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Ronin

Ronin Hands-On

We've taken a closer look at a vengeful turn-based platformer filled with sharp swords and samurai.

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The first time we tried Ronin it didn't gel. That said, there were extenuating circumstances. We had jumped in mid-demo, and with no explanation of the concept or the controls, plus we didn't have very long before we were moved along to another game. To put it plainly, we struggled to get into the (admittedly brief) experience. However, we saw enough there to grab our interest, largely thanks to its visual style and some character work that, simply put, screamed Kill Bill.

We're glad we snapped up the chance to revisit the game once a demo was made available, because starting from the beginning and getting to grips with the concept made all the difference, and now we can safely say that we're looking forward to seeing more of this quirky turn-based platformer.

We've mentioned Kill Bill - it's an easy comparison to make given the cycle helmet and the samurai sword - but it really is a clear-as-day nod to Tarantino's cinematic double-bill. It also reminds us a little of Gunpoint, a noir platformer by Suspicious Developments that, while short, was oh so sweet.

In actuality both games play differently, and even with the similarities in style and tone, there's plenty that sets them apart. In Ronin, for example, there's a dual control scheme. On the one hand there's real-time traversal, with the helmeted warrior sliding down walls, leaping between buildings, throwing out ropes and swinging through plate glass windows. On the other hand, when running into enemies, we slip seamlessly into turn-based combat.

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Although the movement feels a bit "sticky", it allows for precision when moving around the world, as well as when taking on opponents. Traversal around the levels is more nuanced than first impressions might lead you to believe, and you quickly have to learn how to use the level structure to your advantage. An example might be leaping up off a roof, then, at the right moment, slinging a rope down beneath you and swinging around to a previously unbreakable window, which you'll then smash through thanks to your new-found momentum.

Smashing through a window might well bring you into contact with an enemy. Adversaries with laser-eyed accuracy line you up straight away, but you take it in turns to complete actions, so it's easy to jump out of the way of an incoming shot, and visible sight lines help keep you one step ahead. It gets a little trickier when there's multiple guards, and it isn't until the armoured samurai units appear that it becomes clear that this isn't just a turn-based action game, there's a puzzle element in there too.

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These hardened enemies take two hits before they're downed, but as you can't stand still for fear of laser-guided bullets it quickly turns into a tactical battle where you're dodging gunfire, manoeuvring around rooms, and waiting for the right moment to strike. The more enemies added to the mix, the hardier the challenge, and even the most basic opponents become more threatening when accompanied by sword-weilding samurais. The architecture of the buildings also plays a part in any encounter, and it's important to consider your surroundings and use them to your advantage.

There's little symbols that pop up and selecting an icon initiates the respective action. Usually the options are based around attack, whether that be a close quarters or a ranged sword throw, although sometimes there's alternatives to consider.

There's ways of taking out your opponents other than simply slamming a blade through them. For example, you can string them up and leave them hanging from the ceiling, or jump down on them from above and know them down (then, of course, you need to stab them - there'll be no pacifist playthrough here). Throwing your sword is also an option. It's merciless violence, but the cartoon aesthetic takes the edge off the brutality.

We played a three level demo through to completion (and then went back for more), which culminated in the murder of one of several characters that seem to be marked for death. We're not sure what they did wrong, but we're looking forward to finding out. Getting to the final target involved some tricky set pieces, and there's potential here for a stern and demanding platformer to emerge from the systems on display. The mechanics seem solid, and there's a thoughtful edge to the challenge that we appreciated. Here's hoping it all comes together when the finished game sees the light of day later on this year.

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We've taken a closer look at a vengeful turn-based platformer filled with sharp swords and samurai.



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