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Katana ZERO

Developer: Askiisoft Publisher: Devolver Digital
18 April 2019
Katana ZERO - cover art
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3.90 / 5.0
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579 Ratings / 3 Reviews
#288 All-time
#13 for 2019
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Katana ZERO is a very inspired video game. It holds a bevy of readily apparent influences from other video games and wears them on its sleeves. The most evident of these influences is Hotline Miami, judging from the glowing neon-1980s aesthetic, gritty neo-noir atmosphere, and vaporwave soundtrack. There are also elements of other acclaimed indie games from the past decade that are sprinkled into the fabric of Katana ZERO. However, a heavy sense of inspiration does not imply that the developers of Katana ZERO should be tried in a court of law for plagiarism. The discernable influences of Katana ZERO only mean that the game borrows from the best from the modern indie landscape of gaming. In many ways, Katana ZERO is an indie game from the 2010s that could compete with its influences in terms of quality, but its peculiar flaws might keep it from being held in the same regard.

An admirable quality of Katana ZERO is its ambitious storytelling. Usually, the focal point of a 2010's indie game with sprite animation would be the gameplay, but Katan ZERO's premise and story have an impressive intrigue. The protagonist of Katana ZERO is a nameless assassin with amnesia who is referred to by the codename "Zero." Each level in the game is an assassination mission given to him in a classified dossier by his psychiatrist that he must burn upon reading the information inside. After each mission, he will reconvene with his psychiatrist to discuss the recurring nightmares he believes are real and administer more of the "Chronos" drug that gives him special abilities. Nights in his apartment spark a relationship with a wide-eyed little girl who lives next door while newscasts report Zero's daily massacres without knowing his identity. The newscasters refer to Zero as "The Dragon," a proud reputation that takes Zero further down the rabbit hole of disturbing corruption.

Besides all of the aforementioned elements, Katana ZERO takes more than enough inspiration from Hotline Miami's gameplay. The objective is to slaughter all men inside a building or facility and leave the mission unscathed. If the player is hit even slightly, the game restarts them at the beginning of the section, and all enemies respawn. If games like Celeste and Super Meat Boy are precision platformers, Hotline Miami and Katana ZERO are "precision action" games. Katana ZERO takes this principle from Hotline Miami and refines it to near perfection. The action in Katana ZERO is as smooth as the legs of a supermodel, giving the player a sense of fluidity with Zero's movement and abilities. Like any exceptional game that requires precision, dying in Katana ZERO feels like it's the player's fault and not the game's. The Chronos element of the game's narrative also takes place in the action as it's why Zero can rewind time and fix his mistakes. It's a clever thematic twist on the typical trope of restarting after dying in video games. Chrono's powers also include an ability to slow time, which can aid the player in situations with tons of foes and enemies with more firepower at their disposal. The enemies in Katana ZERO are a diverse bunch of baddies, so the player will need to alternate a strategy in dealing with them and not hack and slash to their heart's content all the time. The levels also give the player projectile weapons like lamps, busts, beer bottles, etc., and explosives like Molotov cocktails and sticky bombs to further diversify the methods of murder and to assist the physical limits of Zero.

Katana ZERO also has an interesting dialogue mechanic. Conversations with any of the NPCs in this game will give the player an option of at least two different responses that will garner different results. Before the NPC finishes talking, the player can interrupt with a forward but hostile response that will make the character upset or annoyed. These conversation tactics are used for every bit of text, ranging from Zero's therapy sessions to the bubbly hostess at the hotel who inquires about Zero's bathrobe. These segments are amusing and give the player more dynamic variety, but there is a standout segment that proves the validity of this feature. The drug kingpin "V" is a central antagonist in Katana ZERO who eventually captures Zero and puts him in an interrogation scenario with a gun pointed to his head and a towering brute on the other side. Through trial and error using the multiple conversation system, the player must select a series of perfect responses to free Zero from his captor and prevent getting shot in the head and dying. This scene is a highlight because it uses both the Chronos mechanic and the dialogue options to their fullest extent. It amazed me that the negative, red dialogue options that I had been avoiding were the key to freeing Zero, showing a depth in the system that was undiscovered beforehand.

