![]() Given the svelte playtime, I finished in 4 hours 40 minutes on the nose, it doesn't overstay its welcome at all throughout the run time. Enemy variety could definitely stand to be a little better, at the least in terms of visual appearance it feels like more could have been done at the end, but ultimately there is plenty enough to challenge your knowledge of the tools at your disposal and bosses end up challenging you in unique ways, since they're 1v1 killfests rather than room-based challenges, with more of a focus on tight dodging and attack windows. The checkpoint-based retries encourage exploring multiple paths to completing your killing spree and helps with the frustrating that might otherwise arise, this game is very clearly designed with it in mind. I BELIEVE the game can technically be beaten without ever using it, but only if you're a god at it, instead working out when and how to use it is a pretty strategic and tactical choice. Slow down bullets to send them back with your sword, roll around opponents, but don't abuse it too much since you'll still die just as quickly. But the game mixes this all together to create some wicked areas, especially with the secret sauce of the game's last mechanic, which is that you can slow down time by holding down L2 (or w/e button you want) on a limited, regenerating timer. Your toolkit is largely simple: You can jump, slash with your sword or grab certain stage objects to throw as projectiles. Room-based action where your goal is to kill everyone and get to the exit, turning it into an almost puzzle-action game where it is all about planning out the most efficient route of murder. Open a door by cutting someone down, at the same time toss a cleaver diagonally to hit an enemy on next floor from below, slowing down time to slash a bullet away at the gunman on the other side of the room and finally leap over the last, shielded enemy in slo-mo to cut them down from behind, all fluidly one after another! That is the essence of what makes Katana ZERO's quick-twitch, one hit kill gameplay work so well! It feels a lot like a blend between the difficult, checkpoint-based platformers like Super Meat Boy and Celeste and action-platformers or even character action games, such as Ninja Gaiden with a hint of No More Heroes. Cool concept, not fun to me.Ĥh 40m PlayedHot DAMN, this game is good! This game is excellent at giving off a supreme sense of "flow" when everything goes right, a zen-like state of leaping from one action to another. After trying several more times to like this, I have given it up as a game that I really don't like. I love celeste, but that does not feel tedious like this. I think its because you have to be perfect in some sections, but the sections change slightly based off of timing. I still stand by this game being tedious. Still have to clear certain areas that are very long for a reset, but playing it from a steam deck in shorter bites makes it much more fun. I can play a board or two and then put it down. Something about the portable and quick pick up an play really made this game more fun. I will probably eventually try this again and update the review. The graphics and story seem to be really cool. You just keep resetting over and over until you happen to do a scene perfect. ![]() The quick reset on death can be tedious because you end up having to do perfect runs. 4h 48m ProgressI played a little bit and felt bored.
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