
Ghostrunner
Wall-running, one-hit-kill cyberpunk action that asks you to think fast and die faster, if Mirror's Edge and Hotline Miami had a neon-soaked offspring, this is it.
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My first hour with Ghostrunner was mostly death screens, and I mean that as a compliment. One More Level built something that is almost entirely about that loop: read the room, pick a line through it, execute at full speed, respawn in two seconds when you don't. The instant respawn is load-screen-free and the checkpoints are generous enough that failure never stops being instructive. That alone sets it apart from games that claim to be hard but pad the friction with loading times or long walks back. The movement toolkit is the real star. Wall-running, a Blink dash that lets you chain through multiple enemies in one fluid arc, a Sensory Boost that slows time while airborne so you can dodge mid-bullet, and a Grapple hook for crossing gaps or repositioning behind shielded enemies. Later in the game's 17 levels you pick up Tempest, a force-push that reflects projectiles back at whoever fired them, and Surge, a ranged katana strike that pierces through lined-up enemies. None of these feel like upgrades bolted on for the sake of a progression chart. They feel like the designers knew exactly which room required which tool and built backward from there. The katana is your only melee weapon, every enemy and player dies in one hit, and the result is combat that operates more like a kinetic puzzle than a brawl. You are always outnumbered; positioning and momentum are what keep you alive. There are genuine rough edges. The story runs a predictable track: cyberpunk tyrant, amnesiac hero, resistance faction with its own agenda. It gets the job done as motivation and not much more. Some reviewers and community voices flag that certain unlockable abilities arrive late, leaving you underequipped at spots where the encounter design already expects you to use them. There are also short Cybervoid puzzle sections that pull you out of the action into more abstract geometry challenges. The puzzles are never punishing, but the tone shift is abrupt and some players find them a low point compared to the kinetic highs elsewhere. At somewhere between six and ten hours depending on your skill level and how many collectibles you chase, Ghostrunner is a tight, single-sitting kind of package. It does not sprawl. Every level is a controlled gauntlet and the cyberpunk Dharma Tower setting is used as vertical architecture rather than open-world fluff, which suits the pace perfectly. If you have any interest in time-trials or score optimization, the level structure rewards replaying individual stages more than the first run will show you. A DLC expansion, Project_Hel, also exists if you want more after the credits. This is the kind of action game that does one thing at an extremely high level and trusts you to meet it there. Players who bounced off Mirror's Edge because the combat felt disconnected, or who want something faster and more lethal than a Souls game, will find exactly what they are looking for here. If you have zero tolerance for trial-and-error design, look elsewhere.

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Requisitos del sistema
Mínimos
- Processor
- Intel Core i5-2500K (4 * 3300) AMD Phenom II X4 965 (4 * 3400) or equivalent
- Memory
- 8 GB RAM
- Graphics
- GeForce GTX 1050 (2048 MB) / Radeon RX 550 (4096 MB)
- Storage
- 22 GB available spa…
Recomendados
- Processor
- Intel Core i7-6700K (4 * 4000) or AMD Ryzen 5 1500X (4 * 3500) or equivalent
- Memory
- 8 GB RAM
- Graphics
- GeForce GTX 970 (4096 MB) or Radeon RX 5700 (8192 MB) Stor…
DLC y complementos de Ghostrunner1
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Información del juego
- Desarrolladora
- One More Level
- Distribuidora
- 505 Games
- Fecha de lanzamiento
- 27 oct 2020
- Clasificación por edad
- PEGI 16


