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- Cybervoid has actual enemies and parkour instead of button clicking puzzle snoozefest
- Cybervoid is aesthetic af
- GR1 was full of plates on rails that required timed jumps
- Player speed and movement options are all the same, plus new ones like Tempest jump
- Jesse what the hell are you talking about
Fantastic ability to be selective. Great work. You are such an ideal customer.
I "selected" your specific complaints and left out the gravy of emotions, which make up the most of your rant.
heres an option refund the game, unless you played more than 2h then... welp play something else and forget about this one...
they are most likely working to patch the bugs and problems in the game... after its fixed you can play it again and then you can come back and delete this post
- The cybervoid sections in GR1 got really annoying on repeat playthroughs, which they aren't likely to be here as you're no longer walking slowly through them.
- There's much more variety in the mechanics of these levels, far more than there was in the entirely of the first game, and I haven't even reached the motorcycle bits yet.
- Ghostrunner 1's levels mostly blended together for me, while I distinctly remember each of the small set of levels I've played so far.
Almost every issue I had with the first game has been fixed in this sequel. It feels like what Doom Eternal was to Doom 2016; a much more interesting and refined gameplay experience that makes changes so substantial that it completely overshadows that original entry.
After replaying the game again, I have to agree that if feels like a custom map made by the community. The bike was the only unique thing about GR2.
It's hard for me to recommend it to anyone even if it's 10$ because it's mediocre.
Most of the positive review are just jokes and don't mention why GR2 is supposedly better.
Replaying the first one immediately solidified my belief. The people saying that the level design of 2 was the same as 1 are just out of their minds. It's not nearly as laughably mediocre. The parrying also works far better in 1. The first boss of 2 immediately shows just how horrible parrying is now, because even successful parries against the boss could still kill you. Most of my deaths against him were from successful parries that still resulted in me dying. Kinda defeats the point. That lack of proper design is indicative of the entire game, with geometry being more janky and things just outright not working frequently.
The motorcycle was fun enough, but with how many steps back they took to put it in, there's no real reason to spend money on this thing.
First of all only 40 % made it this far. I know the game is new but considering mostly fans of this niche game will pick this up, and it's very early in the game, that seems really low.
The combat rooms feel sluggish and not as well designed as the first one. And there are too many boring traversal sections so far. It just feels as things would not connect that good as in the first game.
The void section where you float around was just terrible.
In this second boss fight i could not see where to go half the time, because of the weird lightning effects.
Also i cant remember the frist game having such a stupid boss as the frist one. He just teleports anywhere in the room which is also really weird. The game is about reacting fast from spot to spot but those need to be well connected and visible. A teleporting boss feels off.
I need to admit i'm not very good at the game tho. But i finished the frist one. Maybe i will finish this one too, but so far i'm not sure. It does not feel as good as the first one so far.