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Who needs guns when you can do this?

Alex: You really don't remember anything about your parents?
Cassandra: No. I had a pretty bad accident when I was 12. Everything before that... is a total blank.

When Portal meets BioShock. Or alternatively, if the latter is remade as a superhero game.

Gemini: Heroes Reborn is a First-Person Shooter developed by Phospor Games... played without a gun.

Cassandra is a 20-year-old young woman whose parents died in an accident eight years ago, where she's the lone survivor - losing her memories after the incident and growing up in a foster family, when her close friend Alex invites her to break into a top-secret facility owned by Renauta Industries, a MegaCorp where Cassandra's parents used to work for, eager to uncover the truth Cassandra unexpectedly discovers the latent, psychic powers she had within herself, and the reality behind her family's deaths.

As Cassandra, players can unlock various powers, ranging from teleportation to telekinesis and slowing down time, while taking on enemy mooks and facing other superhumans.


Gemini: Heroes Reborn contain examples of:

  • Air-Vent Passageway: Several of these shows up in Renauta's facilities, and Cassandra can only crawl through them after squatting. Most of the times they're bolted shut and requires Cassandra to pull off the covers via telepathy.
  • Blind Jump: After seeing Alex getting captured alive, in a desperate attempt to escape from patrolling guards Cassandra amanged to activate her first psychic ability, teleportation. Unfortunately she's not good at it, and randomly ports herself into her school's gym. She spends the whole game porting back and forth into the facility, but it's all randomized.
  • Bullet Dodges You: Cassandra's powers allow her to stop projectiles (like bullets) by raising a hand. Though it only works for a short period of time - she needs to side-step the suspended projectiles and let them fly harmlessly past or suffer a hit.
  • Bullet Time: Time Slow, one of Cassandra's abilities, which slows down everything around her for a few seconds while she runs around at normal speed. Even mooks will speak in slow-motion. "Stooooooooop heeeeeeeeerrrrrr..."
  • Catch and Return: One of Cassandra's abilities, the TK Projectile Catch that snatches bullets in thin air and throwing them back to guards.
  • Close-Range Combatant: The baton guards, enemies who Dual Wield batons and tonfas, despite every other mook using firearms. They can easily get the drop on Cassandra thanks to being highly acrobatic however, and when in point-blank even execute a Roundhouse Kick.
  • Collapsing Lair: The entire facility breaks down after Cassandra defeats Mason, Cassandra fleeing to reunite with her sister on the outside.
  • Death Course: One area in the facility sees Cassandra crossing a corridor filled with traps, including a hydraulic press, spinning blades, wall-mounted flamethrowers, and turbines that can push her into a pool of molten steel.
  • Diegetic Interface: The onscreen health stats, energy meter, in-game messages, mission objetives and other usual features common in first-person games are the result of seeing things from Cassandra's Smart Glasses.
  • Dishing Out Dirt: Alex, when revealed to be a superpowered Evo like Cassandra, one specifically with geokinesis abilities and can generate rocks from out of nowhere. He spends his whole boss battle assaulting Cassandra by hurling rocks until he's defeated.
  • Doesn't Like Guns: Because of her near-death experience at age 12, Cassandra seens to have an aversion to firearms, where she can't collect any weapons from mooks she took out. Doesn't mean she can't fling a dumpster or filing cabinet on them though.
  • Don't Look Down: Cassandra says this to herself in a stage where she needs to cross a deep shaft by jumping on girders, pipes and platforms.
  • Everyone Is a Super: Every character with a name has superpowers. Cassandra assumes she's the only one when her psychic powers manifests itself, but later finds out her boyfriend Alex has geokinesis powers, her long-lost sister Dahlia can manipulate time, and the main villain, Trevor Mason, has pyrokinesis.
  • Evil Is Burning Hot: In a game where every named character has elemental superpowers, Mason the Big Bad has fire-based abilities. And constantly tries to incinerate Cassandra with his burning plasma. Surprise?
