Joe Musashi returns to face the rebuilt Neo Zeed organization, moving through forests, industrial bases, and stranger strongholds with remarkable agility. Shuriken provide dependable reach, while close-range strikes and movement techniques help when a simple projectile is not enough.

Double jumps, wall maneuvers, and an airborne kick turn traversal into an expressive part of combat. Ninjitsu offers powerful support, but its limited availability makes choosing the moment important. Horseback and water-riding sequences interrupt the usual rhythm without abandoning its emphasis on timing. The result feels precise and athletic: a dangerous room becomes manageable when you understand which technique carries Joe through it, rather than simply which enemy to attack first.