So far, I’m having trouble settling on any specific thing about Red Ronin that really stands out from the pack. That’s not to say it’s a bad game by any means, but in the field of turn-based puzzle-action games, this feels like a fairly uninspired retread of ideas I’ve already seen time and again.
Our hero Red is part of a cyberpunky gang of hackers living in a totalitarian city, and the key idea is that he moves in a straight line, slashing anything in his way. However, stopping on a trap or next to an enemy results in instant death. Red Ronin throws a few neat wrinkles into this formula, such as an ability that let me pause time and another that let me place a tile on the floor that changed Red’s path. However, there was almost always just one way to solve each room, and once I’d done that, there was no reason to return to it.
I’m not a huge fan of the controls, which are a controller D-pad and face buttons placed as icons on the screen. They obscure parts of each level, and I think a more elegant and unobtrusive solution to this would have been much nicer, and not difficult to implement. It’s bloody, sure, but it lacks anything like the frantic action of Hotline Miami.
Mostly, though, Red Ronin is just fine—there’s just nothing that marks it out as special. I’d just as soon return to games like Hitman GO or Desktop Dungeons: Rewind for my turn-based puzzle fix, as both of those brought cool new ideas to the table.