HUD clarity receives a mixed score because flashy combat effects can make the player lose track of the action.
Styx: Blades of Greed
2.0
HUD feedback has gaps, with some important information either unclear or missing, including situations where damage or objective guidance is harder to read than it should be.
movement feel
Shinobi: Art of Vengeance
4.8
Movement feel is heavily praised as fast, fluid, snappy, and fun, though one Switch review notes combat can feel slower than traversal.
Styx: Blades of Greed
3.8
Traversal can feel fast and fluid once Styx opens up his toolkit, but a few players describe movement as loose or janky in precision-heavy moments.
art direction
Shinobi: Art of Vengeance
5.0
The hand-drawn art direction receives near-universal praise for its style, cohesion, painterly look, and strong franchise fit.
Styx: Blades of Greed
4.0
Art direction is often stronger than raw technical presentation, especially in distinct biomes and dramatic lighting, though some players find the image dated, washed out, or visually uneven.
writing quality
Shinobi: Art of Vengeance
2.8
Writing quality is mixed-to-weak, with reviewers describing the script as fine, tropey, or not especially nuanced.
Styx: Blades of Greed
2.0
Writing outside Styx’s strongest one-liners often falls flat, with awkward jokes and conversations that can feel forced instead of naturally building character or tension.
flying mechanics
Shinobi: Art of Vengeance
3.0
Flying mechanics are mildly criticized in the glider’s case, with the reviewer saying it slows down otherwise snappy traversal.
Styx: Blades of Greed
3.8
The glider generally strengthens traversal by smoothing movement, reducing backtracking, and opening vertical routes, though one review found its descent less graceful than expected.
fast travel convenience
Shinobi: Art of Vengeance
4.8
Fast travel is repeatedly praised for making revisits, secret hunting, and post-completion cleanup smoother rather than tedious.
Styx: Blades of Greed
4.0
Unlockable travel points make revisiting the three large regions much easier, helping reduce the cost of backtracking as the campaign opens new routes.
visual effects quality
Shinobi: Art of Vengeance
4.8
Visual effects are praised for stylish Ninjutsu, cinematic flourishes, audiovisual impact, and bold combat feedback.
Styx: Blades of Greed
4.0
Lighting and visual effects help distinguish safe shadows and give interiors atmosphere, although presentation quality is not consistently clean enough to stand out on its own.
narrative quality
Shinobi: Art of Vengeance
3.3
Narrative quality is the most mixed creative element: some call it one of the franchise’s better stories, while many describe it as simple, thin, or tonally inconsistent.
Styx: Blades of Greed
2.6
The story is one of the least consistent elements: some enjoy the lore connections and Great War setup, but many find it forgettable, thin, confusing for newcomers, or less compelling than the gameplay.
protagonist appeal
Shinobi: Art of Vengeance
4.5
Protagonist appeal is positive where Joe Musashi is described as a compelling, badass ninja fantasy rather than a talkative character.
Styx: Blades of Greed
3.8
Styx remains a divisive but memorable lead. His sarcasm and nasty humor are a major source of personality for many players, while others still find him grating.
faithfulness to franchise
Shinobi: Art of Vengeance
4.7
Reviewers broadly describe the revival as faithful to Shinobi’s legacy while modernizing it with new structure, combat depth, and visual presentation.
Styx: Blades of Greed
4.0
Longtime fans are well served by the sequel’s continuity, returning mechanics, callbacks, and familiar world, with multiple reviewers saying experienced Styx players should feel immediately at home.
replay value
Shinobi: Art of Vengeance
4.1
Replay value is strong for completionists thanks to collectibles, secrets, stage revisits, Arcade Mode, Boss Rush, ranks, and unlockables, though not every reviewer loves revisiting.
Styx: Blades of Greed
3.5
Replay value varies sharply: some reviewers see huge potential in alternate routes and builds, while others feel repeat runs need self-imposed challenges to stay interesting.
fun factor
Shinobi: Art of Vengeance
4.8
Fun factor is high, with many reviewers calling the combat, challenge rooms, and overall ninja fantasy enjoyable or easy to recommend.
Styx: Blades of Greed
4.2
Fun is the strongest point of agreement. Even critical reviewers repeatedly describe sneaking, experimenting, traversing, and pulling off elaborate kills as addictive or deeply satisfying.
progression system
Shinobi: Art of Vengeance
4.6
Progression is praised for steadily adding moves, abilities, upgrades, and customization that keep combat and traversal evolving.
