
You are Kate, a deadly assassin on a quest for revenge against the Yakuza crime boss that lethally poisoned you. Battle your way through the Tokyo criminal underground in this time-attack, action roguelike inspired by the Netflix film!
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Speaking as someone who really likes [u]Akane[/u], it most certainly did not translate well to a campaign roguelite mode. Perhaps that's because of all the mechanics that were removed. Perhaps it's because it's a terrible roguelite with an abysmal amount of upgrades and nigh pointless permanent upgrades. Or perhaps it's because the writing, while okay for an arcade game as a backdrop to set the tone, isn't good enough to carry a campaign. I hadn't even levelled up everything to Level 2 by the time I beat the game and, once I did, I saw no reason to keep playing. I play [u]Akane[/u] now and again for the fun of it but this just isn't the same. Not that [u]Kate: Collateral Damage[/u] has any obligation to be [u]Akane[/u] but as a roguelite campaign; the developers have a vision and they can do whatever they like. But the fact is that I have enough fun with [u]Akane[/u] from its core controls that I keep going back to play it while I do not have that much fun with [u]Kate: Collateral Damage[/u]'s core controls and mechanics and I'm not sure how much making it more or less like [u]Akane[/u] would fix it.
You are looking for Akane, not this one. This is far to slow and the combo counter is your HP instead. The vibe is totally destroyed by not only the story but also the poor choice in music.
It's cool, but where's the soundtrack?
A great and unique game. From someone who came from the previous title "Akane" (And deeply appreciated it), it's quite shocking that the community didn't gave it the same level of appreciation. I see it as a direct upgrade to the experience. The arcade-ish gameplay coupled with the upgrades can make some pretty interesting builds and runs, and having a story line really shows what a sequel of Akane would look like.
[quote]Just saying, but I do have a curator page. If you somehow like my remarks about games, you can find more of them here: https://store.steampowered.com/curator/44130985-TDP%27s-Gaming-Escapades [/quote] It is no secret that I didn't like playing Akane, the previous game of the developers of Kate: Collateral Damage. I did enjoy the basic principles of gameplay, but was ultimately bored of it as it was just about facing the same 4 enemy types in the same arena, fighting the same boss over and over again and getting killed in one hit. The unlocks didn't feel like they were worth it either as they were very grindy to obtain. Kate takes the same gameplay formula, changes a lot of stuff, and adds some small, incredibly light rogue-lite elements to the mix to form its own gameplay style and if I'm being honest, I like the version we have here much more. Although I only recommend this game if you meet a certain requirement. Read on or just take a look a TL;DR to find out why. [h2]Akane, but a little bit more accessible[/h2] The core of the gameplay is similar to Akane. The main character has access to a melee weapon, a gun and a dash move to get out of harm's way. The melee weapon only hits whatever that's in front of the character, and the amount of times you can attack with it is bound to the stamina meter; If it runs out, your character won't be able to attack anymore. At this point you can run away, or resort to using your gun which has limited number of bullets. But you have to be careful while fighting enemies as you die in one hit. Now from here onwards, Kate adds a lot of new stuff and removes a few things as well. For starters there are 4 melee weapons in the game, each with different reach distance, and all of them now have a durability meter. After striking enemies with your weapon for a few times, a flashing exclamation mark will appear at the bottom of the screen, signifying it will break on the next hit. You then have the option of striking the next enemy anyway, which breaks the weapon and leave you to fight with your fists, or throw it at the nearest enemy to kill them instantly. The same applies to the guns. You encounter 5 different guns in the game and you have to throw them at the enemy after they run out of bullets or you won't be able to pick up another one. The special kill moves in Akane have also been replaced with two stun abilities (one affecting the enemies in proximity and one affecting every enemy on the battlefield) which need to be unlocked first. And then we get to the new stuff. The main character is under a time limit in each level that constantly ticks down, with