Sports
Review
The Final Grade
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1-Up Mushroom for…
Consistently gorgeous and varied visuals; Joe’s moveset feels great; Tasteful fanservice
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Poison Mushroom for…
Metroidvania structure gets in the way; Enemies can’t provide much of a challenge; Not much here for a Shinobi veteran
For generations, Sonic the Hedgehog has been synonymous with SEGA’s brand, but he wasn’t always the top dog (top hog?). SEGA’s first attempt at a console mascot was the simultaneously elfin and chubby Alex Kidd. Alex had trouble finding a mechanical identity. In one game, he’s playing Rock, Paper, Scissors with bosses instead of fighting them, in another he’s just BMX racing, in a third he’s navigating giant houses, and in a fourth he’s just a ninja. That last one, Alex Kidd in Shinobi World, was an acknowledgement that nobody really wanted Alex Kidd games anymore and that the torch had been passed to a new contender: Joe Musashi of the Shinobi series.
Joe Musashi has himself long since passed the torch and passed out of mainstream cultural relevance, but SEGA’s been in a nostalgic mood as of late. Lizardcube, the French developer who previously turned out a well-regarded sequel to a SEGA classic with Streets of Rage 4, is back to hopefully continue its hot streak with Shinobi: Art of Vengeance, a successor to the series’ golden era on Genesis.
While there were mechanical changes from one classic Shinobi game to the next, there was also a great deal of shared identity across the set, culminating in the Genesis swan song and definitive Shinobi title, Shinobi III: Return of the Ninja Master. Ever since, when people have described other games as “like Shinobi” (e.g. Hagane, Ganryu II, or Vengeful Guardian Moonrider), they have meant Shinobi III specifically.
Aside from the obvious ninja aesthetics and story/character concepts, the signatures of the Shinobi series include:
- Linear stages with aggressive and obstructing enemies that make the player fight for progress one foot at a time, with time pressure forcing the player to actually engage with that challenge
- A high-commitment moveset where every option has both upsides and downsides and the player can’t just wing it or style on enemies like they’re sandbags
- Ranged combat as the default option or at least an equal partner to melee combat
- Persistent resource management (for kunai, ninpo, extra lives, and HP), with decisions and player performance in one stage affecting the player’s options in the next
An obvious question to ask, then, is how Art of Vengeance follows on from Shinobi III mechanically. So let’s ask it: how does Art of Vengeance fit into this legacy?
Joe Musashi in Metroidvania World
Lizardcube has given us a game with:
- Sprawling stages with relatively few enemies outside of dedicated combat arenas, with branching paths and keys/locks that necessitate running around and backtracking
- A gratuitously powerful moveset that includes an oppressive divekick that 90% of enemies have no counter to, plus a generous i-frame dodge, copious aerial mobility, and a parry too for good measure
- Melee combat almost completely crowding out ranged combat
- No meaningful resource management outside of the postgame boss rush specifically
Of course, this all makes sense from a market perspective. Neither Ganryu II nor Vengeful Guardian Moonrider make sense as templates for SEGA and Lizardcube to follow if what they’re after is mainstream success. It is a miracle that we got one major publisher’s 2D ninja game this year that managed to escape being some combination of metroidvania, roguelite, and/or soulslike. That the other is a metroidvania shouldn’t be too surprising – look at the release date blast zone created by Silksong. Metroidvanias are what the people want, so Shinobi needed to be disassembled and reassembled into a metroidvania, like Strider was a decade ago. While it might disappoint players who liked Shinobi for its gameplay more than its cool ninja aesthetics, that doesn’t mean it can’t be a good game. Is it?
Early Peaks, Late Valleys
On a first playthrough, Art of Vengeance is a very comfy ride. There’s a ton of visual and mechanical variety from one stage to the next, it’s all drop dead gorgeous, Joe’s moveset feels great in the hand, there are a ton of tasteful references for the oldheads, and the metroidvania-style stages are relatively lean by metroidvania standards, buoyed by a map screen that does a good job of delineating secrets vs the critical path.