The caveat to Katana ZERO's fluid gameplay and interesting mechanics is that the game is too short for its own good. Katana ZERO's development obviously wasn't rushed, but the game itself rushes too quickly to the finish line. I don't think that shorter games are inherently less substantial than longer ones; otherwise, the JRPG genre would dominate the rankings of my favorite games. Something about the quick pacing of Katana ZERO leaves me feeling like the game is leaving me hanging. The main reason for this feeling is that the levels are far too easy for a game this short. It's no walk in the park, but it's far easier than its contemporaries. I enjoy the combat's leniency, but the price is that victory feels less satisfying than overcoming a section in a game like Celeste and Super Meat Boy. In those games, there is a quasi-puzzle element to level design in that the developers implemented a correct method of overcoming the level, and it feels gratifying to solve. There are so many methods to dispose of the enemies in Katana ZERO that the puzzle aspect is lost on the player.

Katana ZERO's story is also much too ambitious for the game's short length. The fourteen-day countdown is supposed to exude an apocalyptic feeling, but the short levels that compose the crux of these fourteen days burn too quickly through the two weeks. The developers attempted to implement a Kojima-like conspiracy plot into the mix after V dies by the blade of another assassin who is actually "The Dragon." Zero learns that he is a former NULL soldier, a group of soldiers in which experimental tests were conducted on them involving Chronos to help them win the war. Zero learns that all of his assassination targets are directly involved with Chronos and that eliminating them would eliminate him by proxy. Zero then kills his therapist by bludgeoning him with a rock. He finds his house ransacked with no traces of the girl who lives next door. He learns that his nightmare is a vision of something excruciating he did during the war, and he and the Dragon were NULL comrades. The little girl is seen with two figures that represent comedy and tragedy. There is a lot to unpack here, and deciphering the full scope might take another playthrough. Is it a comment on the war figures never leaving behind their actions in battle? Every scene with the little girl in his apartment is comparatively sweet contrasts to the violent bloodshed during the day, showing a more sensitive side to Zero. Perhaps his relationship with the little girl was a sign of redemption and to fix what atrocities he committed during the war, but the resolution is ultimately bleak. Like with any Hideo Kojima developed plotline, there are too many components I've probably missed to come to this conclusion.

Katana ZERO uses its various inspirations to craft what is the culmination of all indie video game conventions commonly used throughout the 2010s. The elements from its primary source of inspiration, Hotline Miami, are so transparent that comparisons are made between the two before the player even starts the first few seconds of Katana ZERO. However, Katana ZERO takes the ethos of Hotline Miami. It blows that game out of the water with more fluid control, more striking visuals, and unique mechanics that make for a better experience. It's like the apprentice besting their master using everything they've taught them. In some ways, Katana ZERO is a crowning achievement for 2010's indie games in that it studied the indie landscape and used its knowledge to come out on top. Still, the brief content of the game leaves me unsatisfied with the whole experience compared to some of its contemporaries. Maybe some DLC will fill in the cracks, but as of now, this is an unfulfilled pipe dream.
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Erockthestrange 2022-03-16T09:10:48Z
2022-03-16T09:10:48Z
7.5
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more games need to embrace that one shot kill it makes games so much fun. plus the soundtrack is fire
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blue0x 2022-01-06T08:33:38Z
2022-01-06T08:33:38Z
5.0
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The Peak of Action Games
The gameplay is about as good as it gets for an action game. Devolver Digital has published similar action games, but quite frankly nothing holds a candle to the combat loop featured in Katana ZERO. I have played through this game twice now, but not a single time have I lost my love for the combat. Since you die in one hit, you are pretty much always on your feet during combat to make sure a stray bullet doesn't blindside you. This makes it very addicting, always being wired during combat, it's quite the rush that I've failed to see any other game replicate. Yes, even Hotline Miami.