hurting enemies stopping its countdown and killing them replenishing a bit of it, forcing the player to get close and personal instead of running away. The timer running out or taking a hit from enemies will kill the player, unless you have spare stimulant needles which work as extra lives. Although there are exceptions to this rule, with enemies' normal SMGs and katana attacks allowing you to endure one or two hits before dying. Finally, there's the small, incredibly light rogue-like elements in the form of collectable money for spending on upgrades, and skills you can pick up mid-game. Overall, I had a good time with Kate: Collateral Damage, with my favorite moments being when I was fast enough to quick shot an enemy who was targeting me and immediately taking care of the others. But that doesn't mean I'm willing to go back to it, now that I have finished the game. [h2]Good game, but not flawless...[/h2] One of the most disappointing aspects of Kate is that the amount of available content is not that high. It only takes about two hours to beat the normal story mode (which goes on and ends in a very abrupt manner, probably because I haven't seen the movie) and after that, there's almost nothing left to do. You can try the infinity mode which is a harder version of the normal mode that constantly loops after beating the final boss, or you can try to max out every upgrade in the shop. That's it. There's not even a survival mode to lock yourself in one arena and deal with constant enemies like Akane, even though the devs literally had the opportunity to use it. Then we have some issues of the annoying, but not game breaking type. None of the guns seem to hit enemies at point blank range. If an enemy is literally in your face, your gun will fail to hit them and you'll take damage as a result. The enemies don't enter the battlefield normally, but suddenly teleport in front of spawn points and immediately rush at your location, which is always a nuisance if you happen to end up near them. And lastly, there's no way to rebind the controls to make them suit your needs, even though such thing was already present in Akane. [h2]And then there's the enemy visibility issue[/h2] The game has a really annoying enemy visibility issue, for two reasons. It's not very noticeable at first, but some of the enemies in this game are color coded. The enemies with white clothes always wield katanas and attack rapidly on their way to you, the enemies with red clothes throw grenades in the second area and use SMGs in the third area, the enemies who have no clothes on always throw axes, et cetera. This is a nice touch, but ultimately causes some frustration as well. When you kill an enemy, their corpse will ragdoll to the ground, become darker in color and remain there. Now if you kill many of them at the same location, the corpses will start piling up and camouflage some of the enemies who wear darker color shades, especially since the player and enemy models are so small and skinny-looking. As for the environment, the game has a not very useful way of telling you an enemy is behind cover. When the enemies get behind something in the environment such as walls, trees or anything else, the game will just display a pink triangle in front of them, showing you which direction they are facing and will attack you from. This causes complications as you'll never know what type of enemy is there or how to properly attack them. Is it a normal enemy, someone with guns or a katana-wielding one? You won't know! What makes matters worse is that the main character doesn't even have that indicator. So if she gets behind cover, you just need to trust yourself and the buttons you are pressing. [h2]Not gonna lie, I want to see more of this[/h2] Ludic Studios is, at the time of writing this review, working on a new game called Wind Runners, which is very different from what they've released so far. But I really want them to go back to Akane/Kate's formula sometime in the future. From what I've played, they have a solid foundation for a much bigger game with the same gameplay style. I like the evolution of gameplay from Akane to Kate, however some of the audience seems to not like it, according to other reviews of this game. All the issues aside, I ultimately had a good time playing this game and would love to see the developers take another shot at making something truly great with the foundation laid here. [h2]TL;DR[/h2] It's hard to recommend this game to other players. I had fun with it while it lasted, but can't deny how short it is and some of its problems get really annoying. Give it a shot if you are interested.
A Okay game. Not better than Akane though.