But even on a naive “go with the flow” first playthrough, the pacing starts to suffer in the final set of stages, which significantly increase the branching and backtrack-happy stage designs that had previously been kept under control. Additionally, the game saves its worst traversal ability unlock (slow gliding) for last, and it does damage not just to the pace of the levels as a whole but to the pace of individual screens. This negates what had been a strength of Art of Vengeance’s design compared to the classic entries, which is the kinetic feeling of forward motion.
The critical path through each stage is surprisingly mellow, both in terms of platforming and combat. When the platforming gets serious, it’s in side sections that tend to be completely free of combat, and vice versa — the serious combat sections tend to have very light platforming if any. That’s unfortunate in that the game is at its best when these are more intensely mixed (e.g. combat arenas with dynamic stage hazards), but that’s surprisingly rare. Still, even without a real synthesis of the combat and the platforming, each feels good in isolation.
While the metroidvania platforming kit is pretty much an off-the-rack affair (double jump, air dash, wall jumps, anchor points to grapple-jump from, ceiling/wall-crawling, the aforementioned slow glide, a ground pound to break floors, etc.), combat warrants further discussion as it seems like it’s received more developer and audience attention than any other aspect of the game (aside from Ben Fiquet’s incomparable art direction, which to be honest is really the star of the show).

Unlike in classic Shinobi games, which give the player a combat toolkit and opponents that can easily match it, allowing Joe to either overpower his enemies or get bodied (depending on player skill), in Art of Vengeance Joe is just ridiculously overpowered and the enemies undertuned. It’s not surprising that popcorn enemies can be quickly dispatched; the role of an enemy like that (after a tutorial) is to complicate other encounters, not go toe to toe. Nor is it a problem that all of the hardier enemies telegraph their moves so clearly, but it is a problem that reacting to those telegraphs and punishing them is so easy. In the recent NINJA GAIDEN: Ragebound, for example, the player’s attack opportunities are often short and the vectors by which they can approach are constrained, so there is a tension and thrill to making the most of these moments.
In Art of Vengeance, by contrast, the player can just jump or double jump to avoid damage, then mash the heavy attack button to divekick and follow up with an additional combo. This is generally enough to kill or at least stagger and juggle all but the most durable enemy. There are shielded enemies, sure, but that just requires double jumping over them (or walking through them) before the divekick. And there are rare enemies with anti-air options, yes, but those just require air dashing through their anti-air before divekicking from behind.

Nor are the wide openings the only problem; Joe’s Wind Slash Ninpo can clear out whole screens of enemies cheaply when paired with the easily obtained Wind Sculptor accessory, for example. And even if the player decides to largely duke it out on the ground, enemy telegraphs are so slow, the game constantly gives the player moments to reassess due to excessive hitstop, and Joe’s movements are so fast and easily transitioned into a dodge that at times it feels like the game has to get Joe’s permission to do damage to him.
At no point is the game unpleasant to play, but there are so many wasted opportunities. Art of Vengeance introduces an execution mechanic to the series, where an enemy that has been badly damaged but left alive can be harvested later via a teleporting assassination move. If you save up several wounded enemies to harvest at once, you get more resources from all of them. The problem, of course, is that the game never presents a challenge that makes those increased resources relevant, so the mechanic is largely a curiosity.

The most interesting thing that I saw happen with the execution mechanic across 20 hours of play was one time when I got knocked off a ledge in an arena fight and was able to use the execution move to teleport back to terra firma. Even though all that was at stake was maybe one tenth of my health bar, that was still a really cool and clutch moment.
A player with average skill with metroidvanias or other action platformers will probably manage to kill at least half of the bosses on their first attempt, which is disappointing, but it is worth saying that it feels sick as hell to divekick bosses and slash them to ribbons, even if these are the empty calories of action game design.

What About Endgame?
