Rogue Trooper Review
2006 AD: a quite good year for games.
Version tested: Xbox
After the unfortunate Dredd Vs Death debacle back in 2003, the world hasn't exactly been waiting with bated breath for the next 2000 AD spin-off to roll off the Rebellion production line. But, with some harsh lessons learned, the one-time starlet of the UK development scene (back in the Alien Vs Predator era) has turned things around, with several decent games under its belt (notably the award-winning - yet generally under-rated - WW2-based Sniper Elite). Following on from the gradual return to form, the swaggering arrival of the slick action-adventure that is Rogue Trooper underlines the growing confidence within the Oxford-based developer-cum-comic-publisher.
Based on the famed graphic novel series, Rogue Trooper is a simple, unpretentious third-person shooter where you follow the adventures of Genetic Infantryman, the Rogue Trooper, as he seeks to track down the traitor general who sent his "brothers in arms" to their death. It's generally undemanding, short and sweet, slick, polished and boomtastic from start to finish. It's not going to change anyone's world, but Rebellion deserves credit for coming up with a technically admirable product that's true to the comic spirit and full of great moments.
But before we get underway with the nitty gritty, just why is the Mohicaned Rogue Trooper so pissed off anyway? Ok, so the general of the other biologically engineered clone troops has been a traitorous swine and was responsible for the betrayal and subsequent massacre of his entire regiment. But let's take an unreality check here: they're clone troops with encoded bio-chips that house their digitised personalities. Why not clone some more (surely the idea), plug in the chips and get after this rubber-lipped goon?
Prepare a welcome for the "genetic freak"

Rogue has a lightbulb moment.
Instead, we're supposed to feel his righteous indignation and tackle the brutal Nort war machine (on Nu Earth, you understand) on the way to kicking the butt of the nefarious Jagger mutation behind all this skullduggery. It's vengeance a go-go, which in short means another opportunity to upset your neighbours with endless gunfire and huge explosions.
Right at the heart of all this clone trooper warfare is the ability to plug personality chips directly into the bodies of any clone. You might imagine that plugging in multiple chips into a single trooper would confuse the bejesus out of it, and be the source of much unintentional split personality comedy. But, instead, Rebellion has used it as a cunning upgrade system, meaning that as you discover more of your fallen clone buddies, you can swipe the chips from their stricken torsos, plug it in somewhere else on your body and - presto - new specialist abilities.
Being a typical third-person run-and-gun extravaganza there's plenty of security to override, so it's no great shock when you gain Helm's hacking abilities (in your helmet, naturally). Also, seeing as you're expected to be a bit of a one-man army for most of the game, you also get a helping hand (or arm) of sorts, with the ability to set up Gunnar (imaginatively) as an intelligent sentry gun while you scurry off and do something else. But it works in other areas too. Bagman, for example, is a salvage expert, and his personality chip makes it possible to gather up all the best bits of the assorted junk that's left over from all the scrap metal you create in combat, giving you a currency with which to buy ammo and the various upgrades with later on.
Come get some

Rogue in pensive mood.
A few levels in, you're even blessed with a handy Holo Decoy, last seen 10 years ago in Duke Nukem 3D, and every bit as useful as you place a distraction somewhere to draw the fire of the numerous sniping gits stationed way up high. It's all pretty intuitive, too; a quick tap of the B button brings up a four-way menu, enabling you to quickly select whichever aid you require with the d-pad.
In fact, the controls are one of the strong points of Rogue Trooper. Underpinned by the regular two-stick system for camera/movement, a context-sensitive system (similar in flexibility to Ghost Recon Advanced Warfighter) allows you to pull off many otherwise fiddly commands with ease. Combat commands, in particular, benefit from the decision to be able to quickly and easily wall-hug any appropriate cover points and either 'blind fire' over the top, or go for a slightly riskier aimed shot that still gives you a fair chance of dispensing a volley of lead on target.
It's not all good, though, with Xbox owners forced to use the dreaded black and white buttons to fire grenades and mines (why oh why). Meanwhile, changing weapons is handled badly, with the player forced to manually select their weapon by cycling up or down a text menu with the d-pad and hitting confirm before they can swap over. Not only does this cause unnecessary confusion in the heat of battle, it's a completely inelegant system that could have been avoided entirely if the weapons simply changed over automatically when you hit the up direction. The added need to confirm is the last thing you need when half a dozen Norts are busy raining death down up you.