[code][td]https://www.youtube.com/watch?v=I3A0rxk-E10[/code] [code][td]https://www.youtube.com/watch?v=3aJvIFK9-xk&list=RD0e2CuyIG7x8&index=2[/code] [code][td]https://www.youtube.com/watch?v=ClxXDfvtoj0[/code]
아! 내가 첫 한국어 리뷰다! 전작 아카네를 꽤 인상깊게 했었는데, 이번 가을 세일 때 50% 할인하길래 한번 사봄 근데 다 깨고 나니까 알고보니 넷플릭스에 있는 동명의 영화에서 판권 따서(?) 만든거 같음 아니면 애초에 넷플릭스가 의뢰했거나 튜토리얼도 그렇고 갑자기 등장한 씹게이도 그렇고 허접한 반전도 그렇고 게임 스토리 중 뭔가 이상하다 싶은건 다 고증이었나봄 하지만 뭐 이 게임에서 스토리는 있어도 그만 없어도 그만이라 ㅋㅋㅋ 주인공이 시한부 인생이고 이게 스토리적으로는 아카네 때와 비슷한 결말이 나오게 만드는 장치...인데 제작자가 죽기 직전에 화려하게 불태우고 진짜 죽는 스토리를 되게 좋아하나봄. 인게임적으로는 코너에 짱박혀서 넘어오는 놈들만 죽이는 니가와 전법을 못 쓰게 하는 시스템. 진짜 이렇게 니가와 하면 난이도가 너무 낮아지는 게임이라 의외로 잘 녹아든 설정 같음 로그라이크 요소가 없는건 아닌데 업글 조합은 사실 거의 의미가 없는 수준이고... 그나마 매 판마다 맵이 바뀐다는 정도? 근데 이거도 랜덤생성이 아니라 몇개 중에서 랜덤으로 나오는거라 딱히 큰 의미는 없음 핫라인 마이애미 주인공은 무슨 로봇인지 지치지도 않고 무한칼질을 하지만 우리 케이트는 빠따 몇번 휘두르면 헥헥대느라 힘을 못 씀... 하지만 무기투척이나 총질로 적을 죽이면 갑자기 아드레날린이 솟으며 스테미너가 다시 차는 성격이라 평타-총질-무기투척을 순간순간의 판단에 의해 잘 섞어가면서 플레이하는 시스템을 반강제함 그래서 이론 상으로는 칼을 휘두른다 - 스테미너가 떨어지면 무기를 던지거나 총을 쏴서 적을 죽인다 - 다시 근접공격 - 스테 떨어지면 또 보조공격.... 의 스위칭을 반복하는건데 이건 어떻게 해도 죽을 수 밖에 없는 불쾌하고 불합리한 억까 상황은 거의 안 나와서 잘 안 질리는 듯 진짜 ㅈ됐다 싶으면 쓰라고 준 애니셀카 같은거 잘 쓰면 몹이 어떻게 몰리든 다 헤쳐나갈 수 있음 어떻게 보면 난이도가 낮아지는거긴 한데... 나처럼 쓰라고 준걸 까먹고 안 쓰는거 아니면 안 죽고 다 살아나갈 수 있다 양놈 중 하나는 1시간도 안 돼서 엔딩 봤다고 비추 박던데 난 게임을 못 해서 그런지 엔딩 보는데 1시간 30분 넘게 걸림 볼륨이 적긴 한데 그만큼 가격도 할인 시 4천원대라 나쁘진 않은듯 그리고 도트 일러가 간지남(사실 구매한 이유 중 가장 큰 지분) 여기꺼 먼저 보고 영화 디자인 찾아보면 좀 거시기함 ㅋㅋㅋ 특히 씹게이랑 애니 암튼 만족도 높음 뱀파이어 서바이버는 평가는 존나 좋은데 비해 삼십분 좀 넘게 해도 재미가 잘 안 붙던데... 이건 그거만큼 오래 파고들 요소는 없어도 내 취향에는 더 잘 맞던거 같다
The story feels kinda eh, but I'm going to blame that on the fact this game is a movie tie-in. The game itself, I like. For lack of a better way to put it, it's like a different flavor of AKANE - a lone woman who's going to die battles hordes of mooks, managing stamina, ammunition, and, in this game, melee weapon durability. Plus, the game lets you throw weapons, too, which is something I always enjoy.
Лайтовый рогалик на вечер (или два, если выбивать все ачивки). Особых усилий не требует, но залипнуть можно. Как игра по лицензии - очень даже, особенно за эту цену.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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