This is all fair as far as it goes — Lizardcube likely was aiming to prioritize power fantasy above any other considerations when designing the combat system — but it doesn’t explain why there isn’t any kind of hard mode. It’s bad enough that no hard mode is available at the outset. That’s bad practice regardless of the game, but doubly so when the game is a sequel in a series famous for being challenging. Legacy Shinobi fans are going to come to this game with their legacy skill, and they are going to roll through the villain Lord Ruse’s army as easily as Joe Musashi himself. Sincerely, that’s cute, unbalancing the game to support the cliche “how is he doing this — he’s just one man!?” story, but at minimum there should have been a hard mode unlock, something at the end of the rainbow.
What does unlock after the endgame is one superboss, a boss rush mode, and the option to play the stages in Arcade Mode for rank.
The superboss is a much-appreciated bit of Shinobi III fanservice, but the difficulty is honestly not particularly high for the effort the player has to go through to unlock it. Perhaps the upcoming DLC bosses will present more of a challenge.

The boss rush mode, honestly, is the most faithful Shinobi experience in the entire game. No cul de sacs to explore, no checkpoints to restore health, no infinite retries for each morsel of challenge. The player has to make hard decisions about where they want to save or spend their ninpo or kunai, or when it’s safe to go for another hit before dodging, given that they have to do the entire boss rush on one lifebar. For one shining combat challenge, the dynamics of classic arcade-influenced design escape the all-encompassing, creeping shadow of metroidvanias and modern “best practices.”
Finally, Arcade Mode is basically just a full replay of the stages as they were, seemingly not remixed or adjusted except that the optional Ankou Rift challenges are removed and all collectibles are replaced with crests that contribute to rank. Rank is affected by various factors like speed, number of kills, execution chain, number of crests picked up, and especially by whether the player avoids damage. The problem with this mode is that it really highlights that the stages were designed around exploration more than proper flow. It’s okay in the first couple of stages, but even by The Mountain the cracks show.

Stages are overly long and oscillate between boring corridors that the player spams the dodge roll in to dash through on the one hand, and combat arenas or platforming gauntlets on the other. It feels strangely like a farming route to grind materials in an action RPG, rather than a coherent level with a carefully designed flow. Go through the empty bit, then do a spot of real gameplay, then go through another empty bit.
A Note on Audio
Unfortunately, the game’s audio presentation does not come close to matching its sumptuous visuals. The music – composed by Tee Lopes with some featured tracks by series veteran Yuzo Koshiro – is more than fine, but doesn’t come close to matching the quality suggested by those names, nor does it come close to the compositions from the Genesis entries, including those composed by Koshiro. Halfway through the game, before I looked up the composers, I found myself thinking, “man, too bad they didn’t get Koshiro back for this one.” The game’s default mixing doesn’t do it any favors either, and I would strongly recommend turning the sound effects down in the mix to give the music a better chance of shining through.

That won’t help with the Saturday morning cartoon vibe of the English voices, which feel like a bad match for the art. The art is of course stylized with various anime, comic, or even cartoon influences, but that’s done to such a high level of quality and stylishness that the English voices are frankly jarring in comparison. Setting aside matters of taste, there are other problems with the localization. The English voices can’t seem to decide whether the name of Joe’s ninja clan is stressed like “oh-BOH-roh” or “OH-bo-ro” — a gaffe that was clear in the demo and hasn’t been addressed in the retail release. And unlike in the Japanese, in English they use the same voice actor for the character The Ankou as they do for the narrator, and he sounds exactly the same in both roles. You might expect that we’re supposed to think that The Ankou is thus the narrator, but the script was not written to acknowledge it (we get dialogue by The Ankou followed immediately by the narrator talking about The Ankou in third person). In Japanese the voice actors differ so I am inclined to interpret this as unintentional.
Is It Worth It?
Yes, it’s a compromised product that the player will likely outgrow soon after rolling credits, and there are some deep problems with the combat and level design, but Art of Vengeance feels great in the hand, and the moment to moment play variety plus the frankly world class visuals are enough to succeed on spectacle. It could have been better, Shinobi III deserved to be treated as more than an aesthetic theme, and it’s not nearly as well-considered a successor as Streets of Rage 4 was. But the game is still solidly recommended for anyone who likes the idea of a metroidvania with an overpowered ninja protagonist.