Splinter Solid
Perhaps inevitably, there's also an element of stealth in Rogue Trooper, with the ability to sneak up behind careless enemies and kill them in one, swift motion (particularly cool against giant mechs), but it's no Splinter Cell, so don't fret if you're already cringing at the mere mention of the 'S' word.
Despite the niggles, the game does feel indelibly accessible for the most part. This does mean, though that the game treads a fine line between huge user-friendliness and being plain easy to the more experienced among us. Not only does Rogue Trooper make it a breeze to shoot from behind cover, but also makes the enemies relatively weak and yielding for the most part, and lends the player a hand with other hand-holding ideas such as a semi-auto-targeting system which, to be frank, doesn't exactly demand much in the way of accuracy to score a kill. Whether you use the basic pistol, the machine gun, shotgun, mortar or beam rifle (which has a nifty chain attack), clusters of enemies just fall like nine pins. It's fun when there's a degree of strategy to the proceedings (such as when you're pinned down by a rocket-firing mech and you've got two snipers trained on your position), but such incidents are all-too rare. For 95 per cent of the time, Rogue Trooper is a fairly standard procession through dozens of almost identical enemies, each with standard AI routines that are as transparent as they come.
Throw in a pretty generous checkpointing system, the ability to buy an infinite amount of ammo and medipaks and you'll easily clear most of the levels in half an hour or less (some clock in at 10 to 15 minutes). For those of you that want your games to last a little longer than seven hours, we'd suggest giving the normal difficulty a miss (there is no easy setting) and plump straight for hard. If anything, Rebellion should have called normal 'easy', and hard 'normal' because that's what it felt like to us, but even then it's never exactly the most challenging game ever made.
Norts and ones

Rogue has a Chris Martin moment.
Whereas most shooters make it important to conserve ammo and health, Rogue Trooper makes you feel like you're romping through with all the cheats switched on, and it's frustrating that after a game as demanding as Sniper Elite that Rebellion felt the need to dumb down the experience almost the entire way through. Who is the audience, exactly? Old school Rogue Trooper fans in their 30s, who'll be schooled in similar harder games and find it too easy? Or is it focused on the masses, the attention-deficit teens, who have all the time in the world to throw at games, and therefore also whizz through it? We realise most games are focused far too much at the hardcore minority, but it seems Rogue Trooper may end up pleasing neither camp by being much more accommodating than it needed to be. The sense of tension and achievement is lost in a blizzard of fallen Norts.
In its favour, it helps that Rebellion regularly changes the emphasis between on-foot genocide and the occasional explosive on-rails section, or the chance to man emplacements or grapple with super-powerful weaponry. Being able to dish out explosive death to enormous futuristic aircraft is not something you'll tire of in a hurry. In fact, one of the more impressive parts of an on-rails shooting section reminds us of the Halo 2 E3 teaser trailer from 2003, and hints at the potential of future Rogue Trooper/2000AD games if someone throws more resources at Rebellion (checking out the end credits, it's pretty apparent how few people actually worked on the game compared to some other developers out there).
In fact, on a purely technical level, Rogue Trooper's not bad at all Apart from the occasional evidence of slowdown when the explosions get a little too ambitious (such as when the EMP Trooper starts wiping out your comms system temporarily) the game looks pretty impressive. Certainly, fans of the comic should feel gratified that the Rogue Trooper universe has come to live in such a vibrant fashion. Although the location types arguably don't change often enough (red planet rocky, futuristic urban... you get the picture), when they do, it's a pleasantly unpleasant dystopian vision of the future that should sit well with the fans - and if it doesn't, you can make your feelings known to the same people behind the comic. The rest of us will just admire the smoky vibrancy of Nu-Earth and the ability to shoot holes in the Norts' gas tanks, guffawing as they flee and explode in a mass of flaming death.
Exterminate

Rogue does his best Sam Fisher.
In fact, some of the set-piece animations are worth the price of admission alone, such as the stealth kills on what can only be described as Dalek-alikes, ripping wires asunder in the pursuit of valuable salvage. Better still are the finishing moves on the mechs, complete with full machine-gun-toting blasts of death into their escape hatch. In terms of the art and animation, it's a damned fine effort, really.
