![]() ![]() The game designers working on Ghostrunner knew this and used it.Ĭheckpoints are placed so that Ghostrunner does not turn into a nervous breakdown simulator. Yellow is a good color for marking points of interest and landmarks. All levels are built so that the killing flow doesn't stop for a second, and the player does not rush around the locations in search of the right passage. Game designers have tried their best, so each level consists of arenas, where each element of the environment you have to use. Slowing down time does not give as much of a speed advantage as you might think.įor parkour, Ghostrunner has all the current fancy vertical gameplay gimmicks: double jump, mainstream hook-cat, and special abilities that don't detract from the game's difficulty. Despite the fact that the protagonist is clad in augmentations, can run on walls, can change the direction of movement right in the air, and even stops time - the game does not turn into a fun simulation of surfing the map on some custom CS:GO server. Therein lies 50% of the essence of Ghostrunner. Forget about situations where visually the protagonist's model has not reached the platform, but the game has deemed its hitbox acceptable to continue. The player has only to rely on fine motor skills, reaction speed, and knowledge of the cybernetic samurai's physical capabilities. Do not hope that the game will condescend to inaccurate jumps and hole timings. ![]() In GHOSTTUNE the player must first study the surroundings, figure out how to get to the right place. From Mirrors Edge the mechanics of point parkour was transferred: it is not enough for the player to know the location of the target, press the sprint button and occasionally hit the jump from time to time. Throughout practically the entire game our protagonist scurries around the locations and arenas like a real ninja, and chops opponents into cabbage with a digitized katana.įrom Hotline Miami to Ghostrunner, two rules were passed down: "One shot - one corpse", and "The hero will die often, but the attempt to arrange a bloodbath should not take more than a minute. If you reject all the script efforts of the developers, Ghostrunner can be described as a parkour platformer with extremely responsive control, and as an action from the first person. In Ghostrunner, it is only there to tie together what is happening on the screen in a thin, logical way. Don't get hung up on the story background. As befits any cyberpunk game, the protagonist's personality here goes into the background, when in the first place - the picture of the wrong future. What awaits us is yet another tale of corporations, decrepit industrial neighborhoods and, of course, revenge. Ghostrunner takes place in the typical clichéd world of the future: a world with a huge gap between classes, neon-lit neighborhoods, and the luxurious simplicity of the very future that has only come for the rich. Not too obvious? Okay, let's break it down. This "dish" is baked in the oven to a cybersports crust, seasoned with speedrun sauce, and instead of garlic for appetite, Ghostrunner has added a slice of story. The easiest way to make an initial impression of Ghostrunner is through analogies: it's a kind of Mirrors Edge in a cartoon cyberpunk wrapper with game conventions from Hotline Miami, a slight accent of mechanics from Titanfall 2, all seasoned with a pinch of Neon White. ![]() The main thing is that the players don't get more seasick during the game than they do from riding on Plotva. And judging by the way the game looks and feels, the game will take that high ground. And now the Polish cyberpunk has another candidate for gamer's liking - Ghostrunner. From the Poles we've already seen a beautiful top-down Action-RPG The Ascent and a curious dialog-driven detective - GameDec. how much pain is in those words! But, strangely enough, the infamous Cyberpunk 2077 not only did not become a stumbling block of the genre, but somehow managed to crystallize into a guiding star. Polish cyberpunk is a phrase that has become a meme. ![]()
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