This review is part of our Year of the Ninja celebrations where we recognize the thrilling comeback of the ninja game and honor the impact these titles have had on the history of the video game industry. To learn more, click here.

Sports
Indy volleyball coach in viral video charged after allegedly sexting a minor
INDIANAPOLIS — A viral video has led to criminal charges against an Indianapolis volleyball coach accused of sending sexually explicit images to someone he believed was a 14-year-old boy.
Marion County Prosecutor Ryan Mears announced that Levi Garrett, 34, of Danville, faces attempted dissemination of matter harmful to minors, a Level 6 felony, following an independent investigation by the prosecutor’s office.
According to the probable cause affidavit, the charges stem from allegations that on March 2, 2025, Garrett engaged in explicit conversations and sent sexually graphic photos on the dating app Grindr to someone he believed was a minor.
A member of a private online investigative organization used a fake Grindr profile titled “tryna have fun” with a photo portraying themselves as a 14-year-old male named “Josh.” The decoy allegedly engaged with Garrett’s profile, “Hmu & find out.”
During the conversation, court documents show the minor texted Garrett, “U mind if I’m young,” and Garrett replied, “No I don’t mind.” When the decoy told Garrett, “I’m 14 but I down for whatever,” Garrett allegedly “liked” the message and proceeded to send three sexually explicit images, including photos of male genitalia and sexual activity.
The messages also allegedly included language about meeting for sex, with Garrett asking whether the encounter would be “safe or bareback.”
Court records show Garrett initially agreed to meet at a location in Greencastle but later blocked the account.
The case gained widespread attention in August when YouTuber JiDion, who is affiliated with the private investigative group, posted a 26-minute video titled “Volleyball Coach Gets EXPOSED” that has been viewed over 1.2 million times.
In the video, JiDion confronts Garrett at The Academy Volleyball Club located on East 30th Street, showing him screenshots of the alleged text exchanges and explicit photos.
Notably, the video showed several Indianapolis Metropolitan Police officers at the scene during the confrontation. When JiDion urged them to arrest the coach, one officer stated, “I have run into this before. Our prosecutor will not touch this,” a response that was controversial to many of JiDion’s followers.
IMPD later responded to the backlash and clarified that the video lacked important context, noting that a police report was filed at the scene, Garrett was trespassed from the property, and detectives were informed about the allegations.
Following the viral incident, the Marion County Prosecutor’s Office opened a formal investigation into the allegations.
“There are no shortcuts in the investigative process,” Mears said in a statement Monday. “When it comes to crimes against children, justice demands that an independent investigation occur and evidence be properly obtained, so that a case is built that will hold offenders accountable in a court of law.”
According to the affidavit, body camera footage from the incident shows Garrett identifying himself by name and providing his date of birth and phone number to officers, information that matched the Grindr profile under investigation.
Garrett is scheduled to appear for a change of plea hearing on January 27, 2026, at 9 a.m. in Marion County Superior Court.
Sports
Volleyball Lands Four on CSC Academic All-District Team
To qualify, a student-athlete must hold a cumulative grade-point average (GPA) of 3.50, across both undergraduate and graduate courses, if applicable. Athletically, volleyball student-athletes must have either competed in 90% of their team’s contests for the season or started at least 66% of contests.
The list of honorees is below:
Senior Alina Anderson (Rockford, Mich. / Rockford / Ferris State)
Senior Abby Olin (Coopersville, Mich. / Coopersville / Michigan State)
Sophomore Izzy Swiercz (Hudsonville, Mich. / Hudsonville)
Sophomore Grace Thomas (Dublin, Ohio / Dublin Coffman)
Both Anderson and Olin earned the honor for the 2024 season.
For the latest news and updates on CMU Volleyball, follow the team in X (@cmuvolleyball) and on Instagram (@cmuvolleyball).
