Ghostrunner: Project_Hel (DLC)

Ghostrunner: Project_Hel (DLC)
Ghostrunner: Project_Hel (DLC)
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Project_Hel is a $15 DLC release for Ghostrunner that is actually the prequel to the base game, although a message in the start menu recommends you play through the base game first. Project_Hel gives players a chance to control Hel, one of the bosses from the original game. The events in Project_Hel take place just before those of Ghostrunner. Hel, the unstable, highly powerful and deadly combat android created by antagonist Mara, is dispatched by Mara to repel the rebellion uprising taking place in the lower levels of the massive tower that Jack, the Ghostrunner from the base game, fights to ascend.

Ghostrunner was a linear, rapidly paced game that required precision movements and actions. I had not previously played a first person game quite like it before, as it combined melee attacks with parkour. One hit kills and environmental hazards (including falling, laser traps, etc) made Ghostrunner a fairly challenging game, at least until you got the hang of the mechanics. It wasn’t very long though, lasting in that four to seven hour range. Appropriately, Project_Hel, being DLC, is shorter than that. Depending on your skill level, it’s not unreasonable to get through the five levels in Hel in around two or three hours. Along the way, players will square off against two new boss characters and four new enemies. The enemies include basic melee grunts, jetpack dudes, a dual-attack character called Hammer, and bots that cast shields in front of enemies.

Hel has several differences from Jack. She’s faster, stronger, and can jump way farther. She does not use a grappling hook like Jack, but her ability to dash, gain speed while sliding, and jump way farther nullify the need of a grappling hook. Level design is tighter as well, meaning Hel has all the parkour ability she needs to whip around quickly and hone in on enemies. I appreciated that One More Level included a marker while doing big jumps, as it lets players know where exactly they’re going to land, which is critical when falling deaths are so readily available and hitting enemies with speed and precision is a must. It’s reasonable to expect to die a lot in Project_Hel, but thankfully the game checkpoints very often, and load times on PS5 are instantaneous. This really helps the frustration factor when you’re dealing with a particularly challenging combat or parkour sequence.

Another difference for Hel is that she has a Rage meter, which builds up as you kill enemies. When this is full, Hel can utilize a shield that gives her a one-hit protection from death, and she can also do a wide ranged attack, called Surge, which emits waves of painful energy. Making use of the shield depletes the Rage meter instantly, but you can use Surge multiple times while Rage is activated.

Six new tracks by Daniel Deluxe, new Trophies and collectibles, and a refreshed progression system round out the major differences between Hel and its base game. For the most part then, Project_Hel is quite a lot like Ghostrunner, which makes sense. Ghostrunner is pretty unique though, so if you didn’t like it, you probably won’t like Project_Hel, either. However, those who did enjoy it should find enough differences, and similarities, with Project_Hel to make the most of it, and enjoy the additional context to the base story along the way. In conclusion, Project_Hel is a must have for fans of the base game, but safe to skip if you aren’t already a fan.
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7.8

Good