


To fill the new gauge, players only need to kill enemies, although they need to do so quickly, as Rage quickly depletes. Exclusive to the expansion is the Rage System, a new gameplay mechanic that grants Hell a ranged attack option called Surge, a Shield, and the ability to nullify enemies' blocking stances once activated. These tweaks are clearly made to make parkour a little easier, and they work pretty well, as they prevented platforming and parkour from being watered down to make the game more accessible.Ĭombat in Ghostrunner Project_Hel has also been tweaked a bit over the main game, which is not surprising, given how Hel is a combat android. Additionally, while using Sensory Boost, it is possible to learn precisely where Hel will land with the jump, and her air dash covers way more distance. Hel doesn't come with a grappling hook, for starters, so her basic jump covers way more distance. As such, you will still be exploring some tightly designed locations via parkour abilities and taking down enemies using Hel's sword, but with some twists. When it comes to gameplay, the Ghostrunner Project_Hel expansion comes with some interesting tweaks that make the experience feel slightly different from that of the main campaign without significantly altering the core mechanics of Ghostrunner. It's not much, to be honest, but those who liked the main game's setting will undoubtedly enjoy the new story developments that Project_Hel provides.

In the new stages included in the expansion, Hel's character is further developed with dialogues that take place during gameplay, providing players with an additional incentive to overcome the new challenges offered by the DLC. Taking place before the events of Ghostrunner unfold, Hel is activated by Mara to assist in an offensive against rebels at the bottom of the Tower, but the android has other plans, as she sees Mara as her true enemy, the captor that has enslaved her mind and body. In Project_Hel, players take control of the combat android Hel who players originally met in the main game as one of the main bosses. Now they have delivered the very first proper expansion, Project_Hel D, which attempts to spice things up a little with a new playable character with slightly different abilities and some brand new stages. The developers at One More Level, 3D Realms, and Slipgate Ironworks continued working on the game to provide features that could make it more accessible without watering down the experience too much. But as the dazzling nocturnal cityscapes load up and the techno soundtrack kicks in once more, it’s hard not to press retry.Developer One More Level, All in! Games, Slipgate Ironworks, 3D RealmsĮven without a massive marketing push, 505 Games' Ghostrunner managed to become extremely popular, thanks to its excellent visuals and an action gameplay experience like few others on the market, partly thanks to its high challenge level. There are hidden collectibles in each level, too, superfluous distractions from what is an otherwise tightly focused game. Often these bring upgrades that are slotted into a grid like Tetris blocks – a gimmicky method of limiting your powers. Mixed in are cyberspace puzzle challenges that strip you of your abilities, offering a chance to take a breath.

It’s frenetic and relentlessly intense, but get it right and it truly makes you feel like a ninja – except when performance issues, from screen-tear to one game-halting bug, get in the way. Occasionally the speed is too much to contain as you’re sent careering off a building to your doom, but Ghostrunner is fair as well as difficult.Įventually the game’s rhythm falls into place and what once were mazes of walls and platforms become assault courses for you to flex your skills, plan your moves and execute the perfect run. Pure platforming requires creative use of your abilities, while combat areas gradually add shielded enemies, flying drones, grind rails and more, forcing you to change your strategies. At the squeeze of a trigger you can shift to the side, not only to dodge bullets but to make small adjustments to your trajectory. Environments are easy to read and acrobatic manoeuvres flow seamlessly from one to the next. Not since Mirror’s Edge has first-person movement felt this good.