Multiplayer wise, there's not much to it, sadly, with five co-op maps on offer. Online it supports up to four players, but doesn't exactly help that no-one in the entire world is playing it right now (despite it being on sale), but if you can rustle up some like-minded friend (two-player split-screen offline, four-player online/System Link), then there are a five objective-based maps. A couple of 'Progressive' maps task you with taking control of a landing pad at the top of a Nort base before your lives are depleted (16 by default, customisable), and the timer expires. Others task you with legging it out of the map alive before the timer runs out or there are another couple of 'Stronghold' maps where you have to defend the injured GI against the Nort forces within the time limit. Things are certainly a tad more challenging and fast-paced, but the maps are fairly small and you'll quickly hunger for more substantial multiplayer thrills. Still, as a freebie extra, you can't grumble.
The best thing you can say about Rogue Trooper is that (despite some clunky control decisions) is almost always good fun. Thanks to well-paced design you'll certainly never feel like downing the pad in abject frustration, or out of plain boredom: it's the gaming equivalent of popcorn sci-fi action movie fodder. It's technically on the money, has all the right plot twists, but is never that demanding, plays things safe and stays too firmly encamped within the boundaries of the formula to be deemed a classic. Still, for the price of a rental it's well worth checking out over the course of a weekend.
6 / 10
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Comments (46) Latest comment 6 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Prepare a welcome for the "generic freak"?
Sorry.
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Must... supress... bishop and actress... joke.
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I'd also recommend checking out the Rogue Trooper thread on rllmukforum for some more positive opinions than Kristan's (and other reviews).
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Off to eBay I go with a skip in my step.
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This goes for more 'n more games. I guess the idea is to make sure chav's & obnoxious american kids don't feel inadequate about their gaming.
And a 6? SOunds like a 7 from the review to me. Well above 'average' but just a few niggles shy from being the reaches of an 8 'good'.
It certainly sounds a whole lot more positive then say, the review of geist did.
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The red one, with B written on it. Next to the A button.
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Why do you have to turn a perfectly reasonable point about difficulty scaling into a childish xenophobic rant?
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I also agree with what's been posted there too, I'm playing through the PC version and loving every minute of it.
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What? You can't erase its accessibility?
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Oh dear. This was the one thing that *really* annoyed me about Resident Evil 4.
Oh, and the fact that I couldn't pick up coins and ammo just by walking over the top of them. I had to press a button, and then again to confirm that I'd just picked it up.
Game developers - sort it out.
Erm... Still, this game looks fun.
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Anyway, I can safely say that this game is sinking without a trace. Without the marketing budget given to other recent releases (like Eidos' own Tomb Raider Legend) this game is not known well enough to sell lots of the 2000 AD licence. Shame, because it does look rather good. I might do a 10-day 'trial' from Game this weekend
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Ultimately the piss easy difficulty and all-too-brief length and lack of replay value docks it a mark.
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I'm still confused. Can you dumb it down a shade?
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This idea makes me want to happy slap Mahatma Ghandi
Peej
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"Ultimately the piss easy difficulty and docks it a mark."
The same happened to quite a few Killer7 reviews.
And there's probably more.
Games who've been scored lower because somewhere in the process of making the game, someone decided that it'd be for the best to name the designed normal mode hard, and call the easy mode normal.
'tis very annoying.
Imagine this happening to for instance, timesplitters, a game where the diffirence between easy and normal is more then just difficulty, but where easy is actually a reduced version of the game. Imagine how that game series would've scored if easy would've been labelled normal.
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Also, I don't really mind if a game is easy, I don't want to play something where I die repeatedly just to feel some sort of achievement for 'beating' it, surely the point of a game like this is to enjoy the story, the setting and the characters?
Sorry, it just kinda pisses me off when reviewers mark a game down because it's not aimed at people who have shitloads of time and can finish ninja gaiden with their eyes closed.
Lastly, has anyone properly played the multiplayer rather than giving up cos no one was playing it within the first few days of it being on sale? Some of the modes sound rather good.
Overall, the whole thing looks rather polished with no major bugs or show-stopping grievances. 7 or 8 def.
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Its a really nice game, being a huge Rogue Trooper fan, I most likely enjoyed it alot more than someone not familar with the title.
Gunner yelling "Take that Norties!" still makes me smile even after Ive heard so many times.