Styx: Blades of Greed
4.0
Progression is meaningful because new traversal tools and Quartz powers change how older spaces can be approached, making upgrades feel tied to exploration rather than simple stat growth.
exploration quality
Shinobi: Art of Vengeance
4.1
Exploration is divisive: many enjoy secrets, replayable routes, and rewards, while others find backtracking or Metroidvania-lite detours less compelling.
Styx: Blades of Greed
3.6
Exploration benefits from vertical routes and traversal upgrades that reveal new paths, though weak navigation and repeated backtracking can make roaming feel less rewarding at times.
dialogue quality
Shinobi: Art of Vengeance
2.5
Dialogue quality is uneven: one review criticizes a dull character, and another finds paused dialogue barks jarring despite fun narrative moments.
Styx: Blades of Greed
2.0
Dialogue is frequently criticized for awkward phrasing and delivery, and subtitle mismatches further weaken scenes that already struggle to feel natural.
emotional impact
Shinobi: Art of Vengeance
2.5
Emotional impact is limited in the review evidence, with one reviewer wishing for a stronger moment of emotional weight.
Styx: Blades of Greed
2.0
The story rarely lands emotionally for critics who struggled to stay invested, connect with the cast, or feel much impact from its dramatic beats.
load times
Shinobi: Art of Vengeance
4.5
Load times receive a positive note from one Switch reviewer who says they did not take too long.
Styx: Blades of Greed
4.0
Load times were praised in the one detailed assessment, with movement between maps described as quick and the longest first-visit shader wait measured only in seconds.
tutorial quality
Shinobi: Art of Vengeance
4.5
Tutorial quality is positive where one reviewer says the early tutorials made combat options easy to understand and apply.
Styx: Blades of Greed
4.0
The tutorial is generally helpful and detailed, giving new players a structured way to learn darkness, movement, distractions, and the rest of Styx’s stealth toolkit.
soundtrack quality
Shinobi: Art of Vengeance
4.4
The soundtrack is mostly praised as energetic, fitting, and memorable, though one review finds it weaker than the visuals and Genesis-era expectations.
Styx: Blades of Greed
3.9
The score generally supports the stealth mood well and earns praise for richer orchestration and atmosphere, even if it is not always memorable.
frame rate stability
Shinobi: Art of Vengeance
2.9
Frame rate stability is mixed, especially on Switch, where reviewers note dips or painful frame-rate issues despite otherwise strong presentation.
Styx: Blades of Greed
2.4
Frame-rate stability is unreliable across several setups, with stutters and drops appearing often enough to distract from a game built around precise, deliberate movement.
side character depth
Shinobi: Art of Vengeance
2.5
Side character depth is weak in the evidence focused on Ankou, whom one reviewer calls dull despite liking the broader visual design.
Styx: Blades of Greed
2.1
The crew is usually seen as underdeveloped and short on memorable screen time, though one review felt they were fleshed out enough to function beyond set dressing.
lore depth
Shinobi: Art of Vengeance
4.0
Lore depth gets mild praise where the reviewer appreciates Shinobi’s blend of cultural mythological elements.
Styx: Blades of Greed
3.7
Returning fans get rewarding lore connections, callbacks, and links to the wider Styx timeline, though a couple of critics still found some areas thin on meaningful context.
character development
Shinobi: Art of Vengeance
3.3
Character development is limited overall, with one reviewer liking a supporting character but another calling broader character depth minimal.
Styx: Blades of Greed
3.0
Character development is mixed: some material gives Styx more depth, but the broader crew can feel underdeveloped and short on meaningful conflict or growth.
gameplay mechanics
Shinobi: Art of Vengeance
4.4
Gameplay mechanics are praised for depth and power fantasy, though one reviewer argues an execution mechanic lacks meaningful challenge pressure.
Styx: Blades of Greed
4.2
The basic gameplay systems are a strong foundation: sneaking, stealing, takedowns, movement, and tools generally work together in a satisfying way.
sound design
Shinobi: Art of Vengeance
3.5
Sound design is mixed: impact feedback and combat audio are praised, but one reviewer strongly disliked the harsh radio or speaker filter.
Styx: Blades of Greed
3.3
Sound is useful as a stealth tool, with footsteps and ambient cues helping track danger, although positional audio can occasionally become muddled.
bug frequency
Shinobi: Art of Vengeance
2.0
Bug frequency is a concern in one review that reports a severe save-wipe issue, even though other technical impressions were cleaner.
