
Katana ZERO
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PublisherDevolver Digital
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DeveloperAskiisoft
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Release date18 Apr 2019
Katana ZERO is a beautifully executed activity stage in neo-noir style with very quick activity and lethal battles. Battle through the activity in gymnastic severe magnificence and control an opportunity to unwind your past.Penomenal fights: Defeat your adversaries with everything that is required. Guide shots back to your adversaries, avoid assaults, rout foes and control conditions with traps and explosives. Don't let anybody endure. Expound plan: Each level is interesting and structured so that it very well may be finished in innumerable manners. Annihilation adversaries inventively by suddenly choosing how best to take out them.Unconventional account: A cryptic story told through groupings of activity that are joined with the game and twisting to a surprising arrangement.
AGM score | 84% |
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IGN | 8.7 |
GameSpot | 8 |
About Katana ZERO
Katana ZERO is released by Devolver Digital in 18 Apr 2019. The game is designed by Askiisoft. Katana ZERO is a typical representative of the Indie genre. Playing Katana ZERO is a pleasure. It does not matter whether it is the first or a millionth hour in Indie, there will always be room for something new and interesting. Thrilling levels and gameplay Katana ZERO will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
In addition to it in 18 Apr 2019 released games such as:
- 🎮 Sunless Skies
- 🎮 Inmost
- 🎮 Kine
- 🎮 Tech Clash
In addition to Katana ZERO, the representatives of Indie games also belong:
A complete list of games like Katana ZERO can be found at AllGame here.
Katana ZERO is versatile and does not stand still, but it is never too late to start playing. The game, like many Indie games has a full immersion in gaming. AllGame staff continues to play it.
Katana ZERO is perfect for playing alone or with friends.
At AllGame you can find reviews on Katana ZERO, gameplay videos, screenshots of the game and other Indie representatives.
Katana Zero - Analysis
And it is that the video game that concerns us today was very close to never seeing the light. Fortunately for us and the whole community, this was not the case because we had missed a very interesting title. The Katana Zero story begins in Askiisoft's small offices under the leadership of Justin Stander. The prototype of the game and several demos were presented at different fairs in the sector with very good feelings from everyone who could try them. However, the project suffered what is not written to be financed and was about to be canceled. Luckily, Devolver Digital entered the equation and ended up giving it the necessary push . Several delays later, Katana Zero is already available from today April 18 on both Steam and the Nintendo eShop - and it is speculated with an upcoming release on both PS4 and Xbox One. And we already tell you that all the troubles that its developer went through were worth it. Katana Zero is a great game and in these lines we will explain why.
The first thing that stands out in Katana Zero is its aesthetics straddling neon and cyberpunk , the colors and light effects that occur in certain situations as well as the rewinds -which we will talk about later- are striking. It also highlights a very personal design of the levels and that offer multiple ways to be overcome. Our protagonist is "a swordsman in a bathrobe" who, katana in hand, completes the assignments that a mysterious character is entrusting to him. Frantic action - be it katana in hand or activating traps to knock down enemies - are combined with platforms and certain doses of stealth. The objective is clear: we must clear the entire area of enemies until we reach the character we have been asked to execute. It doesn't matter how you do it, just do it. Although it is true that in the first levels they will ask us for some requirements such as "do not attract attention, do not let them speak to you or overcome this phase without killing". We can ignore it if we so wish. The fact is that we must erase from the map anyone who wants to eliminate us because otherwise we will be cold cuts in less time than is spent taking a sip of sake.
And it is that in Katana Zero the enemies do not go around with little girls and it is better to catch them off guard since they are easy trigger and have an amazing aim to give us kill in thousandths of a second and with a single touch. For this, our particular samurai has certain advantages that allow him to control time and deflect enemy projectiles . Despite this, completing some phases will become a real toothache.
Because the difficulty of the title will increase as we move forward although we have noticed a certain "roller coaster" effect with advanced levels that give a little truce and then give us a good shot at reality and turn the following scenarios into small hells. It is not that it is something precisely annoying since this lengthens the duration of the game somewhat artificially - in fact the first half can be overcome in a couple of hours without problems - it will be in the more advanced phases when we will have to repeat, repeat and repeat. Because we will have to be very agile with reflexes, knowing the location and movement patterns of the enemies well and knowing where all the traps that we can use in our favor are. We will die to the slightest failure although we have the possibility of repeating it immediately. And that is what we previously referred to as “rewinding”. We explain what it consists of.
