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A Ninja Game Demo That Kept Me Hooked for 20 Hours

2025 is the Year of the Ninja. This seems to be a consensus among action game enthusiasts, simply because the two titans of the ninja action genre have chosen to rise from their graves at the same time... Perhaps "return of the kings" would be a better phrase? Who would have thought that in 2025, we'd see both Master Hayabusa and Master Joe Musashi showcasing their skills together.

With the new "Ninja Gaiden" taking its bow, the next focus in the gaming world naturally shifts to the upcoming brand-new "Shinobi" title. Even though I had never contacted this series before, I knew it was Sega MD's masterpiece.

So you haven't even played it, yet you feel qualified to discuss "Shinobi"?

Not necessarily, because Shinobi: Counter Attack specifically provides players like me with aDemoDemo—As a friend of a friend once said, just play action games; I've never heard of an action game being difficult to get into across generations.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

That's true. Compared to RPGs that require several series entries to tell a complete story, action games indeed have a natural advantage when it comes to jumping in across generations.

However, contrary to my expectations, the new "Shinobi" uses brighter and more vivid filters, meaning the game doesn't deliberately attempt to replicate fifth-generation visual aesthetics. For instance, it avoids the cold color palettes commonly used due to hardware limitations or the CRT imaging technology chosen to evoke an arcade atmosphere.

Compared to the lingering vintage feel of ancient IPs, Shinobi: Counter Attack better highlights an aesthetic that keeps pace with the times.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

For instance, the game immediately showcases its core competitiveness: the combat system that made "Shinobi" famous.

In a side-scrolling action game, Shinobi: Counter Attack gathers most derivative techniques from the action genre, ranging from ground moves to aerial techniques.

Although there are many derivative techniques, hardly any modules are homogeneous. Each technique has its own role, such as opening moves for probing, connectors for linking combos, and finishers that deal massive damage.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

If you are an action game enthusiast, you can easily spot the details in their usage—these action designs are far from perfunctory templates that can be dismissed with a simple "they put in some extra effort."

Therefore, the following section might seem a bit complex, but it all reflects the deep foundation Shinobi: Counter Attack has built in the action genre over many years.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

Take, for example, the dash attack—a derivative move found in almost any action game with action elements.

In Shinobi: Counter Attack, the dash attack is a stiff flying knee. This itself isn't worth much discussion, but in a side-scrolling game, an impact attack that doesn't cover behind you raises questions—if attacks only go left or right, how do you ensure the character's facing direction after movement? And how do you maintain the proper distance from the enemy after moving?

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

Exactly. When players control their character in close-quarters combat with an enemy, those anticipating an attack will instinctively choose to dash, which has invincibility frames, to dodge.

If you press the attack button at this moment, it will trigger a dash attack to maintain your offensive momentum. But wouldn't a dash attack that continues in the initial direction simply crash into empty air after passing the enemy?

The dash attack, originally intended to enhance gameplay fluidity, ironically becomes a flaw that hinders offensive flow.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

This is a common pain point in many side-scrolling action games. Fighting games, due to their auto-turn mechanics, have even evolved strategies around choosing between facing forward or backward.

But "Shinobi" isn't a 1v1 fighting game, so auto-turning is inevitably not the optimal choice and could become a double-edged sword in prolonged battles. For instance, when facing multiple clustered enemies, auto-turning might cause the player to target an undesirable enemy after dashing, and it doesn't resolve the positioning distance issue after the dash.

Therefore, side-scrolling games need a new underlying logic for combat details.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

Thus, you'll find that Master Joe has a second dash logic in this game: a special dash derivative called Tensen, which only triggers during combat.

The Tensen state isn't a straightforward dash like a normal sprint; instead, it's a high-position maneuver where you flip over enemies, making the dash distance controllable.

Compared to the rigid traditional dash, Tensen clearly has natural advantages in combat flow. Players can choose their facing direction and distance while rolling past enemies, making it the ideal close-quarters movement technique.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

At this point, the dash attack derived from the Tensen state changes from a flying knee to Ennichi-giri, an omni-directional attack that covers all angles. This allows players to infinitely extend their offensive momentum, simultaneously resolving issues related to positioning and facing direction.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

So, is Tensen simply a superior alternative to the traditional dash? Not necessarily—the longer, straighter traditional dash has its own advantages, such as in parkour sequences that only require horizontal distance.

Clearly, Shinobi: Counter Attack didn't just design a superior dash module; it provided a dash module that is easier to use during combat. The traditional dash module remains useful during the game's exploration phases.

By combining exploration and combat gameplay elements, the game ensures both action modules have their place, allowing players who switch seamlessly to handle all scenarios with ease.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

Besides small tricks to smooth out combat, Shinobi: Counter Attack also provides action derivatives that allow players to formulate combat strategies. Take Zesshizan, for example. At first glance, it seems ordinary, but its practicality instantly increases when applied within the game environment.

The derivatives of Zesshizan are quite simple. Players can link it at the end of certain combos as a finisher to deliver significant damage. One might think that although Zesshizan adds an extra hit to the combo, a longer combo also means greater risk. So, where exactly does its advantage lie?

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

The answer is quickly knocking opponents off platforms. Players familiar with "SSBU" (Super Smash Bros. Ultimate) should be familiar with the "Meteor Smash," which has a similar knockback trajectory.

As a side-scrolling action game, it naturally includes platforms, helicopters, and elevators, with traps scattered on the ground being commonplace. In the game, these unfavorable combat environments are not as suitable for fighting as flat land, so rather than flashy combos, quick victories are emphasized.

