Cyborg Ninja Extremus (Ghostrunner II)

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What a week it's going to be, so many games to try and write about here. I guess now to start with is Ghostrunner II. The sequel to the first game, that was more like a cyberpunk concept that wasn't so good in its execution. This game didn't fix all aspects of that, but hey, there's more cool stuff.

It expands upon so many things, while adding some complementary changes on its gameplay design as a whole. Instead of focusing on whether I can execute something that feels like a gimmick, I can do 3 or more of it, while getting to easily experience the cool stuff. Thanks to the game's leaning to be easier to play. And more fun too.

That being said, this PC port leaves a bit to be desired right now. Because I've had stuttering issues nearly everytime I did platforming or fighting off goons or both. I really wanted to play this game longer, but stopped at some point because of these frustrations. Without further ado, let's get into it.


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I'll state one thing clearly about the first game, I never liked the game mechanics much. It felt either floaty or superfluous. Especially for a game that's hyper fixated on a Cyberpunk platformer. It's a speedrun game basically. But it never felt fluid while I was playing it.

I played Titanfall 2, and knowing how it did fast movement gameplay really well, it's hard for something like this to come close to that. The sequel, ah, fixed some of it I think. Controls feel nicely responsive, visual feedback like lens flares from guns, smoother animations, and surround sound keeps me sharp. Can say that I don't have to go through lots of trial and error repeatedly to adapt.

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But this is still a game where I'll die a lot. It's either the game's fault or mine, because again, there are still issues. But I'll get to that later. The story here picks up right after the ending of the first installment, the good guy survived and is just fighting to stop a newer evil.

A power vacuum was left behind after the dictator that took advantage of Jack's amnesia to resurrect him, only to end up dead. And now the other Ghostrunners basically now without a leader to guide them, are running amok. There's also a slight chance of the architecture coming back.

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Now I like how the game expects me to be familiar with the older one, but still throws tutorials hints to remind me. Starting off by letting me do a few parkours, and mow down like three guys together with my slo-mo dash ability. Still reminding me that I got what it takes in the first 5 minutes. It still plays out like the original, yet some parts of it are still fine-tuned for extra verticality.

And that verticality becomes important, because enemy numbers are increased to amplify the stakes. In the original game, that's a death sentence. In here, as the game progresses, I easily unlock some extra abilities like a Shuriken, which can be used for opening doors and shutting down robots.

Obviously, me having so much access, and easily picking targets is sort of becoming like me showboating, but I think that's the whole point. Game's difficulty is a bit toned down, while also streamlined so that the players can do other things.

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I guess what I also mean by streamlining is how it manages to create interesting levels to breeze through with all kinds of things happening. Of course, that makes sense, because the first game took place in one tower. Here, it's the entire city. And, am talking about vacation resorts, residentials, drainage pipes, gang territories, it's a lot of places.

Finding the path to different areas do require area awareness as well as keen sight, while doing rigorous platforming like skiing on rails, dashing through cracked walls, grabbing dumbbells, hovering on top of bots, and the occasional wall-running. That, and more along with everything.

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After going through the hoops, and slashing bodies, I finally came across this resurrection ritual by former Ghostrunners, with one of them wanting a piece of me. And so with the battle ensuing, I not only struggle with his presence in the arena, but also the camera.

Hurky jerky movement, and countless deaths aside, I managed survive halfway, and had a helping hand from an ex-keeper member who helped me by a button press, keeping him shocked till I could land some hits. I tell you, this is where I really started to love the game, provided I toned down the motion blur a bit. Thankfully the performance issues weren't present here as much elsewhere.

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I finally have a new lease in life, because the conceptually cool things that I could do on the game become expanded upon this point. Right after, am in this post-level lobby where I get to ease up, upgrade my motherboard for adding perks, and chat up with my gang.

Finding some colored chips unlock more slots in the mobo for perks, as well as unlocking new ultimates, and it's a passive experience, because the map tracker makes them easier to find. But after what I've gone through, having access to these creates different playstyles as well.

I've finished probably like 5 levels so far, I've been to areas like deep facilities, jumping across the city, deeper underground, this isn't like a huge variation from the last game, but I saw somewhere that it also takes place in the canyons outside the city, with direct sunlight exposure. Plus, there are set pieces like motorbike escape runs.

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Taking the fundamentals that are established, and expending it on everything else. Level design, areas, bigger maps, scene variety, added gameplay mechanics, intriguing puzzle and platforming sections, and so on. The game has ante'd up, hell if you're seeking challenges, there are mini-games scattered across the game, and the lobby has this trial marathon with limited deaths.

My memory is a bit shotty, so maybe some of these stuffs are already in the last game. But, I can tell there's so much more. I even like the banter between the characters at times, they added humor, as well as wit, and lore expositions during those conversations. Something to keep busy on the side.

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Overall, I see major improvements here and there. It still got some of the mechanics and camera stink, but getting used to it and finding ways to overcome does make it easier to enjoy the game overall. Especially with how packed it is. The developers went a lot further.

Like this puzzle section, for example. I have this second ability called Shadow, where both I leave a physical shadow, and temporarily cloak. Both the Shuriken, and Shadow used during puzzles drives quite the adrenaline rush, and somehow stills makes me feel like a supreme killer ninja.

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And then what follows later is a group of fanatics waiting for me to take out. I activated my time stopping ultimate, and slashed them to hell. It wasn't easy, the last guy's AoE needed to be avoided. Fast switching to a Shuriken to take out the shield node, before landing the final blow. If you think that's pique enemy placement with creative level design, that's just one in the many I've played in.

It gets more intense as more of the levels I finish up yet almost as if am breezing through. Might grind some gears for the hardcore guys who loved the first game. There are content that provides that challenge for them, but I think this game should have a NG+ mode for that ultimate experience.

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I like playing games that keeps my reflexes sharp, and relies solely on skill to win at times. We won't get another Super Hot, maybe it will soon, but this sequel makes a spectacular return to form. It's a shame that it didn't get the marketing it needed. Hopefully that changes in time. I think they nailed it. Maybe it has to do with the extra 10 USD price, with total cost boiling to 40 USD.

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