PAX East 2020: Ghostrunner Is A Strategic Free-Running Experience


Posted on March 11, 2020 by Nick Moreno

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Rewinding back to 2019, more specifically in August, the annual Gamescom event in Cologne, Germany commenced and developer One More Level swiftly became a talking point during the five-day show. What directed plenty of attention to the Polish game studio in particular is the announcement of Ghostrunner, a cyberpunk, sword-wielding, free-running adventure game.

Following the initial announcement in the summer, the title currently stands as one of the most highly-anticipated titles scheduled to arrive in 2020. During PAX East last weekend, I got a hands-on impression of the project and spoke with the director and studio co-founder, Radoslaw Ratusznik.

Delving into the repertoire of One More Level, the team has released point-to-click adventure Crime Secrets: Crimson Lily and top-down shooter God’s Trigger. So the transition from these smaller-scaled projects to the high production portrayed for Ghostrunner surely is a questionable jump for where the ambition came to tackle a title to this caliber. Pressing Ratusznik on the team’s decision, he shared that One More Level wanted to go the extra step integrating the skill-based formula through a new medium.

What exactly the developer had in mind is the first-person genre, which is evidently clear. However, he adds that the direction of the project would be to make combat condensed and very personal in contrast to the gunplay that is in God’s Trigger. The intentions from the team would be to reiterate familiar gameplay techniques while simultaneously crafting a fresh experience: executing well-timed attacks and utilizing the available abilities is what defines Ghostrunner at its core.

For my time with the demo, playing the build came to be more than what I anticipated as I was instead met with several retries to reach the end screen. Quickly picking up the fundamental gameplay elements, I was then shafted with a heavy difficulty spike learning how to compile my knowledge to progress in each encounter.

Watching the initial trailer, you can pick up the gist regarding at-hand gameplay features like wall-running, bullet-dodging, and baddie-slashing. Dissecting some of the abilities, the player can dash which helps cross devastating drops and get the upper hand on your foes. As I already said about how unforgiving the gameplay is, this is intended as one hit will kill you which requires the player to be quick on their feet. The same ability can also be a tool when holding the prompt to freeze time and strafe around incoming fire.

One interesting aspect that I asked Ratusznik on is how these abilities are earned. Traditionally, these elements are rewarded through gained experience points that can be redeemed in an upgrade tree or menu, but Ghostrunner doesn’t have that. Players will find new abilities when progressing through the game. However, the player can then choose which abilities to use and create a build that suits their playstyle.

Combining with player momentum when sprinting, wall-running, sliding, or swinging is surely overwhelming at first, but can be adapted to in time. And once achieving a successful run makes the outcome even more satisfying as I run to the next segment to die in. One thing noted from the demo is that the level is fairly linear: granted there is variety in the environment to tackle the objective through multiple routes, that is said to be unique to that portion of the full game.

Ratusznik explained that majority of the game will offer differing paths that can be utilized for a prosperous playthrough, but the area available on the show floor is more linear. He then follows by telling that levels later in the game will provide a wider spectrum of opportunity for gameplay with vaster locales. Ultimately, Ratusznik discloses that the base game will shape its story campaign to be straightforward yet offering enough freedom for the player to keep the experience unique each time.

Again, with the level of complexity that Ghostrunner is coming to be, developer One More Level resorted to including additional parties to assist with the game’s development. Ratusznik tells that taking on this new project increased the team’s staff well over thirty employees currently. The decision was also told to be a necessity as the studio transitioned from Unity to Unreal Engine 4 for the supported engine. With the team already confirming for raytracing support since the game’s announcement, it is impressive how much has been pulled off visually as the performance is not jeopardized in the process.

“Going from Unity to Unreal Engine 4 was a big step for the team which left some people working on the game pretty angry,” Ratusznik jokingly reveals. “That is why we contacted Splitgate & 3D Realms to help with working on the game.”

Splitgate Ironworks alongside 3D Realms are slated to be involved with the project: Splitgate shared to be a co-developer for the game whilst 3D Realms assists in the production. Even more, Ratusznik tells that 3D Realms is currently involved with the already disclosed Xbox One and PlayStation 4 version of the game.

Other smaller details that have been applied to Ghostrunner occurred between the development of the build at the show to prior iterations. Ratusznik explained that the demo has been tweaked with additional graphical enhancements and adjustments to the game’s performance. More niché changes made include the character being right-handed instead of holding the sword with his left and an additional level near the end of the build.

Another title showcased at All In! Games booth that is Metamorphosis: although I did not feature the game at this event, I did however provide the coverage for the title previously which you can read here.

For fans anticipating the release of Ghostrunner, make sure you go to the game’s Steam page and add it to your wishlist.

Ghostrunner is said to be arriving sometime in Q3 2020 for PC, Xbox One, and PlayStation 4.

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