Despite missing it at launch in 2020, I’m in the “Ghostrunner rocks” camp. It knew exactly what it wanted to be and executed its premise brilliantly. I wasn’t sure what to make of Ghostrunner 2 but was excited to play the demo. As much as I enjoyed the first game, I bought it on a deep sale and considered giving the sequel a similar treatment. I hadn’t watched any trailers, and not for a lack of interest. There were too many other games to keep track of, and Ghostrunner 2 slipped through the cracks.
That is until now because the demo might have won me over. It was only one level, but it made a hell of an impression. If Ghostrunner 2 wasn’t on my radar before, I’m keeping an eye on it now.
The demo’s first half will feel familiar to anyone who played the first game. It begins with the titular Ghostrunner Jack dramatically stepping onto the scene, killing a few goons before giving control to the player. Jack’s got a shuriken now, a refreshing addition to his arsenal, and it works as a viable ranged option. Still, nothing beats dashing up to a guy and slicing him in half before he can even react.
On my part, there was a bit of an adjustment to Ghostrunner 2. I played the first game with a keyboard and mouse and figured to try the demo with a controller. The game still felt buttery smooth, but I died a few more times than I’d like to admit as I acclimated.
Once I was fully adjusted to the new controls, Ghostrunner 2 worked as an improved version of the first game. From the get-go, players have more options in moment-to-moment gameplay, and the first level trusted players to multitask combat and movement.
Like the first game, story beats were delivered largely in the middle of the level over calls Jack has with the cast.
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