  • Fighting Your Friend: Cassandra eventually has to battle Alex, her friend, revelaed to be a henchman of Trevor Mason and also a superpowered Evo, like Cassandra herself. Although Alex clearly doesn't want to fight and is Just Following Orders.
  • Grievous Harm with a Body: Besides throwing objects, when there are multiple enemies around Cassandra she can use her powers to lift already defeated mooks and use them to smash still-living ones.
  • Hand Blast: One of Cassandra's stronger and only attack-based ability, but she can concentrate a mental aura which manifests in her hands and launch it at targets.
  • Heavily Armored Mook: Enemy soldiers in full-boy gear expectedly tanks far more damage than regular mooks. Lampshaded by Cassandra:
    Cassandra: Oh I'm in trouble. Why is he so padded?
  • Heel–Face Door-Slam: Alex's revelation as working for the villain occurs halfway through, but despite his allegiance he still have genuine feelings for Cassandra. Unable to disobey the Big Bad, Trevor Mason, Alex have no choice but to attack Cassandra; after his defeat as a boss, Alex tries confessing his feelings for Cassandra only to pass out and succumb.
  • His Name Is...: Alex's last words.
    Alex: She's alive... she's still alive...
    Cassandra: Who, Alex? Who?
    [[[Alex dies] note 
  • Improvised Weapon: Because Cassandra doesn't use firearms by default, her main method of attack is by using her psychic powers to lift objects and pummel mooks with them. From tables and chairs to entire filing cabinets.
  • Mind over Matter: Cassandra's basic attacks have her moving heavy objects with her mind, like filing cabinets or crates, and hurling them at mooks. She can't lift still-living human enemies with her telekinesis though, only moving their corpses around after taking them out.
  • Mission Control: Alex serves this role to Cassandra after they're inevitably separated early in the game.
  • New Superpower: The game's entire premise; Cassandra doesn't know she has psychic powers until she's twenty, and unlocks them during a botched infiltration attempt before developing them to help her kick ass all the way until the end.
  • Playing with Fire: Trevor, the last boss, have Plasmakinesis abilities to counter Cassandra's telepathy, which results in him generating flaming plasma from his hands and eyes and throwing them at Cassandra.
  • Pop-Up Texting: Messages from Alex are displayed as pop-up text on the screen's lower-left corner. Justified with an in-universe explaination, since Cassandra is wearing high-tech glasses that doubles as a pager / cellphone.
  • Rescue Equipment Attack: One of the many items Cassandra can pick up via psychic powers are fire extinguishers, meant for pummeling enemies with. They tend to explode into a cloudy burst of foams when hitting a target.
  • Screens Are Cameras: Trevor Mason first reveals himself to Cassandra and intimidates her to come to him, via a giant screen in the facility, where it's clear he's seeing her every move.
  • Sequel Hook: A possible one at the end, though there isn't a follow-up since the game's release in 2016.
    Cassandra: In know you're out there Dahlia. And I won't stop looking until I've found you, and work together again. Dahlia escaped in the past, she's got to be out there somewhere. I found my sister once, and I'll find her again.
  • Stealth-Based Mission: The first two levels where Cassandra and Alex enters the facility only to be separated sees Cassandra sneaking behind enemy guards and trying to avoid getting spotted. That's before she discovers her psychic powers and how to kick ass with them, of course.
  • Tennis Boss: The two superpowered boss showdowns sees Cassandra facing Alex, who has geokinesis, and Mason, who has pyrokinesis, both bosses respectively hurling rocks and fireballs towards Cassandra. Her only means of defense is by catching what they throw at her and hurl it back.
  • Volcanic Veins: When using her psychic powers to lift heavy objects, the close-up on Cassandra's hands sees her veins glowing blue. She takes it quite well when seeing it the first time:
    Cassandra: [holding her glowing hands to her face] This is crazy... and OK, be honest, kind of awesome!

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