Sports
Affidavit reveals AI-generated plan in alleged grooming case against Mesquite pastor’s son and volleyball coach
An arrest affidavit obtained by CBS News Texas reveals more details about what led up to the arrest of a teacher and volleyball coach accused of grooming a teenage girl to have a sexual relationship with her, including the discovery of an AI-generated document outlining manipulation tactics.
Matthan Lough, 32, was arrested on Dec. 10 on a charge of child grooming, a third-degree felony. His father, Kevin Lough, was the senior pastor of the Christian Center of Mesquite, where some of the alleged grooming took place.
The victim and her mother filed a report with Mesquite police about Lough on Oct. 2. According to police, the victim’s mother found out about the relationship earlier that week.
Mesquite police: Grooming began more than two years ago
The affidavit outlines how the case began with an interaction at a party in the spring of 2023.
According to the affidavit, the victim met Lough at her cousin’s graduation party when he approached her while she was playing volleyball. The victim recognized Lough from church, as his wife was the worship leader for their youth group. Lough asked her if she would be interested in joining a club volleyball team he wanted to start at the church.
It was not until the fall of 2024 that Lough held tryouts for the team, and the victim was given a spot, the affidavit said. The victim reported a series of unusual interactions with Lough over the following months in which he shared overly personal details about his life and marriage, then began to make flirty and inappropriate jokes, according to the report.
Lough’s inappropriate behavior escalated further over the summer of 2025, when he started sending the victim explicit messages and discussed committing murders, the affidavit said. Lough also repeatedly made sure the victim knew he was carrying a gun, making her fear for her safety.
In September, the affidavit describes the relationship turning physical. Lough allegedly kissed the victim at a church event. Later that month, he sexually assaulted her twice, the victim told police.
The relationship ended after the victim’s mother discovered the inappropriate messages on the victim’s devices. Her mother then contacted Lough’s wife.
Police said that after the victim filed the report, detectives obtained a search warrant and found an AI-generated document on Lough’s iPad titled “Hypothetical Counter-Influence Plan.” The document outlined phases such as “rebuild her autonomy” and “shift the power dynamic,” and provided guidance on how to achieve success.
Fallout from child grooming case
After the relationship was uncovered, police said Lough’s wife left Texas. Court records show she filed for divorce in October.
Lough’s father also resigned as senior pastor of the Christian Center of Mesquite. In a post on the church’s website, its board said the church would work to seek justice for the victim. It also said the church has “initiated an immediate internal review of all child protection policies, volunteer screening processes, and facility access logs to ensure the absolute safety of every child and youth within our care.”
Sports
2025 NCAA women’s volleyball championship: How to watch, schedule
Texas A&M shook up the NCAA women’s volleyball tournament when the No. 3 Aggies upset top-ranked and previously unbeaten Nebraska in their regional final. Now, the Aggies are headed to their first Final Four in program history.
No. 3 Wisconsin, which ousted Texas, another No. 1 seed, on its home court, and No. 1 seeds Kentucky and Pittsburgh join Texas A&M in the national semifinals, which take place Thursday at T-Mobile Center in Kansas City, Missouri.
The Aggies will take on Pitt in one semifinal, while Wisconsin and Kentucky will face off in the other. Neither Texas A&M nor the Panthers have won a national championship, though Pitt will play in its fifth straight Final Four. Both Wisconsin (2021) and Kentucky (2020) have won one national title.
Here are key facts about the 2025 NCAA Division I women’s volleyball tournament:
What is the remaining schedule?
*All times Eastern
Thursday, Dec. 18
Semifinal: No. 3 Texas A&M vs. No. 1 Pittsburgh – 6:30 p.m. on ESPN
“NCAA Women’s Volleyball Studio Show” – 8:30 p.m. on ESPN
Semifinal: No. 3 Wisconsin vs. No. 1 Kentucky – 9 p.m. on ESPN
Sunday, Dec. 21
“NCAA Women’s Volleyball Preview Show” – 3 p.m. on ABC
Championship – 3:30 p.m. on ABC
How can fans watch?