We don't want to go into spoilers about the script and the story of Katana Zero because we think it is well worth it for players to discover for themselves what it is about. We only anticipate that our character can handle time as he wishes, so if he dies, he can go back a few seconds and start again. Unlimited. Therefore, every time we fall in combat we will have the possibility to “rewind” - yes, as if it were a VHS - and start the level from scratch. It does not matter if an enemy is left standing or if we die as a result of a stray bullet having cleaned the area. If we die, start again. And this is true for boss fights. Prepare to repeat as many times as that phase or that enemy is needed. We have been caught in this time loop because the gameplay of the title is so direct, frantic and fun that you end up hooked on the "drug" that Askiisoft proposes. And up to there we are going to write.
It should be said that the plot of the game will be developed in the form of dialogues in which we will be the ones who will write the future of it through the answers we give. This gives an original touch to the narrative form since we can know more or less according to which topics we are asking or not. They will also be essential when making friends or letting the different NPCs that appear in the game be an active part of our history or simple troupes. We will not give more details so as not to spoil surprises. But we recommend reading the conversations carefully and not hitting the buttons to skip them and answer the first thing that comes up. Patience, that surprises are guaranteed and the script is well worth being enjoyed.
The gameplay of Katana Zero therefore resides in killing every living bug on the stage before they kill us. Simple and direct. And for this we have a very precise and intuitive control that solves all the situations that the game proposes to us. The first thing we have to notice is that each level has a time marker at the top of the screen. That is, we have a time limit to overcome the phase but, we will die. The idea is that we go straight to the job and not just stare at the shrews; but we can calmly design our strategy or wait for the enemies to fall into the traps, but we can also “go to the bag” and try to eliminate them all. The truth is that there are such a variety of levels and strategies that any phase will be overcome in a different way than the previous one.
It is quite entertaining to try some actions, see that it does not work and start again facing the level with another vision. Sometimes quite comical situations occur with the enemies that, once they detect our presence, will chase us relentlessly through the stages.
The games in Katana Zero stand out for being very frantic and short. The game invites you to do so, and although it lasts around eight or ten hours, we have felt much less like it . It is a frankly fun title, demanding at times and very gratifying - especially when we overcome that phase or enemy that resists us. We assure you that you will not be able to stop playing and that it will be short.
The visual, graphic and sound style of Katana Zero is very peculiar and attractive. Neon colors with a preppy cyberpunk scroll over pixelated graphics spiced with luscious light effects and great animations. Our protagonist is a true assassin who moves almost at lightning speed. The effects when stopped and surrounded by a rainbow light as well as light, gas and fire effects are really well done. The design of characters and enemies -although the latter are repeated a lot- are also very well accomplished. Anyone who, like us, likes “pixel-art” will find in Katana Zero one of the best exponents so far this year. A masterful work by Askiisoft.
Finally, and as a finishing touch to this analysis, we comment on the excellent soundtrack that adorns the action of Katana Zero. Synthwave style electronic music composed by Ludowic and Bill Kelly . All a detail that our samurai put on the radio cassette and the headphones seconds before starting his particular slaughter. The compositions are pounding and very consistent with what is happening on screen. Quality overflows in every way.
Other reviews
We gathered the finest game reviews for you to have a better idea of the Katana ZERO
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Mitchell SaltzmanKatana Zero - Critique
Inspired by Hotline Miami, Katana Zero is an extremely nervous slash-em-up whose action is akin to a pure adrenaline rush. A comparison could not be more approp...
While her influences are clearly visible on the sleeves of her kimono, Katana Zero refines the tried and true 'one hit / one death' formula making it exciting, innovative and surprising in so many ways.
Katana Zero sees you play as an unnamed samurai assassin, able to manipulate time and see the future. In a smart way, each level is presented as the planning of an assassination. So when your character is about to die, the screen will read "No ... that won't work", while your premonition rewinds old VHS tape, giving you a chance to work it out. which will not end in your death. Each level ends with a security camera-like recording of what “really” happened, which allows you not only to review your exploits, but also to define your axes of progress for your next sessions.