Styx: Blades of Greed
1.9
Bugs are common enough to matter, ranging from geometry problems and broken patrols to invisible characters, failed interactions, and occasional progress-blocking issues.
pacing
Shinobi: Art of Vengeance
3.6
Pacing is mixed: several reviewers like the length and steady tool rollout, while others say long stages, revisit loops, or samey rhythm weaken momentum.
Styx: Blades of Greed
3.7
Pacing improves as more tools arrive and the maps open up, but the early hours can feel slow or front-loaded and later Quartz runs can sap momentum.
level design
Shinobi: Art of Vengeance
4.1
Level design is usually praised for scale, variety, secrets, and challenge structure, but some reviewers criticize flow, pacing, or underused combat spaces.
Styx: Blades of Greed
4.1
Large, layered, highly vertical levels are one of the clearest strengths, giving players many routes through dense spaces and turning infiltration into spatial problem-solving.
puzzle design
Shinobi: Art of Vengeance
4.0
Puzzle design receives a mild positive note for being logical and not slowing the action down.
Styx: Blades of Greed
4.0
Levels often work like puzzle boxes, with multiple entrances, environmental solutions, and small Quartz obstacles that reward observation rather than a single prescribed route.
AI behavior
Shinobi: Art of VengeanceNo score yet
Styx: Blades of Greed
2.4
Enemy AI is inconsistent. Guards can search aggressively and react cleverly, but unpredictable detection, implausible awareness, and occasional oblivious behavior undermine trust in the stealth rules.
aiming precision
Shinobi: Art of VengeanceNo score yet
Styx: Blades of Greed
4.0
Tool aiming is one of the cleaner control improvements, with the revised aiming described as more intuitive.
crafting system
Shinobi: Art of VengeanceNo score yet
Styx: Blades of Greed
3.0
Crafting adds tactical preparation, but shared and scarce materials can make players hoard resources instead of experimenting freely with the most interesting gadgets.
DLC value
Shinobi: Art of VengeanceNo score yet
Styx: Blades of Greed
2.0
The paid cosmetic extras drew weak value sentiment in the one direct assessment, which questioned whether purely cosmetic content was worth the extra $10.
economy and resource balance
Shinobi: Art of VengeanceNo score yet
Styx: Blades of Greed
2.0
Resource scarcity is a recurring frustration. Amber, potions, bolts, traps, and crafting materials often compete for the same limited supplies, restricting how freely Styx’s toolkit can be used.
grind level
Shinobi: Art of VengeanceNo score yet
Styx: Blades of Greed
2.4
Repeated Quartz hunts, backtracking, and fetch-style objectives can feel like padding, especially when the mission structure asks players to revisit familiar areas without enough new narrative momentum.
handheld play suitability
Shinobi: Art of VengeanceNo score yet
Styx: Blades of Greed
4.0
Handheld impressions are mixed but promising on stronger hardware: one handheld PC still looked good on low settings, while weaker portable hardware was flagged as a poor fit for the game’s demanding performance.
open-world design
Shinobi: Art of VengeanceNo score yet
Styx: Blades of Greed
4.0
The semi-open structure is mostly a successful evolution, widening player choice without turning the game into a checklist-heavy full open world.
quest design
Shinobi: Art of VengeanceNo score yet
Styx: Blades of Greed
2.0
Side and fetch-style quests can be vague or fiddly, with objectives that sometimes feel like busywork instead of meaningful additions to the stealth sandbox.
sandbox freedom
Shinobi: Art of VengeanceNo score yet
Styx: Blades of Greed
3.9
Freedom is a major draw: objectives usually support several routes and tactics, letting players improvise from rooftops, vents, crawlspaces, hidden paths, or gadget-assisted approaches.
skill tree depth
Shinobi: Art of VengeanceNo score yet
Styx: Blades of Greed
2.0
The skill-tree depth is less convincing for players who settle on a narrow stealth style, because branches tied to unused powers can feel largely pointless.
stealth mechanics
Shinobi: Art of VengeanceNo score yet
Styx: Blades of Greed
4.2
Pure stealth is the game’s defining strength. Planning routes, using shadows, and improvising with tools repeatedly produces the kind of satisfying infiltration that genre fans rarely get.
value for money
Shinobi: Art of Vengeance
4.6
Value for money is positive overall, especially for combat-focused or completionist players, though one review frames value as more moderate for players skipping side content.
Styx: Blades of GreedNo score yet
world interactivity
Shinobi: Art of VengeanceNo score yet
Styx: Blades of Greed
4.0
Environmental tricks are consistently satisfying, especially poisoning food, dropping chandeliers or crates, and using the surroundings to remove guards without direct fights.