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Grappling Hook Fixes Ronin’s Combat, Not Its Muddled Plot

A review of Ronin, a 2015 action game built around a grappling hook and swift, relentless movement through a besieged city.

By mitch·3 min read
A hooded fighter swings a grappling hook between two tall buildings amid a crowded city street.

Ronin asks players to move fast through narrow streets, and mostly delivers on that promise. The 2015 action game built for PS4, Linux, PC and Mac drops players into a city under attack, giving them a grappling hook and a shotgun to fight through waves of enemies. The hook does most of the work, and the game is built around it — players swing between points, grapple onto walls, and pull themselves across open spaces instead of walking or running. Enemy positions, cover spots, and checkpoints are placed so players spend more time moving than standing still.

The Hook Does Most of the Work

The grappling hook is the star of Ronin. Players can swing between points, grapple onto walls, and pull themselves across open spaces. It replaces walking and running most of the time, and the game is built around it. Enemy positions, cover spots, and checkpoints are placed so players spend more time moving than standing still.

Levels Built Around Movement

Each level is a series of connected points rather than open ground to walk across. Players swing from one building to the next, clear rooms full of enemies with a few quick shots, then move on. The pacing stays high because there is rarely a moment where the player is forced to stop and look for a path forward. Instead, the next point is always visible, and the hook makes reaching it easy.

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Shotguns and Grenades

Combat is simple. Players have a shotgun and a handful of grenades, and that is enough against most groups of enemies. Boss fights add variety by changing enemy positions and forcing players to use the hook to get out of danger. The simplicity works in favor of the game’s pace — players never have to manage a complex inventory or worry about balancing different weapon types.

Where Ronin Stumbles

The game is not without faults. Some levels repeat the same enemy setup again and again, and the difficulty spikes in unexpected places. Players may die to a group of enemies they expected to clear easily, or find a boss fight far harder than the level before it suggests. These moments break the flow the game otherwise works hard to maintain.

Presentation

The presentation is solid but not outstanding. Character models hold up well, and the city looks dense and lived-in. The sound design is quiet, letting the gunfire and movement take center stage. Nothing here stands out as exceptional, but nothing drags either.

What Works Best

Here is what Ronin gets right:

  1. The grappling hook system, which drives nearly every part of the game
  2. Level design built around constant motion
  3. Simple combat that rewards quick play
  4. A dense, believable city setting

What Needs Work

The weaker parts of Ronin include:

  • Difficulty that rises without warning
  • Levels that repeat enemy setups too often
  • A story that runs thin compared to the action
  • Few surprises once the core loop is learned

Final Score

Ronin is a game about movement that understands its own strengths. The grappling hook system carries a dense, well-built world, even when the story and difficulty fail to match it. It is worth playing for anyone who wants a tight, focused shooter, but it will frustrate players looking for a deep story or a steady challenge.

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