Katana ZERO is that exact moment but repeated a dozen times, each time leaving you more intrigued than before.Īccompanying all this is a truly gorgeous synthwave soundtrack (which Zero listens to on a cassette when doing their killing sprees), and amazing pixel art. The best example I can think of is that bit in Batman: Arkham Asylum where it crashes and reboots itself, but this time the Joker is delivering Batman to the asylum. A step-up from our Sabre2 and Stiletto (yeahwe like swords), it’s a fully elliptical 9-cell designed for soft, smooth openings, a long control range, a steep dive. As a tale, it is constantly leaving you second guessing what is occurring. More than just a flashy name, the Katana boasts ideal specs for any experienced canopy pilot who’s not quite ready for a cross-brace, but itching for a more aggressive flight. I know, I know, 'Just lower the volume bro'. The issue is that it always plays this ear-raping sound effect every time I start a new song.
Zero also suffers from some crippling nightmares and discusses them with a psychiatrist – the same psychiatrist that administers their Chronos and hands out contracts.Īll these plot elements fit together in a brilliant story. Its length allows me to hit the high notes more comfortably and it looks aesthetically pleasing. Katana ZERO features real-time conversations that you can partake in with other characters, but there is usually an option to interrupt them if you are in a hurry. One of the more common complaints of the game is of its length the amazing gameplay, immersive story. Their neighbours on one side are constantly partying, whilst on the other side lives a little girl. When not on a contract, Zero will head home to their apartment in a rundown part of the town. All told, this gives the game a runtime of roughly eight hours, with four hours made up of the main story missions, two hours made up of side content and another hour or two comprised of general exploration and experimentation with the gameplay.