After receiving the review code, I downloaded Second Zero and played it for about an hour. To be honest, I knew almost nothing about the game before starting it. Because of this, I did not fully understand the game’s logic during the first few minutes. I immediately started killing enemies, but on every attempt, I would run out of time and the mission would end in “Fail.” After two or three attempts, I finally understood that the game was not asking me to eliminate enemies, but to reach the objective. Killing enemies is not mandatory, and some missions can be completed without touching them.
In fact, this point highlights the game’s main difference. Second Zero is not an ordinary shooter. Rather than fighting every enemy you encounter, it is more important to assess the situation correctly and reach your objective by the shortest route. However, my first encounter showed that it would be helpful if the game explained its requirements more clearly to new players.
Game Modes and Gameplay
The game welcomes us with a simple and understandable menu. Finding the necessary sections is not difficult, and there is no need to navigate through lengthy menus before starting the game.
Second Zero combines the platformer and shooter genres. In terms of its overall atmosphere and time mechanic, it is reminiscent of Superhot, but here the main goal is to reach the objective before time runs out. Overcoming obstacles, avoiding enemies, and planning your movements correctly are at least as important as your shooting skills.
The game features Campaign and Challenge modes. In Campaign mode, we progress through different maps and complete missions. In Challenge mode, we return to those maps under specific conditions. This approach allows us to complete the same map in different ways.
One of the game’s main features is its time limit. If you try to kill every enemy during a mission, you will suddenly realize halfway through that your time has already run out. Therefore, the player must constantly make the right decision quickly: fight or run? I think the game’s appeal lies precisely in these choices. Having the most powerful weapon does not always mean having the best solution.
Weapons and Other Mechanics
It is possible to purchase various weapons using the in-game currency we collect. The weapons feel good to use, and the shooting does not become tedious in a short time. One of the things I liked most is that the weapons feel different from one another. You can sense a certain difference when using the pistol, shotgun, and assault rifle. This keeps weapon selection from being based solely on appearance or statistics.
In addition, we can rewind time when we make a mistake. This mechanic is especially useful when we make an incorrect move or an unsuccessful decision. Instead of replaying an unsuccessful attempt from the beginning, it is possible to undo the mistake and try another approach. This feature fits the game’s overall concept, providing convenience while also enabling different tactics.
There is also a loot-box system for opening crates and obtaining skins, something we often encounter in modern games and that players either love or dislike. Although it is separate from the core gameplay, it can provide additional motivation for players who enjoy changing the appearance of their weapons. Of course, for me, the main issue is not cosmetic items, but how enjoyable the game’s mechanics themselves are.
Things I Did Not Like
Although the game has an interesting overall concept, I also encountered several issues that bothered me while playing.
The first problem appears when numerous enemies surround us. In such situations, getting through them can sometimes feel almost impossible. Naturally, it is important for the player to choose their position correctly and plan ahead. However, there are moments when there is not enough opportunity to correct a mistake and escape the situation. These moments did not satisfy me much, as they left the player in a hopeless situation rather than simply creating difficulty.
The second problem is related to the platforming sections. Getting across some platforms was considerably more difficult than I expected. At first, I attributed this to my own lack of skill. However, when I watched gameplay videos from other players, I saw that they also struggled in the same areas. Perhaps these sections require more practice and getting used to the movement mechanics. Even so, I think the platforming could feel somewhat smoother and more precise in certain places.
Especially when lowering the difficulty level, it would be good if not only the enemies became weaker, but the platforming sections also became more accessible. A player may want to fight enemies more comfortably, but they should not be forced to clear equally difficult platforming sections to do so.
Conclusion
During my approximately one-hour experience, Second Zero presented me with an interesting core mechanic. I failed several times at first because I did not properly understand the game’s objective, but once I grasped its logic, I saw that its approach was different. Here, the key is not to kill every enemy, but to manage your time correctly and reach the objective by the most suitable route.
I enjoyed using the weapons, the time-rewind mechanic, and the possibilities offered by the Campaign and Challenge modes. On the other hand, certain situations where enemies surround you and the difficult platforming sections can weaken the overall experience.
It is too early to make a definitive judgment about the game’s entire content based on one hour of gameplay. However, those who enjoy time mechanics, fast movement, and a mix of shooter and platformer gameplay may want to take a look at Second Zero. Killing every enemy does not always mean winning. Sometimes, the main goal is simply to reach the objective before time runs out.