Achieving this is a real pleasure, as the action of Katana Zero turns out to be incredibly nervous and flexible. As in Hotline Miami , each hit results in the death of you and any of your enemies except bosses. Your character can slice in eight different directions, slow down time, use roll to dodge bullets, or send them back with his sword. With welcome little touches like the gentle push you get with each saber strike, the ability to undo a roll, and the way each kill shakes the screen and causes a pause in the action (both features that can be adjusted or deactivated in the options), the movements of your character prove to be unfailingly fluid.
One of my favorite aspects of Katana Zero's action - especially because it's optional - is the slow motion effect. The latter never seems excessive, given that it takes a while to recharge and enemies reapply at the slightest shot fired, which rarely gives you the opportunity to quietly wait for its gauge to fill up. All in all, it's an ability powerful enough to get you out of a tight spot, but limited enough to keep the on-screen action from faltering too much.
As I improved, I tried to do without slow motion as much as possible. Firstly because entering a room full of enemies, deflecting bullets, dodging gunshots and slicing through bad guys at real speed is incredibly enjoyable, but also to keep a wild card in my pocket as long as possible. handle.
While Katana Zero's plot doesn't reach the heights of its gameplay, it does benefit from strong writing and a few particularly successful characters, like your boss / therapist who walks you through the traumas of your past while providing you with the files of the people he wishes to see disappear, or a psychotic Russian named V. You also have access to an innovative dialogue system, which gives you unique possibilities depending on when you choose to reply or skip lines of dialogue of an NPC. For example, when you walk past the receptionist at a hotel full of enemies to kill, you can cut her brutally every time she tries to talk to you, which makes her quite pissed off. But if you wait for her to finish each of her sentences, you'll be rewarded with new lines of dialogue, like the one allowing you to make her believe you're an anime fan cosplayer. The resulting exchanges are entertaining, and redoing the levels to explore the different possibilities in terms of dialogue is definitely worth the detour.
That being said, any change in the plot due to my choices seemed largely superficial to me, and there have been times when the possibilities for subsequent dialogue have been totally incompatible with my previous decisions. However, the bigger problem here comes down to the fact that very little gets resolved when the end credits pop up onscreen, as if Katana Zero is just the first part of a long-running franchise. I'm obviously interested in the direction a potential sequel or DLC could take, but it's still hard to see the plot proposed by this first chapter as anything other than a huge exhibition scene.
To overcome Katana Zero , it will take between four and six hours which will prove to be of rare intensity. The title is full of ideas, and each level does a great job of introducing minor variations to its straightforward formula (with an internship taking place in a wagon, a motorcycle chase sequence, and a level in all remarkable points that would be a little too tedious to mention here).
The visual and sound rendering is of excellent quality. The neon aesthetic and the fantastic work done on the sprites go hand in hand with some downright impressive 2D lighting effects, which give Katana Zero a unique visual style and personality. For its part, the retro-electro soundtrack proves to be the most suitable and perfectly supports the action on the screen.
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Davide "Shea" ManciniKatana Zero - Review
Katana Zero presents itself as the classic title designed to have the blessing and the precious Devolver Digital label. She is a creature born after six years o...
Fortunately, very little is needed to feel the uniqueness of Katana Zero, despite a start in medias res which serves to generate an almost destabilizing adrenaline and which does not allow acute reflections. Justin Stander's concept of side-scrolling action stems from an interesting assumption: what makes the heroes of action movies lethal and invincible? The ability to always be aware of one's body and enemies, to have a clear sequence of moves to be made to avoid a tragic fate.
There are those who do it through training, some through supernatural qualities, but the result is always the perfect choreography. In video games, this concept often clashes with the traditional trial and error loop, the path of necessary passion that the videogame player takes in search of the clear path. Katana Zero solves this contradiction by resorting to a simple narrative stratagem, which is not original in absolute terms, but effective: the protagonist of the game, following events that become clear during the course of the adventure, has an altered perception of time, and is able to to fathom the future to analyze the behavior of enemies and find the best way. In this way the different attempts become only possible futures to be discarded, while the perfect execution is the only viable reality. The result, in the aesthetics of the game, is a continuous flash forward and rewind effect of VHS from death to death, with a replay of each level after completion.
