To be fair, some of this is how the game was designed. On top of that, because the graphics are so hit-and-miss - and because it’s bizarrely common to make some things on the screen so miniscule you’ll barely be able to make them out - it regularly felt like I died without having any idea why. Because of the stuttering, you’ll regularly find that you can’t react quickly enough to pull off what the game wants you to do. On the Switch, however, it doesn’t quite work. Ghostrunner was clearly designed to be a fast-paced action game, a neat take on what Mirror’s Edge did so well a few years ago with swords added to the mix, along with an insane level of difficulty. These issues extended to the gameplay as well. Likewise, while the game occasionally looked dazzling (more on that in a few moments), more often than not the game struggled to show everything on the screen the way it was meant to be displayed, resulting in grainy visuals that were at odds with the sleek, futuristic aesthetic. The graphics can rarely keep up with the action, and it was pretty common for in-game action to slow to the same kind of crawl I experienced during that opening cinematic. No matter what you’re doing, Ghostrunner seldom feels like it’s working quite the way it should. ![]() ![]() ![]() Needless to say, those technical issues are a constant through the game. I’m not usually one to care about frame rates and whatnot, but when action that’s supposed to be smooth and high-speed is moving at a crawl across the screen, that’s never a good omen. In retrospect, I should have known that I wasn’t in for a good time with Ghostrunner on the Switch when the game struggled to get through its opening credits sequence without stuttering. Developer: One More Level/Slipgate Ironworks
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