Katana zero guide
The Chronos slowmo effect adds cool neon blue afterimages to your character, and Stander plays around with video effects, like the rewind, digital artifacts, and various glitches. The pixel art animations are great and there's a fantastic use of colors across the entire game, with shaders and lighting making the art look far more vibrant. Katana Zero also bleeds style all over the screen. Katana Zero doesn't let you rest with the same overall style of play for too long and there's even some extra-level stuff I don't want to spoil. And there's even a host of boss fights, switching things to pitched one-on-one combat. You'll chase your assassination target on motorbike, hitting bullets back at enemy riders while you dodge oncoming traffic.
#Katana zero guide movie#
There's an entire level on a movie set, with a whole minecart section. There are sections where you'll have to stay hidden, either in crowds or in the dark. There's also a good amount of level variety that wasn't shown off in previous demos. Not everything, because enemies in the later game shoot entirely too fast for any but those will well-honed reflexes, but I'm looking forward to speedrunners proving me wrong. You'll rely on slowmo early on, but as I got better I found I could actually accomplish many of Katana Zero's feats in real-time. You have to engage and improvise with all these various targets, making a deadly ballet of blood in the process. The enemy variety is there to trip you up: you might get used to easily batting bullets back at gun-wielding targets, but that becomes less apt once riot shields are there to soak up those bullets. 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.
![katana zero guide katana zero guide](https://www.mejoress.com/en/wp-content/uploads/Katana-Zero-Endings.jpg)
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.
![katana zero guide katana zero guide](https://cdn.mos.cms.futurecdn.net/FoHiS6tzybeSbjZrXVaC6b-1200-80.jpg)
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.