![]() How and when you respond affects how other characters react and even outcomes of certain interactions And if you tell a building receptionist that you’ve come to take a shower (and not murder a bunch of people), then make sure your story remains consistent when dealing with cops later on. During most conversations, you can interrupt the speaker, triggering a different response. Is Zero somehow related to them? Once these events begin to unravel, you realize that storytelling is, in fact, the game’s strongest asset.Ĭonversations in Katana Zero are dynamic no matter who you’re talking to. Tracking down and questioning V becomes a priority as he seems to have close ties with another group comprised of similarly superhuman individuals. Is he really who he thinks he is? Do the nightmares have any truth behind them? Can Zero trust his psychiatrist? His dedication to find answers eventually leads to an encounter with a Russian mobster by the name of V. ![]() As appealing as it sounds, recurring nightmares and reality glitches lead him to question his true identity and purpose. This drug gives him the ability to not only slow down time, but also reverse it, effectively making Zero immortal. After each assignment, he visits his psychiatrist who injects him with a drug known as Chronos. But here, Zero keeps coming back because of a certain drug. In most games, the ability to try again is a simple convenience. Katana Zero is a brutal trip through flesh and blood, but what makes it truly stand out even more is how masterfully it implements some of its gameplay features – especially time manipulation – into the story. There’s also a countdown timer to further incentivize quick movement, but you don’t really feel its impact on gameplay until the very last few levels. ![]() Everything happens fast, and by the time you’re done, the walls are covered in streaks of blood and you’re in disbelief that you actually killed everyone. These instances require finesse, but ultimately, it’s all about trying, dying, learning and trying again it’s about perfecting your execution. Pick up a smoke grenade, throw it at a group of enemies and kill them all while remaining invisible. Objects scattered around often give you the upper hand in such instances. Some enemies are armored and carry riot shields, making them impervious to frontal assault, and you will keep dying unless you learn how to circumvent them. With a quick swipe of the sword, you can kill a goon right next to the other and then slow down time to deflect a bullet at an armed soldier rushing to check on the other two. One common scenario involves kicking a door to kill the enemy standing on the other side. To assist you even further, Zero has the ability to slow down time which gives you an opportunity to dodge enemy attacks, evade incoming shots or even deflect them with a swift swipe of his curved sword. And surprisingly, it doesn’t make gameplay feel repetitive in the slightest. Throughout the whole game, Zero wields only a single weapon: you guessed it, a katana. Better yet, so long as you learn from your mistakes, the game never reaches a level of frustration. The prospect of dying from one hit forces you to continuously improve and study your enemies. Don’t get me wrong though, you’ll die a lot, but not nearly as often as in Hotline Miami. If you’ve never played Hotline Miami, then this might scare you off. It follows a similar formula: all enemies die from a single hit. ![]() After all, both games share the same publisher: Devolver Digital. Katana Zero may as well be considered a spiritual successor to the Hotline Miami series. To put it simply, any given level involves killing a bunch of goons, finding the target and neutralizing him or her accordingly. Playing as a samurai assassin Zero, you’re tasked by a mysterious employer with eliminating various targets. What pops into your mind whenever you think of cyberpunk? A futuristic metropolis? Body augmentations? Government surveillance? Underneath a lot of neon luster, Katana Zero has all this and more.
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