Разработчик: Tomasz Wacławek
Описание
Turn-Based Action: Carefully plot your movements to setup the perfect strike before retreating back into the shadows or boldly confronting your opposition head-on with your katana.
Decisive Strikes: Dispatch all that oppose you with your lethal blade and razor wire or avoid their attacks with a holographic replicator and grappling hook to find a more advantageous position.
Path to Vengeance: Battle through over fifteen complex missions as you stalk and cut down five closely guarded figures within a secretive conglomerate.
Поддерживаемые языки: english, polish, russian, french, italian, german, spanish - spain, portuguese - brazil, romanian
Системные требования
Windows
- OS *: Windows Vista or Later
- Processor: Intel Core™ Duo or faster
- Memory: 2 GB RAM
- Graphics: OpenGL 3.0 compliant video card
- DirectX: Version 9.0
- Network: Broadband Internet connection
- Storage: 300 MB available space
- Additional Notes: Controller recommended.
- OS *: Windows XP, 7, or 8
- Network: Broadband Internet connection
Mac
- OS: OS 10.6+
- Processor: 2.8 GHz Intel Core 2 Duo or better
- Memory: 2 GB RAM
- Storage: 300 MB available space
- Additional Notes: Controller recommended.
Linux
- OS: Ubuntu 12.04 or later
- Processor: 1.8 GHz Dual-Core
- Memory: 2 GB RAM
- Storage: 300 MB available space
- Additional Notes: Controller recommended.
Отзывы пользователей
good
I think for a solo dev game (from what I can tell, at least), Ronin is pretty good.
How it manages to meld stealth with some turn-based elements is very interesting. It also has 2 different endings (and it's not that difficult to get either one, but the "good" ending is a little more annoying to get than the "bad" ending, though that's pretty much standard for games with multiple endings), which can lead to some very interesting planning in the final level.
Though there were a couple minor things that bugged me (the consistency of certain interactions, the fact you would need to mash the pause button by clicking rather than using the shortcut in order to avoid detection in some very specific cases, trying to fully survive the final level to get the "good" ending etc.), I think it was still a very fun game (but I'd wait to get it until it's on sale / from a third party site, although $12 isn't a terrible price).
decent game, but there is an Random factor to it that sometimes means you die, reload and do the exact same thing but with another outcome
One of a kind experience
Great game
The game is fantastic, and everything that can be expected from an indie project. The level design is well done, the mechanics are wholly unique as far as I am aware. Stealth feels predictable, powerful, and efficient, whereas other games tend to bog the player down by forcing them to constantly wait for timers. At worst of times the combat feels finicky, but the player does conquer this as they get more familiar with the mechanics. The story, albeit a simple one (intentionally), was really masterfully told and really drove me by the end.
If you are trying to get mad at a clearly bugged game, this is for you. On some of the levels, you'll try to jump, but won't go anywhere, although the game tell you you will, and just get headshotted. Or maybe you want to be able to be stuck in combat mode after combat is over, and you can't run or anything. Idk.
A very nifty strategy platformer with turn-based combat similar to Gunpoint, an old classic - you hop, swing, kill, getting extra skills and new enemies as you go. On sale for 2.59? That's a steal right there.
Just a good game, i'm happy i played it. It's not perfect, but i still like it. Patryk Karwat did a nice job with a soundtrack. Also, i recommend turning V-sync off, it causes odd lag spikes for some reason.
Simple, pleasant, good. Modeled on a similar older game. Passing the hardest level is a challenge.
I'll actually bother writing a non-sheetpost review for this one.
This game is GOOD. Somewhat janky, somewhat unorthodox, might make you throw your PC out the window if you don't know how to make it submit to your whims, but at the same time it's smooth, fun, and beautiful. A unique experience on all accounts. I highly recommend it.
I don't think I've ever played a game that feels this satisfying, one of the only games that I come back to over and over again and never get bored. It's not super long and there are a few bugs regarding collision but overall it's just a wonderful experience to play.
Control for selectable objects is inconsistent at times, but it is a good time
RONIN is a great game. I wouldn't recommend it at full price, but if it's on sale, it's a great pickup. It has an amazing soundtrack and gameplay that feels rewarding no matter if you choose the stealthy assassin gameplay or go in guns blazing. Furthermore, the new game plus mode offers an extremely difficult challenge for those who just want more after beating the game, making you use every single crumb of your arsenal.
i love the idea of this game more than the execution. I love turn based strategy and the idea of running and jumping around and planning your next move to knock down/take out your enemies just sounds fun. But it is so frustrating... some of it is my own misclicking but a cool slicing animation taking too long so the next enemy sees you or failing and going back to the last checkpoint to discover that you're in such a bad position that you might as well restart is, is so deflating. Maybe i'm just not good enough but i'm not having fun
Love it. One of my favourite 2d games ever
I can't attack and the controls seem off. I click the attack button, but my guy just jumps off in that direction. Have yet to attack anyone. Why isn't there a screen for basic controls? The game looks cool and I'm digging the idea but the spotty controls make it basically unplayable.
