Then shotguns, laser grids, turrets, drones, riot shields, and more. You'll start with simple enemies that punch, who are easy to dispatch. On top of that core, which has been apparent in nearly every demo I've played, the developer has thrown in a ton of variety. This is the core of Katana Zero, making you feel every bit the samurai super-soldier that you're supposed to be. Do you dodge roll first, or grab that item? Is it better to kill the first target or throw a smoke grenade for cover? You will die-many times in the latter levels-but eventually you'll feel that rush of triumph when you go blazing through six or eight guards. If you succeed, you'll see the entire run in real-time, no Chronos slow down, in the form of CCTV footage.Įach room is a puzzle you have to figure out. If you die, you rewind to the beginning of the room. You kick down one door, dispatch a gangster with a slash, grab a vase, throw it at another target, and then slash a third target's bullet back at them. That doesn't seem like much, but Katana Zero is all about playing with those scant toys, making beautiful murder music. You enter a room armed with your sword, a dodge roll, the ability to pick up and throw objects, and your Chronos-augmented brain, which lets you slow time. In-game, this works out vaguely like Hotline Miami, a previous game from publisher Devolver Digital.
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