Play Robokill 2 Full 14
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2008 saw the release of a little game called Robokill from Rock Solid Arcade. It was a top-down shooter in a sea of top-down shooters that had the distinction of being what we in "the biz" call pretty freakin' sweet. It also involved robots. Now, friends, the year is at an end, and what better way to send it out with a bang than with Robokill 2? Note that this is a demo; the first mission, comprised of four lengthy episodes, is free to play.
Dying, of course, is to be avoided, but it's not a game-breaker. You'll respawn at a nearby teleportation pad, minus a paltry sum of cash, and will receive a message indicating that enemies have retaken some of the areas you previously cleared out in your absence. But more fiendish than death is the fact that if you stop playing in the middle of an episode, the next time you pick the game up again you'll have to start all over again from the beginning of that episode. All your upgrades, inventory, and cash will be intact, but you'll need to clear out all the rooms and find all the keys again. Frustrating? Little bit. Just make sure you're ready to play an entire episode when you sit down unless you mind mowing down your foes all over again.
The review is largely spot-on, but I came to a completely different conclusion. Having played the original Robokill (including buying the full version and playing through the whole game), the fact that Robokill 2 is basically identical to the original version just magnified this game's flaws. I was incredibly annoyed throughout the whole episode, and it just wasn't worth playing even though I loved Robokill 1.
-- Encourages linear play in subtle ways: I like to clear all rooms that don't require keys before going back and clearing the rooms that *do* require keys. (There's no reason to do this, but I just like doing it this way.) However, what happens is sometimes you happen to get into a situation where you have a locked blue door, and the blue key to open it is *behind* that blue door! Sometimes you have to open doors in a certain order, and it's just annoying.
-- Difficult aliens with a hard head that is impervious to weapons, but is slow to turn so you can get behind their back and kill them that way. Again, kind of neat, but a tired gameplay mechanic that isn't really used that much.
@Simone Manganelli I have to disagree with you here. This game introduces many new mechanics, such as the cluster grenade and the attack droid. I only played the demo, and I discovered a bunch of new weapons. The enemies are also all new, and many are very different from the ones of the first game. For one, they are more varied; there are snipers and what look like trolls with stinger missiles, and also more upgradable. There are the crawler type enemies that can fire grenades, large bullets, and missiles, as well as the upgraded time that runs at you. There are the bipedal type, which have shotguns, machineguns, pistols, and sniper-rifles, the lizard type, which have blasters, little sacks of homing worms, and come in different levels, and the troll type, which throw boxes and shoot missiles. Finally, there are these flying things that were introduced at the end of mission 4.
these friggin turrets that are supposed to help you... how am I supposed to avoid hitting them if they are sometimes dead center in the room and the enemies are behind them from my point of view? What good is a slooooooow missile turret in a room full of little swarm critters supposed to do anyway?
I loved robokill 1 and it was one of the first flash games that I paid real money for. It had faults but it looked fantastic and you went round and blasted things and all was good. In robokill 2 it all falls apart.
Splitting extra items into types A and B and allowing only 2 of each is just a bad idea full stop. You could have had great fun setting up defensive or attacking robots but the game forces you to balance. So you can't carry enough shields for tough rooms, and nor can you increase your firepower significantly.
-Money balance seems messed up too. In the beginning you'll be swimming in money and the more you come towards the less you'll have compared to what the better guns cost. I think in the end I'd have to play one whole mission to buy one decent gun.
Was quite exited about the new release, Bought and have played the original more than one. The click and release mechanism for shooting is flawed from the get go. You have two mouse buttons, why not use them One for the your main gun and one to act as the release for the others. Am getting very frustrated on level 4. Very difficult to get past certain rooms, even though have gone back to get more cash to buy better weapons. Gets boring really quickly. The disappearing floor is neat idea but should be consistent. Annoying to get cornered and die just because a tile disappeared one time but not the next. Was exited but am now quite disappointed. Will not buy this version unless improved
Things I don't like:* Huge focus on instant-death traps, pits and enemies that kill you if they touch you. A bit too frustrating for me, but not so bad when you have a good strategy going. But it does make the difficulty curve seem artificial.* Weapons are slightly too expensive.* Click and hold weapons, while somewhat useful for area-of-effect attacks, are still awkward to use.* It doesn't make as much sense for enemies to retake rooms randomly when you die, but I can see that it might be better than making it totally impossible for the player to get past a bottleneck.* Minor annoyance: Losing a fixed percentage of your cash each time you die is a bit silly. Why should you suddenly go back to losing about 200 cash just after spending most of your money on a shiny new gun? Losing cash based on your level makes more sense.
@ charlatan. it's true the turrets helped you but did you see something different in some levels? If it must be computerized the turrets are something paralyzing, instead of helping you, they're helping them to kill you. i`ve seen it different , so try to play again if you see it mysteriously!
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