Fans can catch all of the action in the ESPN App and in the NCAA women’s volleyball streaming hub.
How can fans access more college sports coverage from ESPN?
Check out the ESPN college sports hub page for the latest news, scores, rankings and more.
Sports
Three Clarkson Volleyball Players Named to CSC Academic All-District List
The 2025 Academic All-District® Volleyball teams, selected by College Sports Communicators, recognize the nation’s top student-athletes for their combined performances on the court and in the classroom. To be eligible, student-athletes need to be of sophomore standing both athletically and academically, hold a cumulative grade-point average of 3.50 or better, and have participated in 90% of sets or have started at least two-thirds of their respective team’s matches.
Baxter, a sophomore majoring in Chemical Engineering, was a Liberty League Second-Team All-Star thanks to her excellence in the back row. Baxter ranked 22nd nationally in digs per set (5.40 dps) and was 57th nationally in aces per set (0.63 aps).
Currier, a senior majoring in Mechanical Engineering, continued to be relied upon in a variety of roles for the Knights, averaging 7.09 assists, 0.95 kills, 2.50 digs, and 0.61 blocks per set. In a match against University of Rochester she nearly posted an incredibly rare feat, coming up just one kill short of a quadruple double (31 assists, 16 digs, 10 blocks, and 9 kills).
Hangliter, a senior majoring in Environmental Engineering, finished the season averaging 2.62 kills per set, which ranked second on the team. She also was second in the Liberty League in aces per set with 0.64, which placed her 49th nationally in that category.
Sports
Three Tennessee Volleyball Players Earn CSC Academic All-District Honors
This marks the first time in program history that three Lady Vols have been named to the Academic All-District Team. In Eve Rackham Watt‘s eight years as head coach, eight total players have earned Academic All-District honors. Tennessee has had two or more players selected to the All-District team now in three seasons, all coming under Rackham Watt.
CSC’s Academic All-America program recognizes the nation’s top student-athletes for their combined performances on the court and in the classroom. Both Kerr and Kubik earned spots on the CSC Academic All-America ballot, which will be announced on January 13, 2026.
Compiling a 3.87 GPA in the Sport Management program, Kerr garnered First Team All-SEC honors after leading the team with 945 assists. Kerr was a key force for a Tennessee attack that finished the season top 15 in both hitting percentage and kills per set. Kerr had 20 matches with 30 or more assists, including tying her career high with 57 against Florida on Oct. 15.
One of the top setters in Tennessee history, Kerr currently ranks sixth all-time in both assists (3,259) and assists per set (10.65). The two-time All-American setter has led the team in assists in each of the last three seasons, eclipsing the 1,000-assist mark in both 2023 & 2024.
Earning her bachelor’s degree in Communication Studies, Kubik had her best offensive season of her career in her final collegiate season. Kubik led the team in kills (390), kills per set (4.19), points (431.0), and points per set (4.63) this season. She had double-digit kills in 24 matches, reaching 20 or more on four occasions.
Kubik also ranked top ten in the conference in both kills per set and points per set in 2025. A stellar defender in the back row, Kubik finished third on the team with 209 digs. The First Team All-SEC selection had seven double-doubles on the campaign, all of which came against conference opponents.
Boasting a 4.00 GPA in Communication Studies, Güçtekin became an important piece to Tennessee’s defensive success. The senior libero led the team in 2025 with 408 digs. Güçtekin finished the season ranking top five in the SEC in both digs and digs per set. She recorded double figure digs in 23 matches, including having 20 or more in six. She set a career-high of 30 digs at Kentucky on Nov. 9, becoming the first Tennessee player to reach 30 or more digs since Yelianoz Torres had 30 against Arkansas on Oct. 20, 2023.
Güçtekin eclipsed 1,000 digs in her career this season, and finishes her collegiate career with 1,293 digs. An all-around player in college, Güçtekin also finished with 423 assists and 117 aces.
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