Review BurningKirby 2/5 · Jun 26, 2025
Derivative and Ultimately Unsatisfying
I really thought Katana ZERO would be a home run for me. To be honest, the first hour or so was pretty decent. The combat is fluid and brutal, there's a somewhat interesting hook for the plot, and the pounding electronic beats punctuate the neon-lit pixel art presentation perfectly. It's bursting with pizazz, but Katana ZERO totally failed to iterate …
I really thought Katana ZERO would be a home run for me. To be honest, the first hour or so was pretty decent. The combat is fluid and brutal, there's a somewhat interesting hook for the plot, and the pounding electronic beats punctuate the neon-lit pixel art presentation perfectly. It's bursting with pizazz, but Katana ZERO totally failed to iterate on its own gameplay and develop an interesting plot from that point on.
From the get go I could see the Hotline Miami DNA. I loved that game. It's one of my proudest 100%s (not hurt by the fact that they named the final achievement 'Achievement Whore', which I love so much) and I still listen to its soundtrack regularly well over a decade later. This game feels like it lifts the bones out of Hotline, coats them in Celeste flavored icing, and then serves them up on a platter just like that. I love both those games but I really wanted this to find a way to further set itself apart from them.

The core gameplay is pretty tight feeling, with Zero dashing and slicing his way through dozens of gun-wielding baddies in each level. There are some throwable items, but they by and large all feel the same to use save for the molotov and smoke bomb. You hit an enemy with them, they die, that's it. It's fine, but I would have liked to have seen these greatly expanded on. Same with the enemy variety. And the lack of additional melee weapons was disappointing as well. Something to shake things up more past the 30% mark would do this game wonders.
It doesn't help that the heavily cliched story takes up a shockingly large amount of its already short playtime. There's a surprising amount of dialogue and while I can see the game has a great sense of humor now and then I just couldn't get invested in anything that was going on. Maybe that's for the best really. I was shocked to find that now 6 years since the game's release the free DLC which promised to actually finish the game's story still isn't out. Again, this would maybe bother me less if the story had felt more engaging, but as it is it takes up a bunch of space in an already short action-focused game and fails to deliver on most of what it sets up.
The dialogue system is also just kind of odd. When an NPC starts talking you can interrupt them if you choose to answer within a small window of time, but waiting a few seconds often gives you more choices that sometimes don't even really seem functionally different. Or you'll be forced to pick the one you saw first anyway. Maybe this has more value for someone speedrunning the game? I failed to see why I'd want to immediately choose to skip rather than see what my options were. Also, if you took too long the game would just select one of the options for you. This system is active for every dialogue choice, so it isn't like the game is trying to emphasize quick thinking for specific moments. It's just needless stress that stops me from looking away from the screen even during longer dialogue heavy scenes.

There's clearly love put into this game. And hey, it seems like most people like it based on the overall glowing reviews. I just don't know that I really get why, and that's okay. As for me, I'd rather use a screenshot from it as a desktop wallpaper or listen to its soundtrack than actually play it.
