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There’s a scene in Robocop 2 where the series’ titular hero is thrown,
dismembered, from a passing car to the feet of his distraught colleagues. Driven
by the malicious desire to market a replacement, his creators rebuild him, corrupting
his mind with hundreds of inane qualities which are sure to discredit him. Tragically,
this is as precise an analogy of the Robocop franchise as you could hope to find,
the law of diminishing returns ruthlessly applied.
Though they tried, Paul Verhoeven’s enigmatic masterpiece could never
be effectively reprocessed; like a photocopy, each subsequent incarnation shed
a vital layer of detail. Once a troubled embodiment of man-versus-machine, Robocop
was cheapened to little more than a walking gun cabinet by the time of his nadir
– a sanitized cartoon series. Luckily for us, metaphysical dilemmas and
satirized corporate politics weren’t quite so essential for video games,
the series enjoying a long, welcoming stay amidst the undemanding scrolling
shoot-em-up genre. Now, however, as Titus release their bid to recharge the
franchise, the action genre has accelerated beyond Robocop’s clumping
pace; Gungrave and Shinobi are examples of the new orthodox.
This makes a Robocop FPS both logical and timely. Barring Digital Image Design’s
Amiga interpretation of Robocop 3 (actually rather good), the allure it offers
– to dispense justice via a thousand HUD-targeted rounds of ammunition
- has previously been available only through sprite-rendered bonus stages. With
the franchise barely sustained by the cheap yet suitably gritty Prime Directives
mini-series, now is surely the time to give fans the game they desire.
Far from desirable, this new Robocop is disastrous.
Neither flawed success nor valiant failure, this unpleasant surprise demonstrates
a comprehensive lack of respect for the series and its fans. Worse still, the
game doesn’t even function as nondescript FPS, ignoring the decisions
made by successful titles and beating its own path to failure.
Offering no illusions of potential, Robocop gets cracking right away in its
bid to offend. The opening FMV is an abomination, portraying the supercop himself
as some kind of lumbering imbecile who vomits dialogue in tones only lobotomies
can provide. Overstated attempts at satire come off as though they were deferred
through a child while it’s immediately apparent that a sub-TV production
is about to unfold. Intros and the like do, of course, often serve as offal
around an otherwise successful game; here, however, they serve up the prospect
of a bitter pill to swallow – Robocop’s fallen, and he ‘aint
getting up.
The game proper systematically confirms this in a flood of inadequacies. It
may be surprising for some to hear that the character’s dawdling pace
is not one of them - Halo, remember, offers a perfectly tuned game with an engine
locked at 30 frames per second. This isn’t the problem; just about everything
else is. An early example: while it may be conceivable that Robocop’s
mechanical stride sounds like someone taking continuous photographs of your
inner ear, this isn’t a particularly pleasant sound over prolonged exposure.
It is, in fact, right up there with babies crying and Victoria Beckham.
Given the comparative simplicity of the task, it would at least be safe to
assume that, were the game around it to fail, Robocop’s distinctive HUD
would add some credibility, some salvation to the proceedings. Defying belief,
even that opportunity has been wasted; the HUD is a mere approximation of the
real thing, a fudged attempt which conveys no authenticity whatsoever. Functionally,
it’s equally rubbish. This game, if nothing else, should have a lock-on
system which enables precision firing and fast target-switching. Without this,
Robocop’s appeal as an FPS engine is lost. To cut a swathe through a bevy
of gun-toting opponents, manoeuvring effortlessly into the right positions for
each head-shot – that’s the experience this licence demands. Though
the scenarios are set up, the game’s twitchy analogue aim renders them
awkward and unsatisfying. Those looking to exploit that single inch of exposed
forehead to blow the hostage-taker’s skull apart won’t find such
pleasures here.
The entirely episodic levels are disappointing but forgivable; a good story
would have been a quantum leap forwards for a Robocop title, but also a luxury.
It would have been nice, however, if the handful of levels here were anything
other than obstructive, repetitive, long-winded and banal. Sufficiently textured,
in all fairness, the environments still warrant derisory howls at their design.
It never feels as if progress is being made until a level abruptly ends, such
is the amount of random wandering each of them entails. Pointless alleyways
serve purely to waste your time and deplete your energy, while power-ups are
situated in irritatingly random locations where they’re seldom necessary.
Enemy AI is unsurprisingly non-existent – they stand, shoot, get shot.
They also spit out the same clichéd patterns of speech as everyone else
– cartoon-like insults with quotes from the movie crow-barred in between.
Should you be required to arrest a suspect (they turn blue when shot, you press
a button) they’ll have doubtlessly already annoyed you enough to warrant
a shot to the face instead. Don’t expect to be shooting them with a thunderous,
beautifully rendered replica of the Auto-9 either – that, along with the
other weapons on offer, is predictably weak.
The harrowing inventory of Robocop’s blunders simply extends into the
horizon – they’d fill a review three times this long. Rather than
induce tears, however, it’s more pertinent to simply turn away and snub
this deplorable mess. An opportunity wasted is bad enough, but the Robocop franchise,
worthy as it once was, needed a solid, stylish FPS. What Titus have provided
is a soulless plundering of that franchise, a game which wouldn’t even
pass as an amateur Quake mod - as careless a mishap as modern gaming has ever
seen.
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