GOG Interview: Ghostrunner 2 is almost here – learn more about the game from its director

Set one year after the events of Ghostrunner, the highly anticipated hardcore FPP slasher Ghostrunner 2 will soon join our catalog, allowing the blood to run in its post-apocalyptic cyberpunk setting.
Right now you can pre-order the game in its Standard, Deluxe or Brutal Edition, and receive awesome bonuses (like 48-hour early access with the Brutal Edition)!
Moreover, we’ve had the opportunity to talk to Radosław Ratusznik – Game Director from One More Level. We asked him about the high expectations of the sequel, interactive boss fights, dialogue system, and more!
Hope you enjoy the read.
Since the release of the first Ghostrunner in 2020, the game has proven to be an amazing, action-packed title loved by both players and critics all over the world. Such a success usually means that a sequel is inevitable, but how does the high expectations affect the development process?
Oh yes, as a wise man once said with “great power comes great responsibility” and in our case, it was making a worthy sequel to its predecessor. We were aware of the community's expectations and truth be told it wasn’t easy to decide while designing some features if we were going too far, or maybe the changes were not enough for a sequel.
Our goal for Ghostrunner 2 was to create the evolution of the formula rather than the revolution. So we introduced a few new mechanics to make life a little bit forgivable for newcomers but old wolves can play the same way they did in GR1 if they wish to.
Could you elaborate on the design philosophy behind the nonlinear levels and motorbike sections? How will exploration be encouraged in the game's post-apocalyptic world?
We have two types of levels with a motorcycle. There is the type of level structure that you can experience in the demo version of the game where you are not allowed to leave the bike and your goal is just to go as fast as possible from point A to point B. But in the full version, there is more! There are more open levels when your goal is to use your bike as a literal travel mechanic so it is a totally new approach to level design and exploration in the Ghostrunner franchise. You can also use your bike in combat! Several arenas allow you to fight from your bike with the enemies.
In Ghostrunner 2 the collectibles are more important than in the first game, as some of them are tied to your character progression system so players should feel encouraged to explore the world.
What we already know about Ghostrunner 2 is that boss fights will be more interactive. Can you provide examples of how players can approach these battles differently and what kind of impact their choices will have on the outcomes?
In Ghostrunner 2 most of the bossfights depend on your skill, so you don’t have to just wait for the right moment to attack, you can be proactive while utilizing blocking, parrying & dodging mechanics to become successful. It is inspired by the souls-like bossfight approach – where you have to learn all the boss’s move set, and animations and then you can beat them quite fast! So I think that especially speedrunners would enjoy the way we designed these encounters.
What’s also very exciting about the sequel is the revamped progression system. How much freedom will players have in customizing their playstyle? Are there specific upgrades or abilities you are particularly excited for players to experiment with?
The new progression system is really impressive because it can improve the playstyle you prefer. If you are a player who loves to parry and block - you can improve these mechanics to become even more effective with an increased window for parry time or electrocuting parried enemies. If you maybe prefer to just use dodging you can e.g. become invulnerable during dashing. So there are a lot of options. One that is super fun to use and I really like to use is the upgrade to the shuriken that turns the gap-jammer use on the stunned enemy into a blink ability!
Now, to touch more on the narrative side of the game – how will the new dialogue system enhance the storytelling experience in Ghostrunner 2? Will it offer players choices that impact the narrative, and can you share any details about the lore players can expect to uncover?
Ghostrunner 2’s dialogue system still mostly revolves around the already-known radio chatter, however this time, with the introduction of the Hub Area, we're giving you the opportunity to talk to the characters face to face. During the missions, they will assist you over the radio, monitoring your moves and commenting or advising you on them, but between the missions, you will have the option to meet their more intimate sides. You will definitely hear some stuff about the general state of Dharma, the factions that exist in the world, and their struggles, but you will also meet the characters more directly.
Though it won't impact the overall narrative, it's a way for you to immerse yourself in the world and level up your general Ghostrunner world knowledge.
We’d like to end on something that’s in our opinion extremely important in Ghostrunner – its soundtrack and atmosphere. The synthwave sounds were a significant aspect of the first game. How does the music in Ghostrunner 2 contribute to the game's atmosphere, and what kind of emotional tone are you aiming to achieve with the new soundtrack?
The synthwave is back in full swing but there is more! We wanted to change the player’s experience while traveling through the outside post-apocalyptic world where you can expect more atmospheric and cinematic music.
Is there any message you’d like to share with our community as the await to jump into the skin of Jack?
Buckle up and enjoy the cyber ride!
And we absolutely cannot wait for that cyber ride! We’d like to thank Radosław very much for the interview – it made us even more excited for Ghostrunner 2.
Grab your copy right now and prepare to become the ultimate Cyber Ninja!