First, a word from the publisher: Katana ZERO is a stylish neo-noir, action-platformer featuring breakneck action and instant-death combat. Slash, dash, and manipulate time to unravel your past in a beautifully brutal acrobatic display.
I recently completed my first play-through of Katana ZERO for the Nintendo Switch. I was able to complete the game in approximately 6 hours, and was generally drawn in by its moment-to-moment gameplay and overall aesthetic. For more details, see my full review below.
Basic Info:
- Name: Katana ZERO
- Release Date: April 18th, 2019
- Platform: Nintendo Switch
- Price: $15, though I bought it on sale for $10
- Developer & Publisher: AskiiSoft, Devolver Digital
- ESRB Rating: Mature
Pros:
- I enjoyed the game’s neo-noir setting, which I think paired well with the neon aesthetic.
- The story was engaging, and kept me playing even when certain subsections of a particular level were very frustrating. The story is not without issues, however (see: cons).
- Beyond that, the story is layered enough that I am seriously considering replaying the game to choose different dialogue options. Said options don’t seem to affect the moment-to-moment gameplay, save a “big decision” in the back third of the game, but they were a large part of what initially drew me in.
- Though the game bills itself as featuring “breakneck action,” there is definitely a puzzle element to the game. Tactical thinking is rewarded, and charging headlong into enemies without a plan is asking for defeat.
- I appreciate that the moment-to-moment gameplay was mixed up pretty regularly, with everything from (minor spoilers) boss fights to a section where you can play as a different character with a slightly different power set.
- After beating the game, extra content is unlocked, including a speed-run mode and hard mode. I always appreciate bonus content like this.
- I think the bite-sized nature of the game pairs well with the Switch. Even though I completed the game in two sittings, each sub-stage is small enough that I could have comfortably played through the game in shorter bursts.
Cons:
- The story is incomplete, and ends on a cliffhanger. The game was very well-received, so my hope is that a sequel is likely. The fact that the story was not self-contained also means that the story may never be finished if a sequel / follow-up is never released. That would be a bummer.
- Though enemy patterns seem to fall within certain pre-scripted parameters, they are not exactly the same every attempt of a given level. This means that strategies that failed one attempt might be successful in the next (and vice versa). Though I concede that most of the failures were my fault (i.e. rushing / pressing a button too early, etc), the upshot of this was that, for me, occasionally victories felt unearned and losses felt unwarranted.
- I thought the music was serviceable, but It didn’t blow me away. I’m not humming it post-completion, and I don’t feel a compulsion to seek it out for consumption outside the game.
- (Minor Spoiler) One of the post-game modes seems incomplete, and even offers the message of, “come back in a few months.” If the level / mode isn’t complete, why include it in the game at all (especially in the age of digital distribution of games where updates can be pushed out over the internet)?
- One of the game’s features is that a “full speed” run of each level is played back after completion. While this sounds cool in theory, I often found myself skipping it, especially on levels where I didn’t use the time dilation feature much. These playbacks often also come with small graphical glitches (e.g. like a smokescreen not displaying properly).
- (Nit-pick) Occasionally, the way enemy arms & bodies move while tracking the player character look a little goofy. This is most prevalent while the player character is airborne.
How Does The Game Compare to Hotline: Miami?
I think some may be tempted to compare these games (Katana ZERO & Hotline: Miami) due to the shared neon aesthetic and fast-paced, one-hit-death gameplay (not to mention that Devolver Digital published both). Personally, I think this comparison falls flat with even slight scrutiny. Here are a few reasons:
- Katana is a 2D action platformer, while Hotline is a “2D” top-down shooter.
- Katana’s use of the neon aesthetic adds to the atmosphere, while Hotline’s was disorienting (to me).
- Katana’s story is less opaque than Hotline’s. Katana’s may be dense and non-linear, but I still felt I had a clearer picture of what was going on after completing the game (as compared to Hotline).
- Katana both uses and encourages a time dilation / slowing mechanic; Hotline has no such mechanic.
At the end of the day, I think folks who enjoy one game can enjoy the other. With that being said, they are different enough that I recommend watching a few minutes of gameplay on YouTube (or a similar service) first to confirm whether either game is “up your alley,” before purchasing.
Conclusion:
In retrospect, Katana ZERO reminds me of a slightly stripped down version of Mark of the Ninja with regards to its moment-to-moment gameplay, story, themes, and tone. While Mark traded in subtlety, Katana is full of bombast, blood, and neo-noir goodness. Ultimately, I enjoyed my time with Katana ZERO, despite some of my niggling concerns about the game (especially the story). I think the game is definitely worth picking up if the premise sounds interesting to you, or if punishing, fast-respawn 2D platformers tickle your fancy. This is doubly true if the game is on sale.
Check it out here.
You may also enjoy…
- “The Messenger,” published by Devolver Digital
- “Celeste,” published by Matt Makes Games
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