On this assumption Katana Zero can allow herself to build a gameplay with a particular structure, where the individual levels (within twelve larger chapters) are real schemes of the past where you have to get rid of the enemies in a limited time. To accompany the crazy rhythm of the action there is an incredibly intuitive immediate response control system to master, which in a short time allows you to dance among the enemies dispensing slits, rejecting bullets and exploiting the (many) elements of the scenario as occasional repairs or ranged weapons. The altered perception of time is also useful for slowing down action, a fundamental resource for unraveling some levels that require the expertise of an action game and the painstaking planning of a puzzle game.
The result is that soon you enter into total communion with the protagonist, in an emotional and almost lysergic trance that allows you to reach almost unexpected results initially, to be enjoyed in the replay in all their plastic scenicity. There are almost echoes of SUPERHOT in the way we begin to memorize patterns and draw perfect trajectories, between light trails, neon to find the perfect harmony, while a soundtrack of gargantuan beauty, which brings together synthwave in a non-trivial way, dubstep and more melodic episodes, it gives a perfect comment entering the scene with a simple and familiar gesture, or the pressure of the play button on the protagonist's walkman, an initiatory rite to kick off the carnage of each chapter.
If in the basic elements the gameplay of Katana Zero is that of a refined action with solid principles, it is in the details that Askiisoft has built a much more complex and layered scaffold. After the first mission, in fact, the rhythm drops hand in hand with the music and you enter a whirlwind of different nihilism, built with the writing of the cutscenes and the dialogues that go beyond the gender clichés to tell a surprisingly human story, made of post-traumatic stress, empathy and a sense of helplessness, well represented by the psychoanalytic sessions that we are required to live with the protagonist.
The dialogical system is one of the fluid ones, which give a short time horizon to interrupt the interlocutor or to respond between different alternatives. The choices do not drastically change the course of events, but are sufficient to shape the personality of the protagonist and the perception of the story based on our ideas. Then let's be clear, Katana Zero does not lose too much in chatter and the scenario is the brutal, dystopian and depersonalizing one of a generic cyberpunk made up of corporations, class society and extremely unscrupulous characters. Yet in the six hours of play (necessary to finish everything 100% and see the two endings) one remains glued to the screen also to discover some more details, to get answers and to build a relationship with the only non-player character who it seems to guarantee a minimum of mental peace to the protagonist's psyche destroyed by war and drugs.
If the cut scenes are the moments when Askiisoft's VHS travels in slow motion, the structure of the twelve chapters is a sudden escalation of surprises and complexity that draws a curve that is never too steep and capable of guaranteeing a constant challenge. There are many variations on the theme, ranging from the intelligent use of depth of field in a couple of circumstances, to levels where platforming, stealth or even pure arcade spirit elements emerge (level on the spotted motorcycle!). However, it is the relative freedom with which each scheme is faced that always gives a lot of satisfaction, given that the search for creativity far exceeds the frustration that can occasionally appear in some situations where the way out is mandatory and requires perfect timing. Only towards the end the design of Katana Zero loses a shred of refinement when it relies on the classic hordes of enemies of increasing difficulty, but also in that case there is the effort, appreciated and not required, to justify everything through writing.
Paradoxically, it is the story driven nature that penalizes the game to a minimum. The experience is designed to be lived as a single narrative journey, where action and storytelling are balanced in their own way. Once the adventure is complete, however, there is no real reason to replay the individual levels, if not to look for some keys to unlock weapons other than the katana. The variation is certainly nice, but it is not accompanied by any form of score or change of difficulty. In short, given the elegance with which the game normally rewards the creativity of execution, there is a bit of a lack of a time attack or similar mode to have further reasons to return to the unhealthy, but fascinating, world of Katana Zero.
Despite this, the title of Askiisoft is a splendid example of how hyper kineticity and violence can be contextualized in a refined and rigorous way at the same time, and how even the classic genre elements can be easily reversed thanks to original reading keys and brilliant writing. For the rest, the obsessive attention to detail, a sufficiently personal artistic style and an absolutely perfect price (€ 14.99) give further prestige to an impeccable work.
I played Katana Zero thanks to a Nintendo Switch code provided by the developer. It took me about six hours to complete the main story and recover the bonuses to unlock additional weapons. During my experience I have alternated the portable and TV modes without experiencing major differences, preferring the one in mobility despite the readability of some situations is sometimes not perfect. The game is however also available on PC, via Steam.
Videos
If screenshots are not enough, you can enjoy creative videos from Devolver Digital
Streams
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