The first Ghostrunner is one of my all-time favorite games, and I've been excited for its sequel, Ghostrunner 2, since its reveal more than two years ago. I didn't need much to be satisfied with another parkour venture into developer One More Level's cyberpunk dystopia; I just wanted more Ghostrunner. And when Ghostrunner 2 is doing what put its predecessor on the map – fast-paced first-person action-parkour gameplay – it shines. But a few new attempts at expanding this world, both narratively and mechanically, don't shine as bright, however interesting and admirable they are. Nonetheless, Ghostrunner 2, with its exceptional action, soundtrack, and beautifully oppressive world, kept me smiling in delight for most of my 15 hours.
The first game ends with the titular Ghostrunner liberated from his A.I.-powered Cybervoid trappings under a new name, Jack, and humanity finally free within its last living city, the Dharma Tower. Ghostrunner 2 picks up one year later, with Jack living the hero life before discovering the Asura, a group of four mechanical beings intent on filling the power void to become its new leaders (with their own superhuman-esque creatures replacing humanity in the process). It's a fine setup, but it unfortunately begins with the worst boss fight in the game. The encounter is not bad but it pales compared to the significantly improved bosses Jack encounters later.
After taking the boss down, I meet up with the ragtag Interface Council, including Zoe from the first game and various other NPCs. Instead of talking to floating heads like in Ghostrunner, Jack returns to a homebase where he speaks with everyone in person. Interfacing with physical people is a nice touch and breathes life into Jack's otherwise
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