Shinobi and the Art of Criticism
Games can be many things. Sometimes games are about high scores. Sometimes they’re about destroying every square inch of a virtual space in search of glass bananas. Sometimes they’re about our own guaranteed obsolescence and the sadness of watching the person we’ve devoted our entire life to slowly fade out. Sometimes they’re about doing ninja shit. Games aren’t a monolith.
Shinobi: Art of Vengeance might be the best game I’ve played this year. It defies a thoughtful, astute, culturally informed critique about its themes and message because it intentionally represents video gaming at its most primordial and most purely physical. It’s about jumping and running and slashing and slaughtering endless streams of ninja soldier demons who are just as likely to be an evil magical being from another universe as they are an army man with a gun but who have no discernible personality or backstory to speak of regardless. The story is two lines on a napkin: bad guys kill family, good guy gets revenge.
There are no narrative twists. Absolutely nothing unexpected happens. No commentary about real life or the world we live in today is attempted. It is tremendous without any of that. You could maybe say the main villain being some kind of nobility—his name is Lord Ruse, although that title could entirely be one he gave himself—who teams up with Hell to give himself even more power is a critique of our ruling class’s boundless thirst for an always-expanding more and their arrogance in assuming they have the right to rule over us all, but that is the most basic and generic reading of almost every video game villain. Character, dialogue and setting are all proud afterthoughts to what Shinobi: Art of Vengeance almost single-mindedly cares about: the tactile, finger-contorting challenge of moving through its world.
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