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Friday, January 5, 2024 7:44:29 AM

Ghostrunner Review (Lunarninja)

Don't get me wrong, Ghostrunner is a worth the time to play through of the campaign. That being said, as a fanatic of fast paced movement shooters, and cyborg ninjas (being one) I'm actually not the hugest fan of Ghostrunner.
For a few reasons, Ghostrunner feels a little unfinished. The plot feels rather bare-bones, and some of the stages and levels have parts of them (platform spacing or distance) that make them feel either inconsistent or not yet fine-tuned. Sometimes the objective is very unclear and you have to guess -- It just feels a bit like it's still in Beta.

In terms of mechanics, I think the game really takes the most hits. Movement feels rather forced, and (while a kind of funny parallel of being a cyborg can be drawn here), a lot of the automatic movement makes you do things you don't want to. In a way, you feel like you are not fully in control of what you're doing. Very often I'll latch on to a wall I don't intend to and start wallrunning into projectiles, instead of dropping down alongside it. You will also miss many sliding rails that feel like they're in range. The dash movement mechanics also seem rather convoluted- when you're on the ground, you can dash once, and that's it, but if you jump, the dash resets, unlike most games which regenerate things like double jumping or dashes on the ground, when and if you can dash is not shown by any icon on the screen. This makes the game feel frustrating not because it is hard, but in a "Bennet Foddy" frustrating of feeling like you're not in control.
(I do like the B-hopping mechanic, which hilariously enough makes the final boss really easy)
In many ways, you feel withheld and kind of weak - personally I prefer a bit of health over a "no-hit run" kind of game, but there's no room for error here. As a result, you spend most of the game dodging and very little of it fighting. I'm even a fan of the very early (and tough) platformer "Final Ninja Zero" (one of my all time favorites), which incorporates only 3 bars of health, while sometimes feeling like not nearly enough, is far better than no-hit (this same 3-heart mechanic in Neon White, my top game so far, works very well). So, you're a bit of a glass cannon -- And speaking of the cannon, your abilities are very cool and well thought out, but the amount of charge time it takes to use just one of them makes them used only once or maybe twice per level. As someone who wants to just go and fly and let loose the ninja, with the abilities and movement, this game can feel very limiting.
Lastly, a lot of timing feels really off. The windows for parrying projectiles or certain enemies feels like guesswork at times, and can be very frustrating. Sometimes it feels like one run you just get lucky with parries and other times you get clipped by something completely random, or miss something you feel like you totally hit. In that way, the parrying feels inconsistent. Bossfights are mediocre at best.
Okay, enough with the bad -- here's why you SHOULD play the game:
THE AESTHETICS. THEY ABSOLUTELY NAILED THE AESTHETICS.
This game is GORGEOUS. The detail, the map creation, the enemy design, the character appearances are all 110% spot on amazing and brilliant. The MUSIC that matches it is perfect for the environment. I love the main character appearance, all the sweet custom swords you pick up, the level just perfectly captures the "cyber-punk" aesthetic wonderfully.
Additionally, the aesthetics of the combat aren't bad, when you're in combat and are fighting, the visuals are on point, it feels great jumping off a wall run and slicing through an enemy. The time-slowing dash mechanic is also visually very well executed (while feeling like it needs a little bit of tuning).

---TLDR: The game is good, but feels unpolished, and can feel frustrating or inconsistent. If you're playing it, you're paying for the aesthetics, which is spectacular.