

Whenever I start worrying about gameplay getting stale, Katana Zero changes things up in interesting ways. In fact, one of my few regrets is that Katana Zero only has a handful of these encounters at best.

I had a great time with each and every one. They're frantic fights, and some of the personal highlights for me. Another has a woman with a laser gun, jumping in the air and taking sweeping shots at you. One has you dodging a giant man who swings an ax around, requiring you to wait for it to leave his hand so you can hit him. There's also the occasional boss fight, a welcomed addition to the proceedings. Katana Zero's Fast-Paced Boss Encounters Beep beep! Thankfully, respawning is lightning fast and zones are rather short, so this is never frustrating. No matter how you plan and execute your strategies, you're going to still die quite a bit. Dragon can kick doors open to surprise or kill enemies, and more than once I found ways to lure them into laser traps. You have to be smart in how you take out enemies, utilizing the environment to assist you. Early on enemies will only come at you with fists and pipes, but as Katana Zero advances you'll be seeing assault rifles, shotguns, and shields as well. A single shot or smack is enough to strike him down. All of this combines into a skill set tailor-made for slaughtering enemies left and right.ĭragon has just as much vulnerability. Dragon also has a dodge roll that he's temporally invincible during, and the ability to slow down time for precision work. Later on, you're given options like remote mines and smoke grenades. For a while, these just serve as single-use one-hit kill ranged items. In addition to this, Dragon can pick up items in the environment to throw at enemies. You can also use this to reflect bullets back at enemies, something that never ceases to get old. You have a single attack that slashes in front of you, and this will instantly kill any normal enemy in the game. Katana Zero's Dealer of Instant Death I'm nearly positive I died right after this because I'm good at games However, it's an excuse that works well, is visually appealing, and makes sense with the Dragon's skills. Is it just a story excuse to have checkpoints and a rewind aesthetic? Yeah, totally. What you're playing isn't actually what he's doing, but one of the many paths he could possibly take, and upon successfully completing a zone you'll get to watch your playthrough back. Thankfully, he also has one ability that helps him through the levels. There's a hoard of armed and trained enemies between Dragon and his targets, and all Dragon has is his sword. Further down the line, if sequels do get involved, it may not matter, but on its own, it's a noticeably terrible ending. By the end of the game, I had answers to very few of the mysteries started here. While I hope there will be sequels to continue things, the story as presented here is simply not finished. It didn't feel like a natural conclusion that was built up to, it felt like the game just stopped. Just as the plot is starting to hit its most interesting moments, Katana Zero pulls a Halo 2 and abruptly throws "To Be Continued" on the screen. Sadly, this is also where the greatest blemish on Katana Zero lies.

Manipulate Time to Unravel Katana Zero's Story Weeeeeeeeb With a cast that includes Russian gangsters, electronic DJs, angry super soldiers, and a little girl that loves monster movies, there's a bunch of characters I could connect with.

Dragon is far more interesting of a character than I had originally thought, and the supporting cast is equally great. Surprisingly captivating, the story manages to pull together the perfect level of mystery and drama to make paying attention well worth it. Addicted to a dangerous drug, given assignments to kill various high-profile targets, and seeing visions of two men in masks, Dragon finds himself in some rather strange situations. Katana Zero has you playing as a mysterious samurai who's given the nickname of "The Dragon" by the media. I was completely blown away by how good it is. My first moments with Katana Zero (the new neo-noir action platformer from Devolver Digital) had me worrying that I had just started another Hotline Miami wannabe. Hell, even the developers themselves couldn't manage it considering the game's iffy sequel. It had amazing gameplay, style, and art direction that combined into one super impressive package that can't easily be imitated. Many indie games want to be Hotline Miami. Once again I find myself needing to make the Hotline Miami rant.