Fully completed the game but it was overall not great.
Very unpolished, bugs, crashes, clunky controls, full-screen is broken.
Got all the achievements but it felt more like a chore than a fun experience.
It's alright, I highly recommend buying this on sale. Although this game has some interesting ideas and concepts, it lacks polish and has a few Quality of Life issues that makes it hard to enjoy sometimes.
A 7/10 on sale, 6/10 if you pay full price.
__________
As someone who has been wanting to play this for years and is currently playing Ronin's "New Game Plus", I'd like to offer a more detailed review into this intriguing, yet somewhat disappointing game.
A More Detailed Review
That's the short of it, now let's get into the details. This game is not a stealth game, rather it's a game where you bring a sword/katana to a gunfight.
The Story
You are a near-perfect hand-to-hand combat fighter on a singular path of revenge against the company members and friends who killed your father and took over his conglomerate. You face no qualms about your murder spree, except for one level. You ultimately kill the boss of the conglomerate and either live or die when running away.
That's the extent of the story, told through some text on a picture right before you start the tutorial or a boss room. The bosses are unique in whether they stand in the middle of a room with a gun/sword or are in a room waiting to die/jump. The story is simple and effectively conveys the simplistic rage of the protagonist. Why else would you have to not only kill the bosses but also be recommended to kill all "enemies"?
The Gameplay
I'd say gameplay wise, Ronin (2015) is pretty similar, to Gunpoint (2013). It might even have been inspired by Gunpoint to an extent. Both games focus heavily on similar jumping mechanics. In both games, you infiltrate a corporate facility that are (for the most part) guarded by better armed guards. It's expected, in either game, that you have to outsmart these guards through cunning and skill. The games diverge in how you do that and I'd say gunpoint is more fun, creative, and less limiting.
Ronin does not focus on hacking nor rewiring electronics. Its focus is to stab and crush any enemy in your way, and that's where Ronin flourishes. You get to pause time in order to commit to insane maneuvers. Do you need to swing in through the window, kill the guard standing there, and throw your sword at the machine gunner in two seconds? That's what pause does for you, alongside the abilities you earn throughout the game.
You earn these abilities by adhering to these optional goals on each level. Don't worry, they're all the same and don't matter for the final level. If you: Kill all enemies, spare all civilians (don't worry, most levels don't have them), and don't trigger the alarm. The first goal is self explanatory, kill everyone who has a sword or a gun , in most levels the second goal doesn't apply, and the last goal is the only one a player should worry about. All you have to do with the third goal is be attentive and either knock out or kill the person trying to trigger the alarm. If you fulfill all three goals, you get a skill point. If you get skill points for all levels leading up to the final level, you have all the abilities provided for the game and needed for "New Game Plus" - if you want to do that.
The abilities are interesting: throwing your sword, h@nging someone, stunning everyone for two seconds, setting a decoy, teleporting to said decoy, teleporting in front of an enemy. Most of these abilities are incredibly useful one way or another.
The fights are very much focused on momentum, which you can get by stunning an enemy (by jumping at them) or killing an enemy. You lose momentum over time. You usually lose your momentum points by playing an ability[/b ] (h@nging is an exception)[b] or by getting to much and having an extra turn.
The extra turn is useful but it feels wrong to be punished by being successful in the core loop of the game . Also, believe it or not, you are actually locked out of some abilities if you have too much momentum - which doesn't make sense nor is it fun.
Say you hack and slash a couple of guards and you really need to kill this enemy by throwing your sword (a lower point ability) instead of just teleporting to them ( a higher point ability), you are locked with the latter in this system. This leads to a lot of people deliberately losing momentum in order to access lower useful level abilities - which directly goes against the core loop of gaining momentum and killing people as quickly and creatively as possible?
How about instead of this, abilities don't get locked due to high momentum, don't punish the players for playing the game?
Lack of Polishing
Let's talk about bugs
Enemies and players can get stuck in walls. It's clear how it can be annoying to the player. However, this can be a boon to speed runners if they can figure out how to get to the other side, which they have. More problematically, enemies who are stuck no longer have a line of sight on the player. They then can trigger the alarm at a safe spot.This is game breaking. If the game encourages you to kill all enemies and avoid alarms being triggered, you cannot have enemies and players getting stuck in walls.
Checkpoints and Level Saver
This is especially the case with the weird checkpoint systems and the lack of a level saver. There are not any clear checkpoints or even text notifying that you had reached a check point. Additionally, you cannot have more than one checkpoint in a level. Which means that if you want to go further back in a certain level than the most recent checkpoint, you can't - meaning you have to restart an entire level.