This is one of the best stories I've ever seen in a game, yet it seems to be overlooked when discussing Katana ZERO. It is a very riveting story covering and touching on a plethora of topics. The combat is what holds everything together, but Katana ZERO just wouldn't be the same without its story to keep you hooked and give you a drive. There isn't a single thing I would change about the story, and I didn't notice any glaring plot holes or other inconsistencies. In my eyes, it supplements the game perfectly without being too distracting or intrusive.

Same with the story, the characters seem to get overlooked when discussing Katana ZERO. Every single character has a compelling narrative and story that keeps you interested in them. There isn't a character that is under-cooked, all of them have a lot of detail and care. The characters do a stand-up job in pushing the story forward and giving the player the drive to always move forward. Zero, Fifteen, The Psychiatrist, Snow, Headhunter, V, The Little Girl, Comedy & Tragedy, and Leon all perfectly fit together like one big jigsaw puzzle.

I was always hesitant to play this game simply because of the setting. I had never liked cyberpunk dystopias and always found them quite boring and stale, but this game never fails to amaze me. Just like everything else, the atmosphere and setting supplement the rest of the game perfectly. The neon lights, worn-down apartments, discos, mansions, etc. all do a fantastic job of giving off such a dark and depressing atmosphere.

The music is exactly what you'd expect. It's packed with Lo-Fi synthwave tracks. I would easily say this is the weakest aspect of the game (although that isn't saying much). They play it nice and safe with the track selection and honestly never really has anything too memorable. As critical as I am with Hotline Miami, there are so many memorable tracks from that soundtrack. Nothing in Katana ZERO sticks with me besides a few exceptions.

If someone ever asks me, "What's the best action game?", I finally have something to point to. This perfects every single aspect of not only action games, but video games as a medium. Easily one of the best games ever played, and a must have if you like similar games.
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Qwertchi 2021-06-01T07:33:03Z
2021-06-01T07:33:03Z
5.0
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Fun and very intense action game. One hit and you’re dead, but it is not punishing at all (puts you right back into the action.) Very satisfying to finish a level. Story was surprisingly one of the highlights. Better than an action game has any right to have. Would buy a sequel.

I played this before I ever played Hotline Miami. I’ll be honest, I’m bad at aiming the gun in hotline Miami. Even melee weapons in that game have to be aimed like guns. I like katana zero better because you don’t have to aim, since even thrown weapons have a predictable trajectory independent of how steady your hands happen to be. Also I think the graphics are much prettier. No offense to Hotline. The music in both is pretty good but I think I have to go with Katana on that front too.
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Peese 2021-11-15T23:15:51Z
2021-11-15T23:15:51Z
5.0
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I really really like this game. I could never really get into Hotline Miami because of how punishing the game could be. With Katana Zero, almost all of the frustrating elements from HM are tweaked and given new light.

The most surprisingly good aspect of this game is easily the story. Without spoiling too much, it's more engaging than it has any right to be. Hoping for a sequel sometime soon!
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Slicing and dicing
Katana Zero is another fine hit by the publishers at Devolver Digital. This indie publisher really knows how to spot talent and allow passion projects like to really flourish by providing marketing and without interfering with the development of the game. Now as for the game, all you need to look at is the credit sequence to know its a passion project, and its absolutly incredible what the small team archieved in terms of visuals, style, story and gameplay.

Visually the game really is suberb, offering a cyberpunk/ neon style with pixel art aesthetics. The animation are clear, reliable and just great to look at.

Storywise its based around the use of psychedelic substances and PTSD. It has a plot filled with twists and deception, and does it better than the original Hotline Miami, and never fails into the trap of being too convoluted like Hotline Miami 2.

