If you stopped at that initial look, you could easily be forgiven for believing that Devolver Digital just transposed Hotline Miami into a sidescrolling format, added some more katanas and called it a day. However, if you’re willing to look past its over the top presentation, you’ll find a fascinating blend of story and gameplay that blurs the line between the two and provides a spectacular example for how to harmonize these concepts.Īt a glance, Katana Zero invites numerous comparisons to Hotline Miami, with its color scheme, pixel art aesthetic, soundtrack, and everything-dies-in-one-hit gameplay loop. A relatively low budget, pixel art platformer/slasher from Devolver Digital probably isn’t going to garner mainstream appeal, and it most certainly isn’t where one would expect to find a title with one of the most unique and interesting methods of narrative telling in recent memory. In a year full of great titles, 2019's Katana Zero perhaps understandably flew under most people’s radars. First up, last year's cult hit, Katana Zero. I'll be trying to elaborate on what sets a specific design choice apart, why it does or doesn't work, and what the industry can learn from it. Welcome to the first part of a monthly series taking a look at unique or interesting game design. By Paul Broussard, posted on 09 July 2020 / 2,699 Views
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