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GhostWalker: A true cyberpunk who dares to face the dead and come back to life

As a self-proclaimed little genius who insists on hand-to-hand combat with knives in FPS games, I am full of expectations for this game before I actually experience it.

Of course, due to various force majeure factors, this expectation slowly fermented into other emotions in the few hours after entering the game - very complicated, especially after I pressed the R button for the first time.

Hard, hard, collect checkpoints

GhostWalker is set in a cyberpunk-style megastructure in harsh environments, where players assume the role of The 74th Ghost Walker "Jack", the most advanced blade warrior of the moment. His mission was to climb the Tower of Dhhama, the last refuge of humanity after the apocalyptic catastrophe. From the bottom to the top, fight against the tyrant "Keymaster".

The guidance of the game is very clear, in addition to the NPC explanation guide, there are many signs and parkour signs on the way, which is very good for players to avoid the problems of "don't know what to do" or "don't know where to go".

The only problem is the difficulty of the game, and there is a threshold for playing a handsome cyberpunk in the sci-fi world. Ghostwalker is more focused on the player's self-breakthrough: the player is required to pass each checkpoint without injury, and then synthesize all the checkpoints to pass an entire level.

If you accidentally die during the game, you will immediately resurrect at checkpoint and continue the unfinished battle. Over and over again, dead and alive. If you can't successfully pass the entire level during this time and then exit the game, then the next time you enter the game is still from scratch. This creates a new problem: the blind cat meets the dead rat-style fluke game does not work in GhostWalker.

It sounds demanding on the level of operation of the player, and it actually is.

This game mode is a huge test for non-technical players, and it is not a reaction ability and technique that can be exercised in the short term. However, this mode still won the praise of the majority of players, and the steam comment area is a large number of praise content about "blood pressure, cerebral thrombosis, xx".

Fast, quasi-fierce, Bushido spirit

Based on the difficulty mentioned earlier, let's talk about one of the reasons for this result: the fast and accurate move setting.

Because of the special background setting, the player with the knife needs to fight and destroy countless enemies with guns and knives. Even the NPC doctor inside will tell the player that this knife is the most cutting-edge technology, and that this knife is the perfect choice to protect Damota from being accidentally injured by long-range weapons.

I can still accept all of this, after all, the background of your game story is made up, and it is logically smooth and smooth. Therefore, in the case of the enemy taking advantage of the time and place, the player can only abide by the rules of the game such as "only fast and not broken", "one move to defeat the enemy" and so on.

The player's character has no health bars, no items to recover from injuries, or even any stats. Fighting with the enemy can be called the limit of one for one. Pass the level quickly, and die fast. Roughly a bit of "hesitation will lose, decisiveness will be in vain" inner flavor.

This decisive and stoic attitude is easily reminiscent of the movie "Seven Samurai". At the peak of the master-samurai duel, the sword came out of its sheath very quickly, and it ended before it began; the posture of holding the sword was also very stable and neat. The requirement for "courage" in the spirit of Japanese Bushido is that "the samurai has the spirit of daring to act boldly and tenaciously, and at the same time has to have a strong martial art."

It's easy to say, but it's very difficult to put this Bushido spirit into practice in Ghost Walker. The game often requires players to attack or react in the high-speed moving parkour link, which is quite a test of personal sensitivity. A lot of it is a knee-jerk quick response.

The most accurate description I can think of is to step on a relatively stationary point in high-speed movement, quickly and accurately shoot the knife and then kill the enemy in one shot.

To summarize it, you need to keep your reflexes and hand speed in sync.

This setting is actually very interesting and very difficult to think about.

By the way, let's talk about what I can't understand... The aforementioned Dr. NPC said to me that the enemy's weapons have not developed for more than 20 years??? So why did I die? Is our cutting-edge technology so vulnerable?

Cool, decompressive, prone to high blood pressure

The game's BGM is also very suitable, strictly speaking, although it is not good, the recognition is also debatable, but it is very suitable for the current game environment. The BGM output in a high-voltage operating environment is the icing on the cake. Miraculously, however, after quitting the game, the impression of BGM was very blurred.

In the early stage, players only need to complete the game through parkour and dodging bullets, and in the middle and late stages, the difficulty of the game will be gradually increased, and some skills that can be unlocked will be added, such as dodging or locking bullet time, etc., which are all auxiliary BUFFs that are beneficial to the player's output. It can also be said that it reduces the accuracy requirements for operations in disguise and improves the player's fault tolerance rate.

However, for most players, the four big words of "Fatal Error" are still the only feedback from the game after the death of the lost hand.

And Ghostwalker also has a very bullish setting: fast death and fast resurrection. An R key allows the player to get a whole day of dead and alive experience, which is quite silky.

There is no room for the player to breathe, and there is a bit of a high-intensity death simulator taste.

Fast-paced slashes and fast-paced resurrections stimulate the player's adrenaline at the same time, and the skilled players get the thrill of satisfaction, and the less skilled players get elevated blood pressure, and everyone has a bright future.

In the end, ghost walker's cyberpunk worldview is still relatively perfect (putting aside some small flaws), skyscrapers, neon lights, holograms, a sense of technology, rainy nights, chaos and other elements, and the art style is also very distinctive. In this world of rapid technological development and undercurrents, jack played by the player only has a fondness for cold weapons (whether voluntarily or not), and is somewhat nostalgic and romantic. The tragic heroic plot of if there is none is thus rendered.

Above all, I don't feel like a real cyberpunker, so it's normal that I didn't play through Ghostwalker.

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