Gameplay can be describe as a fast paced 2d slasher. Since you are wielding a sword against gun wielding enemies you have a couple of tricks (that tie into the story) to help you get some advantage, namely the ability to slow down time, i frames through rolling, use of environemnt /throw objects and the possibility of dejecting bullets back at the agressors through a well timed sword strike. The game is truely hard on your reflexes, even more so because bullets can come at you off screen, but there is enough tools given to you to beat the game fairly without resorting to cheesy tactics.
Levels are designed more like puzzles than true action arenas, with enemy AI being fairly well developed, as they will investigate sound, and warn each other if they spot you. Some segments i found to be annoying due to their difficulty, granted that i dont have the best reflexes in the world.
The game also allows for some choices in dialogues in certain story moments, some leading to alternate levels, but for the part these have little consequence. Even with little consequence its great the options available and how the other characters react to it.

Overal it offers amazing visual, style and soundtrack, a clever engaging story, and a simple core of gameplay ideas that are executed well enough.
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Threntall 2019-06-30T18:32:36Z
2019-06-30T18:32:36Z
3.5
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Catalog

FailedstiCKDude Katana ZERO 2022-07-02T12:09:48Z
2022-07-02T12:09:48Z
4.0
In collection Want to buy Used to own  
tdstr Katana ZERO 2022-07-02T11:41:19Z
2022-07-02T11:41:19Z
4.0
In collection Want to buy Used to own  
IgnacioMoreno Katana ZERO 2022-07-02T03:25:23Z
2022-07-02T03:25:23Z
3.5
In collection Want to buy Used to own  
DaBlackGoku Katana ZERO 2022-07-01T06:21:08Z
2022-07-01T06:21:08Z
In collection Want to buy Used to own  
clairedurant322 Katana ZERO 2022-07-01T05:00:55Z
2022-07-01T05:00:55Z
In collection Want to buy Used to own  
FURHAM Katana ZERO 2022-06-29T19:27:41Z
2022-06-29T19:27:41Z
4.5
In collection Want to buy Used to own  
netbol Katana ZERO 2022-06-29T18:58:17Z
2022-06-29T18:58:17Z
3.5
In collection Want to buy Used to own  
AzeXiR Katana ZERO 2022-06-28T22:18:12Z
2022-06-28T22:18:12Z
8.3 /10
1
In collection Want to buy Used to own  
2019 steam
greengumpstump Katana ZERO 2022-06-27T17:41:52Z
2022-06-27T17:41:52Z
3.5
In collection Want to buy Used to own  
2022
fullkettlejacket Katana ZERO 2022-06-24T15:53:47Z
2022-06-24T15:53:47Z
4.0
In collection Want to buy Used to own  
dropthesocram Katana ZERO 2022-06-23T22:38:48Z
2022-06-23T22:38:48Z
In collection Want to buy Used to own  
Blazevoir Katana ZERO 2022-06-22T08:11:30Z
2022-06-22T08:11:30Z
3.5
In collection Want to buy Used to own  
Player modes
Single-player
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  • Previous comments (6) Loading...
  • bankaioken 2021-06-29 13:47:14.82537+00
    please let me open that fucking door
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  • Lukedo 2021-07-20 04:20:30.549654+00
    i finished it in 3.5 hours, its only problem is being too short
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  • earthandspace 2021-08-14 20:23:37.255972+00
    nice game but felt incomplete, glad it's getting dlc though
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  • PlutoTheAlmostPlanet 2021-09-18 03:11:14.333666+00
    Man I don't think I'll forget in a long time the feeling of that final boss fight, such an incredible moment
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  • Banana_PD 2021-12-07 14:40:21.496753+00
    I feel like so many of the Hotline Miami comparisons are blurring the line between publisher and developer, with people giving the impression that they think the same devs were responsible for HM and KZ.
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  • sacchi 2022-05-03 12:46:07.76669+00
    Plot of this game is not talked enough. Brilliant game.
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  • Robo1662 2022-05-06 15:21:05.752301+00
    the dlc will definitely add more to the whole experience, but as is I thought the story and combat were excellent. pretty sad towards the end too tbh
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  • greengumpstump 2022-06-27 17:42:24.424347+00
    game is tedious as hell
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