

GHOSTRUNNER TRIAL
I never really felt cheated in that regard, but I did have to work out the lines needed to traverse the arena through copious trial and error, and even once my strategy was formed, I needed to execute on it flawlessly to pass each hurdle. There is no health bar, no room for error. Levels break down into running sequences and arenas usually populated sparsely by a few enemies and when the room is clear or gauntlet run a checkpoint is reached. You will die a lot in Ghostrunner. The completion of each level displays the kill count in the statistics and even early, easier levels were still racking up my count to sixty or seventy attempts. The only thing you really get for slowing down is dead. Ghostrunner is played at a lightning pace. Also, there is the motion sickness so watch out for that. The reason I implore everyone who might be interested to give it a try is simply this: this is a breakneck-paced game that involves a lot of trial and error, and being attracted to that in theory is sometimes very different to actually enjoying it in practice. The demo covers the complete first level of the game and will introduce you to all of the core movement techniques of combat, dodging, and grappling while acclimating you to just how fast this game plays. Here it is for Playstation, or it's the first item on the Steam page.
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An excellent original soundtrack by Daniel Deluxe accompanies all the action, making the futuristic city feel even more cyberpunk than it already does.Undoubtedly, the best advice I can give about Ghostrunner: Complete Edition deserves to be shoved right up front: do yourself a favor and download the demo and play it for yourself before first. If you’re looking for what next gen might look like on PC, it is undoubtedly something like Ghostrunner. Playing on an RTX 2060 with DLSS (Nvidia’s impressive upscaling software) I ran the game at max settings at a solid 120 FPS and upwards. Ghostrunner is a visual treat that runs fantastically on my PC. I’m not sure if tweaking the sensitivity could have fixed the issue, but at the moment mouse and keyboard feels like the only way to get the most out of Ghostrunner’s fluid combat and traversal system. I’ve tried using my Xbox One gamepad a few times and just found it a lot more difficult to do what I wanted.
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I think it’s also worth noting that this is a game that really feels like it’s been built for mouse and keyboard, even though it’s coming out across PC, Xbox One, PS4 and Switch at the same time. Something akin to Celeste’s customisable physics would have made Ghostrunner a lot more accessible to a wider variety of ability levels. I’d have also liked to see more accessibility options around the platforming and combat. This could be especially frustrating during puzzles which include the colour yellow. Many puzzles throughout the game require colours to solve, but there aren’t any colour-blind options available. The only real problem I have with Ghostrunner in its current form is a major lack of accessibility options. For those looking for an extra challenge while traversing the city, there are numerous secrets to be found in hard to reach places rewarding players with collectibles, additional lore and skins for Ghostrunner’s sword. Fortunately, this rarely happened and never frequently enough to cause frustration. There are occasional issues with physics where Ghostrunner would suddenly jolt from a wall through no fault of my own.

The freedom of movement mixed with the elevated sections of wall runs and grapple points almost feel like they should be in a cutscene, but they aren’t. Those aforementioned platforming sections really are very fun. At one point you unlock a force push ability which can deflect projectiles back at enemies, making you feel like Neo from the Matrix. Upgrades unlocked later in the game make your Ghostrunner even more formidable, improving on your arsenal and adding to it.

Fortunately, the puzzles are never too difficult and usually just take a little tinkering before you solve them.
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These puzzle sections typically teach you how to use a new ability or progress the narrative, but they never take you away from the action for too long. There are also occasional puzzle sections which relate to upgrades and pickups. In one instance, I took down a group of enemies while wall-running and deflecting their bullets back at them.
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As you grow more confident with the game, I found myself relying less on bullet time and instead using acrobatic abilities to their full effect.