Speaking of leaving a level, level progress is not saved. So if you want to take a break from a given level, you have to stay in game in order to keep your progress. Essentially, you have to finish each level in one take. This is astonishing. There isn't much more I can say about that.
The Problems with Jump-Through Platforms
Moving beyond that, we have issues with jumping and platforms - two things that aren't important in a hack and slash platformer. If you are trying to jump through a platform that you are supposed to jump through, chances are that can't jump through them even though the jump trajectory clearly tells you that you can.
The developer lampshades this through one of their "tips" : Jump arcs can lie . In my playthroughs with this game, I have not encountered that issue at all - unless if it is jumping through a jump-through platform. The game has a hard time discerning that jump-through platforms are not necessarily solid platforms and the developers haven't patched that. This may be harsh, but if you want people to use jump-through platforms, make them jump through-able.
Machine Gun Aiming UI in "New Game Plus"
In "New Game Plus", machinegunners do not simply shot in a straight line for a few seconds. They actually react to where you move. This makes the mode more challenging, in a satisfying way. The game doesn't change the UI to reflect that.
Recap
So let's recap. Ronin is an interesting, tactical platformer that primarily focuses on fighting. The story is simple but serviceable. It makes some questionable choices when it comes to the core game loop, sacrificing parts of it in favor of less exciting mechanics.
The game also lacks polish and has some noticeable bugs that further get in the way of playing the game. This all would be much more tolerable if it wasn't set at the price it's at. I've gotten this at sale and I'm have a hard time seeing past its flaws. Other people here are having similar problems.
It's especially disappointing in the sense that this game has a lot of potential. If you look at games that are similar in gameplay (Gunpoint) or thematically (Mark of the Ninja), Ronin could have been a lot better with more polish. Perhaps it would have even be worth buying at full price.
Like Gunpoint but they tried to mix in real-time reactions to the turn based gameplay, and the animations are all really slow and annoying. Apparently the fullscreen option (on by default) is bugged and doesn't let you select all the contextual buttons they graciously refused to keybind.
A truly baffling game. Dev just dropped a game with rampant performance issues rendering it unplayable to ruin an otherwise really fun combat system and concept. Why?
Wonderful game. Uuuhh the last level is trash box, needs more checkpoints after you clear each room, but Alt F4 works, just mash it a bit.
Cool idea, but trash execution.
The controls are so inconsistent, which is like the one thing you have to get right in games like these.
Get on sale recommendation, but cannot recommend at full price. On the one hand the game is mostly fun, has good music/visuals, and is creative. On the other hand, there are so many gaps in QoL features as well as explanations for non-intuitive mechanics.
Some examples of problems 1) when you swing/jump into someone it stops all your momentum and you're forced into attacking. This isn't clear since when you're walking normally you can just slip past enemies. The game forces you into learning everything by trial-and-error which I dislike in linear platformers. 2) The game shows you an arc for where you'll land when jumping, but not where you'll swing when using the rope. 3) your hitbox is very unclear.
The real nail in the coffin is this game is really, really short if you take out this required learning curve. The speed run record for the game is under 50 minutes. It's honestly just bad game design if one of the main reasons your game has a reasonable amount of playtime is that you didn't explain how the game works.
This game had a lot of potential, but has too many frustrating bugs to recommend. I would avoid it.
As others have noted, the controls are janky. Outside combat, movement is a chore. In combat, it's extremely poor for a turn based game to not be able to accurately predict what your turn will actually do, due to movement bugs
- jumping ALMOST to the end of the arc but not quite, thus ensuring my next move was death
- getting stuck on an invisible barrier on an edge, despite my jump arc going to another ledge
- I had trouble on a part so I killed this one NPC 30-40 times. Sometimes he'd go flying, sometimes he'd fall where he was, sometimes I'd clip through him. I'm unsure if it's RNG, a bug, or my arc was imperceptibly different despite trying to do the same thing over and over
- when you kill an enemy, your character might end up a few pixels away from where you thought, putting you in a bullet's path. Or sometimes you'll be in a bullet path and it misses somehow. It's often janky and unpredictable.
Overall this game is too broken for me. YMMV.
Mark of the Ninja meets Gunpoint. If the controls were tightened up (often you jump or grapple when you mean to attack, wasting your turn and getting you killed), if the game was longer, and if it didn't have the absurd difficulty spike on the second to last boss, I'd say this is an underrated classic. As it stands however, it's simply a cool idea executed in a somewhat mediocre way.
Every day I wish Steam would add a "at price point" for reviews; I would not buy this game full price, however it's definitely worth a fiver or less and will keep you mostly entertained for it's short run (at least when its not making you tear your hair out).
Fun gameplay. Lite but good story
Дополнительная информация
Разработчик | Tomasz Wacławek |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 18.01.2025 |
Metacritic | 70 |
Отзывы пользователей | 68% положительных (933) |