Meanwhile, the downward diagonal knockback trajectory of Zesshizan makes it practical—instead of knocking enemies upward to other platforms or giving them a chance to recover in mid-air, it's better to knock them diagonally downward into ground traps or off-screen. Thus, Zesshizan becomes a useful tool for dealing with enemies above platforms, expanding combat strategic options.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

Experiencing so many derivative techniques in a single Demo shows that Shinobi: Counter Attack is certainly generous. But do you think clever action design and the number of derivative modules are all "Shinobi" has to offer?

Of course not. Before you've mastered all the moves or even unlocked all derivatives, the game provides the Nin-satsu system. Simply put, you can consider it an execution mechanic unique to "Shinobi."

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

In fact, the Nin-satsu system doesn't break much new ground in terms of innovation. It simply gives every enemy a toughness bar: the Nin-satsu Gauge. Different moves not only deal damage but also reduce this toughness. When an enemy's Nin-satsu Gauge is fully filled, a "Destroy" mark appears above their head, allowing the protagonist to perform an instant-kill Nin-satsu regardless of distance.

It's worth noting that Nin-satsu can be used on multiple characters at once. This means Shinobi: Counter Attack's combat doesn't emphasize quick takedowns. Even in combo selection, damage isn't the only consideration. Instead of using high-damage combos to defeat enemies one by one, a more efficient strategy might be to use high-energy-building moves on all enemies evenly, then finish them all off at once with Nin-satsu.

To further elevate the status of Nin-satsu (Ninja Kill), the number of enemies defeated in a single Nin-satsu increases the quality of loot rewards. This gives the game deeper combat expansion possibilities, presented with more spectacular visual effects.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

With varied combos paired with execution mechanics, Shinobi: Counter Attack is already flashy enough, allowing skilled players to toy with various enemies. But that's not all. We also need a majestic, decisive ultimate move to make the combat system feel complete.

Thus, Shinobi: Counter Attack provides players with two skill modules: Ninpo and Ninjutsu. Ninpo is roughly equivalent to powerful skills that consume an energy gauge, usable to link various combos and further increase derivative freedom. Ninjutsu are ultimate techniques that consume a special energy gauge, often featuring full-screen range and ultra-high damage, making them ideal for quickly breaking through difficult terrain and using invincibility frames to dodge boss attacks.

I must admit, my initial motivation for trying this Demo was seeing the demonstration of the "Fire Dragon" release in the PV. The comic-book-style Hitstop paired with incredibly exaggerated atmospheric presentation definitely deserves to be the finale of the stage performance.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

I know the "Shinobi" series is impressive, but its performance here is still surprising. A side-scrolling action game with an action system depth that rivals the genre's ceiling, excellent feel tuning, and nearly fulfills all my fantasies about action games.

Amidst the wave of retro revivals, most works replicate the atmosphere and flavor of old IPs, with few innovating at the mechanical level. As expected, it takes the original "Shinobi" to iterate on side-scrolling action design once again.

This has led to an interesting phenomenon in the player community. Typically, due to the memorization-heavy nature of retro games, player engagement mostly manifests in speedrunning. However, the community for Shinobi: Counter Attack has taken a different turn, with players practicing various combos in training rooms as if they were playing a fighting game.

To present such a superior action system in just a Demo is truly delightful.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

The developers' dedication extends beyond the action system to the battle stages themselves. A common criticism of new games based on classic IPs is their lack of replay value. To make the game more durable, side-scrolling game developers often tune for speedrunning.

However, Shinobi: Counter Attack is different. It incorporates some map design features from "Super Silver," introducing branch routes into linear levels. This adds an element of exploration fun alongside the combat.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

Shinobi: Counter Attack places secret challenges within levels. If players successfully complete them, they can obtain enhancement items that are hard to acquire in the main storyline, further enriching the game's action gameplay.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

Thus, a gameplay loop of Combat → Exploration → Collection → Combat is born. Players can create unique playstyles based on Ninpo, Ninjutsu, and Charm equipment, influencing their preference for various derivative moves.

For example, equipping a Fire Charm enhances fire-based Ninpo and Ninjutsu. This requires players to end their combos with fire-based techniques, leading them to deduce suitable ground-based openers that connect well with fire moves, thus completing a full combo.

Although the Demo only reveals the tip of the iceberg regarding the game's content, these offerings are enough to let players imagine the surprises the full release will bring to action gamers.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

The most surprising aspect of Shinobi: Counter Attack is the expansion of dimensions in this new installment. It doesn't stick to traditional level-based logic but constructs a series of imaginative battle stages. Since the purpose of these stages is to host combat, the game's battle system is utilized to its fullest potential.

The game extends its strengths to the limit without neglecting its weaknesses, allowing them to complement each other, thus forging the new "Shinobi." If you are a fan of action games, you will undoubtedly be captivated by its charm.

If you, like me, have fallen in love with the new "Shinobi" at first sight, pre-ordering Shinobi: Counter Attack before August 29 will give you a 10% discount and two additional in-game pre-order bonuses.

电脑里有一款Demo就让我狂玩二十小时的忍者游戏

If you don't believe it and wonder how much a simple side-scrolling action game can offer, feel free to try it yourself. After all,Demoit costs nothing, and it's available on all platforms.

If you feelDemoIf you're still not satisfied, you can try the hidden levels tucked away by the developers. With this amount of content, they've certainly been generous.