

You can use this to make tricky jumps, land behind enemies, or even throw yourself at them and cut at the end of the arc. It moves her in an arc before smashing her into the ground. Hel, on the other hand, covers a good amount of ground with her shift. When Jack’s was used, it would allow him to slow down time and shift to the side or create a bit of space before a forward dash. The absolute biggest difference between Hel and Jack, however, is that Hel has a completely different shift ability. It’s not the most useful thing in the world, but it does come in handy, especially considering how many enemies Project_Hel likes to throw your way. But once you have 50% rage, you gain a deflector shield that lets you take an extra hit. Using surge, which lets Hel (and Jack before her) fire off an energy slash, will deplete the bar. You recharge it by fighting and by standing in ‘rage pools’ dotting the maps.įor the most part, though, there are only two abilities tied to this new feature. Instead of having an energy bar that fills up with kills, Hel has a constantly decaying rage meter. Firstly, Hel lacks almost all of Jack’s abilities, save for surge, but the way she powers it up is a bit different. Hel isn’t hugely disparate from Jack, but she’s got major distinctions.

It’s not just a few new levels played with a character that’s different in name only. But that first level will also drag your skills kicking and screaming if you’re not quite up on things.Īs the focus of Project_Hel is that you’re playing as a new character, there’s obviously more to this DLC. The DLC does begin with a bit of tutorializing to catch people up, so it’ll reacquaint you with any of the basics you have forgotten. That isn’t to say it’s not doable if you’re super rusty, because it absolutely is. The difficulty in the first level is similar to that of the base game’s later levels, and doesn’t hesitate to throw tougher challenges at you early on. Speaking of which, if you’re like me, I don’t recommend starting Project_Hel without a refresher course. Project_Hel took me a few hours to finish, although part of that was how rusty I was after not having played the base game since it launched nearly 1.5 years ago. As I didn’t care about the plot before, I certainly found myself uninterested again and often tuned out. I’m not entirely sure what Hel was doing or why. There’s some chatter in the background again, but that’s about it. However, there’s even less of a narrative focus here than in the main campaign.
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As a character, she’s undeniably cruel and - despite being an android - she appears to enjoy hurting things and will go out of her way to do so. And yet, this results in Hel going out of her way to kill everything to the point that the on-screen objective even changes to reflect this. One level has Mara explicitly telling her to minimize casualties. Hel isn’t really too fond of following orders.

You follow orders from Mara as she dishes them out. The premise here is that you play as Hel, one of the bosses from the main campaign. The DLC doesn’t make for a markedly different experience, but it’s enough that people should enjoy what it has to offer.
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Two of which are boss battles, while the remaining are entirely new stages full of enemies to slice your way through. With Project_Hel, the game has received an even larger chunk of additional gameplay that’s well worth trying. A hardcore mode with completely remixed enemy placement, as well as a wave survival mode, did a lot to extend the game’s appeal on top of the base campaign. While I thought that Ghostrunner shipped a little light on content, it did receive more updates over time.
