

Katana ZERO is that exact moment but repeated a dozen times, each time leaving you more intrigued than before.Īccompanying all this is a truly gorgeous synthwave soundtrack (which Zero listens to on a cassette when doing their killing sprees), and amazing pixel art.

for the current mission and - potentially - for the ending of the game itself. The best example I can think of is that bit in Batman: Arkham Asylum where it crashes and reboots itself, but this time the Joker is delivering Batman to the asylum. Katana ZERO is the sum of all these things, and the result is a game that. As a tale, it is constantly leaving you second guessing what is occurring. After beating the game and watching the credits, a VHS tape labeled Gov’t Lab should appear on the. 2 level walk over The Psychiatrist’s newly lifeless body and a button prompt will give you the New Mecca Government keycard. Zero also suffers from some crippling nightmares and discusses them with a psychiatrist – the same psychiatrist that administers their Chronos and hands out contracts.Īll these plot elements fit together in a brilliant story. The Gov’t Lab is the final level in Katana Zero where all five swords are housed. Katana ZERO features real-time conversations that you can partake in with other characters, but there is usually an option to interrupt them if you are in a hurry. Their neighbours on one side are constantly partying, whilst on the other side lives a little girl. When not on a contract, Zero will head home to their apartment in a rundown part of the town. Despite the numerous speculations, these two are the only two obtainable endings, although there is yet to understand what the doors of the last level contain.
