Three out of five?
Youre coming with me.
This might sound like a criticism, and to a certain extent it is.
But I mean it equally as a compliment to developer Teyon’s work.
It’s a decent shooter, a surprisingly involved policing game, and an authentic RoboCop experience.
Taking place between RoboCops 2 and 3, Rogue City kicks off with a glorious statement of intent.
To prove it, they take a bunch of hostages.
And so in you stomp, as RoboCop, to put an end to this special broadcast.
Armed with his Auto-9 pistol, you carve through an army of Keith Flint wannabes in gleefully excessive style.
I’ll discuss the broader returns of the combat later.
The bigger surprise arrives when you leave Detroit PD and head Downtown.
It takes the dealer all of thirty seconds to figure out he’s talking to RoboCop.
Downtown Detroit is a great example of the open-world in miniature.
As a shooter, Rogue City succeeds in making you feel like RoboCop.
Two other problems Rogue City suffers from.
First, there’s that lack of refinement.
Given how far licensed games have come since Arkham Asylum, Teyon could have been more adventurous.
The game’s adherence to the structure and ideas of the original films also has some unfortunate ramifications.
RoboCop: Rogue City accessibility options
RoboCop: Rogue City has no dedicated accessibility options menu.
It does have subtitles, footstep noise reduction, and allows you to turn on/off target outlines.
To be clear, I’m not saying RoboCop should be wandering around Detroit shouting ACAB.
And not just as a slice of RoboCop fiction.
A copy of RoboCop: Rogue City was provided for review by Nacon.