for the slow-motion game mechanic, and others thought it had heart. However, PC Gamer found the plot generic dystopian fiction with stock characters, while Game Informer felt it had interesting ideas but "most of them just cryptically meander without reaching any crescendo". Multiple reviewers disliked the ending, which they called abrupt, and felt teased story moments lacked payoffs. GameSpot found this problematic since a sequel was not guaranteed. The dialogue system was considered creative and innovative. Reviewers said the branching dialogue paths and alternate story scenarios added replay value. The graphical effects used to emphasize dialogue were praised for adding emotional weight to conversations. Destructoid and Nintendo Life said the dialogue system helped make the story interesting, and Polygon wrote it helped the player build an emotional connection with Zero. Minor criticism came from IGN, which said many story deviations felt superficial, leading to later choices feeling inconsistent with those made earlier. Nonetheless, IGN said the dialogue system was entertaining and encouraged multiple playthroughs. Critics enjoyed the fast, fluid gameplay, which they frequently compared to Hotline Miami. Rock, Paper, Shotgun and IGN said the influences were obvious, but this was not a problem. IGN said the controls were "empoweringly flexible" and Nintendo Life said it felt great to learn them. Reviewers frequently compared Katana Zero to a puzzle game, requiring the player to strategize and plan. They said this made completing each level feel satisfying, with Game Informer considering the trial-and-error process of polishing movements "the most entertaining part of [the game]". Conversely, Polygon felt the gameplay, while good, did not live up to the presentation, and that the puzzle-like design made the game feel limited. The short length was noted, but IGN and Nintendo Life said it worked in the game's favor since it meant there was no filler. Reviewers said the player character's abilities were static and limited. While Gamer Informer said this was a problem, USgamer found the game was "all about playing with those scant toys", and PC Gamer felt they were "adaptable enough to make the combat encounters varied". GameSpot, USgamer, Destructoid, and IGN felt the gameplay stayed interesting with its set pieces and variety of enemy types, though Game Informer disagreed. IGN reviewer said the Chronos slow motion mechanic was his favorite element since it was powerful but still limited, and Nintendo Life described the process of balancing Chronos use throughout the levels as