Ronin
is the 2015 indie made, developer
described Gunpoint
ripoff. I thought they were both created by the same person, until I
conducted research for this article. I bought Ronin because I
enjoyed Gunpoint. But with afterknowledge, it is easy to see where
they are different and qualities set them apart.
In Ronin, the player controls a young
ninja, seeking vengeance upon her fraternity for unnamed sins
committed against her father. The game is broken up into five
sections with three missions, the final of each ending in the
assassination of a leader of the organization. A brief, four line
exposition at the beginning of every third mission provides sparse
justification for the protagonist's actions. The player controls the
ninja on a 2D platform, breaking into buildings and slaughtering
everyone to reach the objective.
One of the crucial differences between
Gunpoint and Ronin, is stealth. In Gunpoint, the protagonist has no
weapon (even though it's called Gunpoint), and uses stealth to avoid
enemies. It's a real-time stealth and puzzle game. In Ronin,
stealth is only used sparing to eliminate a few enemies before the
eventual fight begins. Stealth is not intended as a method by which
to win, but to make the combat a bit easier. Ronin is a turn based,
action platformer, and while the main goal is not to kill all
enemies, it's encouraged. It's even included as a secondary
objective, with a reward. At the end of every level, the player is
judged on three criteria: eliminate all enemies, spare all civilians
and avoid triggering a lockdown. Completing all three, rewards the
player with special abilities.
While the type of game is different,
Ronin takes two components from Gunpoint. The first: location. Both
games require the player to infiltrate a series of buildings, use
elevators, break windows, defeat guards, hack computers, and then
escape (or in Ronin's case – saunter away - because everyone is
dead). They also use the same jumping mechanic. The leaping is
exactly the same, from application, the effects, and the graphical
depiction. In both games, leaping is used to climb buildings, tackle
foes, and hurtle through glass walls. Location and Leaping things
may not sound like much, but they create the same feel and visual
effect, especially when it's been a year since Gunpoint.
But while they may start sound similar
there are many ways in which Ronin is insufficient for even an indie
game.
The game is changes very little from
beginning to end. The buildings have only doors, windows, elevators,
and stairs. There is little variability between rooms, and nothing
to distinguish them. Also, Ronin has only three enemy units; thugs,
machine gunners, and ninjas. Once the enemy sees the player, the
game becomes turn based. Thugs aim first, which appears as a red
line. After the player moves, they fire, and if the player is still
in the red line, the protagonist dies. Machine gunners do the same,
except when they fire, it lasts two rounds. The player can't pass
through the continuous stream of bullets. Both enemies can be
tackled by leaping or diced at close range. The ninjas have a
similar mechanic. They aim, then charge the player. But any attempt
to tackle them will results in being cut in half. They must be
attacked with sword.
These three enemies are introduced
early, and instead of introducing more difficult enemies, it tries tp
increase the difficulty by placing more of them in a room.
One of the aspects that does change, is
the strength of the player. With the skills points unlocked by
completing secondary objectives, the player gains the ability to
throw their sword, teleport, and create decoys. Abilities allow the
the player to defeat an increasing number of enemies without
difficulty.
A few other problems. Unlike Gunpoint,
the story is non-existent. There are five times over the course of
the game when the protagonist expresses her thoughts in four
sentences. Such a limited opportunity to develop the story is just
as ineffective as it sounds. At the same time, the story is the
obvious revenge of a girl against those who betrayed her father. The
mere seconds the game spends describing the villains are clichéd and
boring.
If there are two strange complaints, to
make, it is these. As mentioned previously, the game has elevators.
These are used to set up certain situations for the player to
overcome, but they are incredibly long. It's not like the game needs
to load as is often the use for long elevator trips, so it seems
inexplicable why the developer did not speed up the movement of the
elevator.
And the oddest complaint after all is
this. Perhaps the greatest problem, aside from the entire game's
lack of depth, is the finickiness of movement. During the turn based
combat its possible to become stuck in an awkward position on a wall.
Sometimes the line that describes the character's jump arc is wrong,
and sometimes the red line signaling the path of a bullet hits the
protagonist when it shouldn't, or fails to hit when it should (not
that I'm complaining about the later).
Overall, Ronin is a fairly short game,
with little development, and aesthetics that are simple. The
beginning is nearly the same as the end. The story included is
non-existent and the character descriptions are cliché. The
gameplay can be finicky and frustrating. The whole thing is like if
Gunpoint was stripped down in all aspects: visuals, gameplay, and
story, and then only partially rebuilt as a different game.
And yet, it was quite fun. Dodging
between the bullets, and bursting through windows. Slicing through
rooms of enemies with the unlocked skills. It provided an excellent
sense of power and tension. Yet, if the game had been even a bit
longer it would have become boring, but it held my attention to the
end.
A final note: I will say that I
obtained Ronin cheaply on the Humble
Bundle sale (That sale is over, but I am currently playing
Human Resource Machine), and that certainly has colored whether I
think it was worth it. If gotten cheaply, Ronin fun for its seven
hours. If not.... I wouldn't bother.
Comments
Post a Comment