Katana Zero gives you a bit more to play with, of course. One, two, three. Open the door and slice two guys to pieces. Five. Jump in minecart. Seven. Hit signal to change tracks. Nine. Out of the mine cart and use it as a shield against the laser grid. Ten, eleven, twelve. Molotov cocktail and knock back incoming bullets.
Yet despite the variations - the mine carts, boss fights, bikes-versus-helicopters, armoured baddies and explosive chuckables - for the most part Katana Zero's laboratory of nastiness is built around a few simple tools. You have a sword attack with a decent reach. You can pick things up and throw them. You can jump. You can slow time. You can dodge-roll. And beyond all that, there's the conceit that the game's action is played out in your mind as you try and retry each encounter, looping back through time with each failure and finding the best way to tackle the groups of foes you encounter in this finely-calibrated 2D world. When you finally make it to the end of one of the game's shortish scenarios intact? Then you commit, and you get to watch a polished playthrough of what you've just done - your solution to a bloody temporal puzzle - played out on CCTV. Onwards!

Variation never seems to weaken the appeal. Smoke canisters are fun, as are stealth sections where you've switched the lights off and slip past shadows, returning with a flamethrower. Boss fights are surprisingly entertaining for a game in which most scraps are over in nanoseconds. There's a lot of fun had with the themes for the various locations you work through, yet the whole thing retains the immediacy of a game built around very simple, and brutish, delights. How do you want to tackle the next five seconds? Well that went badly. How do you want to tackle it knowing what you know now? How do you want to ace it?

That's the trick really. When you have the ability to loop back as you work your way forward, the whole thing becomes scheduling. Turn here, strike here, jump here, Molotov. One, two, three. Dog barks. Five...
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