But this is just a taste of what could be. The action is fast, fluid, and will have you coming back for more over and over again. ![]() Dying actually feels just as cool as clearing a room in some cases – not something I would claim often. Katana Zero is a fantastic 2D action game, it’s a great stealth game, and it has an interesting story and universe. This mechanic is also explained throughout the game's story, having to do with a drug called "Chronos" which deals with time manipulation and precognition.ĭue to the streamlined death/respawn mechanic, continual momentum is felt throughout the game's combat sequences, despite a punishing instant-death system. Upon clearing a room, the player will see their actions replayed through the camera, with "Yes, that should work" appearing on the screen If the player dies, the footage will rapidly rewind and the player will begin again. With each room, the player's actions are presented as a planning phase through a camera lens. ![]() In Zero's file, it is mentioned that he is an 'executioner class' NULL. ![]() Justin cleverly weaves story elements into a practical way to quickly get the player back into action, offering an impressive solution to the monotony of retracing steps. Zero is mentioned in his file as being 22, meaning he would have been 15 years old when the Cromag War ended (7 years before the events of Katana Zero). Dying and respawning is a known immersion-destroyer in most combat-centric games, yet it is expertly handled in Katana ZERO.
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