In terms of the gameplay, the developers have tried to introduce new mechanics but haven’t quite committed to changing the game’s structure to suit its needs. It wasn’t as expansive or as visualized as I would have liked – with the story explained over a communication channel overlayed on top of the action – but this is true of the main game as well, with Ghostrunner‘s 2-min opening cinematic still representing more visual world-building than the game and DLC put together. The DLC’s story itself is not particularly in-depth but it has its moments, adding nice details to the backgrounds of some of the main players in the game’s world. The well-designed protagonist is aptly named ‘Hel’. There are some new enemies and platforming elements, but it’s a safe addition to the overall Ghostrunner universe, one that expands on a plot point that’s briefly alluded to in the main game – a resistance force slaughtered by one of the bosses – who just happens to be you, before all the slaughtering.įighting on the enemy’s side is a fun change of pace and has you suppressing the rebellion in similar environs, even covering some of the same ground from the first level of the main game as you follow in the footsteps of the Ghostrunner back in the past before he does it – you know what I mean. ‘Project_Hel’ is a prequel chapter to the main game racking up the death count through the eyes of a different character – Hel. With that in mind, when I heard that Ghostrunner was getting some story DLC I knew that I needed to get my hands on it. So easy is it to continue playing that despite the fact that I died on 2,289 occasions during my 10-hour playthrough, I never felt like rage-quitting, in fact, I’d say the opposite was true, it’s almost too difficult to put down. Every strike is a one-hit death, but the linear levels are divided into bitesize sections, so you can immediately have a 2 nd shot at it, and a 3rd and a 4th and a 5th. You may have heard that one before with the FromSoftware games, but what differs here is that instead of constantly having the rug pulled out from under you, instead of feeling like the game is cheating, the game makes dying as smooth and comfortable an experience as possible. ![]() What makes it so unique is its intense – but fair – difficulty. Wall running and leaping over an enemy, dodging attacks in slow motion and then slicing them in two – every frenetic scene felt like you were a cameraman capturing ground-breaking shots in an epic action movie – and to date, it is pound-for-pound the most satisfying and purest gameplay experiences I’ve ever had. 2020’s brutal first-person ninja slasher Ghostrunner was a revelation for me. Never have I quite experienced the simultaneous high of adrenaline, dread and accomplishment than as the cybernetic ninja that takes on the oppressive establishment controlling Dharma Tower.
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