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RE: The Difficulty level, I wondered if it was just me getting more manly, but I generally put a games difficulty on Hard by default (unless its a fighting game where ive got to learn a new fighting system. Getting perpetual beats is no fun for anyone).
Its actually quite interesting to read what Itagaki had to say about being forced to put a Ninja Dog difficulty in NG: Black. He said that anyone should be able to finish it 'normal' and, hilariously, treats the player like a total bitch for choosing the lower difficulty level. There are some clearly very derisive things if you pick Ninja Dog. You can almost here Itagaki laughing at you (not that i'd know, im a ninja master
Anyway, i appreciate that implementing different difficulty levels is, logistically, time consuming, but there should always be at least three. One piss taking, one piss takingly easy and the other bang in the middle.
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Getting a game that's got a lot of elements in it balanced so everyone can play it & enjoy it... well, that's a fair bit trickier ;¬/ Mostly people on the forums seem to think this ain't too bad. I guess Kristan is just a bloody good gamer (as you'd expect from a reviewer
PJ's review.. now there's something worth waiting for.
-pingy
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Anyway, I can safely say that this game is sinking without a trace. Without the marketing budget given to other recent releases (like Eidos' own Tomb Raider Legend) this game is not known well enough to sell lots of the 2000 AD licence.
Yeah, seems like a real shame considering the subject matter's rich and all. Although, presumably Rebellion have been pimping the game for a while in 2000AD. Dunno what the readership of 2000AD is nowadays, but surely there'll be a fair number of generated sales from the "faithful"? It's telling though that I'm thinking more in terms of reasons it won't be a flop, rather than reasons for it to be a success :/
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I agree with your points, like I said it was a valid issue you raised regarding difficulty scaling. I don't much mind what the various settings up being called but I do think it is important to provide enough options to entertain all players. In that respect we agree.
My issue was with your use of "chav's & obnoxious american kids don't feel inadequate about their gaming". It was vitriolic and unnesccesary, and if anything just overshadowed the point you were making. That was what I was talking about when I said childish and xenophobic.
Some people on these boards use the word chav in every other sentence it seems, whether actually appropriate or not. It just gets a little old after a while, like a fahion that has passed by but is still followed by those trying to stay trendy.
And I've travelled around a bit and met obnoxious kids in every single country I've been in, including this one. I've also met lots of very nice americans of varying ages.
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Lets say I'm Cthulie and I find the game too easy. Should I be forced to play through the game in a lower entertainment level than is really ideal for me, jsut so I can then be "rewarded" with the experience I wanted in the first place?
I still reserve judgement, as I know a lot of poeple like unlocking super hard modes. I guess the key thing is that the modes that are available right from the start need to be sufficient to provide the required challenge.
In Chtulie's case (if I can use you as an example again), it sounds like the only mode that suits him is the one he has to unlock, which suggests that my own tag of "super hard" doesn't really apply and that "adequate" may be more appropriate. In which case I would suggest the "unlock new difficulty mode" mechanic is not being used appropriately.
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On the subject of difficulty/longevity... I played through on Normal and finished it in somewhere between 5-6 hours. I'm playing through on the unlocked Massacre difficulty level and - a few sections aside - I'm having no more trouble beating levels than I did the first time around, and I expect to complete it again in about 6 hours.
Considering that there really isn't a great deal of replay value, it's hard not to be disappointed by the length of the game. Throw in all the other flaws - most minor, a few major - and a score of 6 is perfectly fair.
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Lego Star Wars for instance is quite an easy game, but still very good. In fact a more merciless difficulty would bring a lot of flaws to the surface and kill the game's charm.
I'm sure there are lots of examples of excellent but hard games. The earlier mentioned Ninja Gaiden but also must of the Treasur Shooters and such classics as Contra Hard Corps.
Sometimes with games I get the impression that way at the end of the production cycle, someone stepped in and had the names of the fiddiculty settings changed to make the game more 'accesible'. Calling easy mode normal will make the gamer feel more capable by making the game itself seem less, which is very appealing and easy for a consumer. But not good for the product and certainly not too good for the rep. of the people behind it, it makes them seem less capable until one has a go at the old normal difficulty.
It's feels like a change to reach a broader market. Which isn't a bad thing. But it also means that it now is changed to appeal to a diffirent market then the game was designed for and still is, which isn't a good thing.
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The comment on the death animations reminded me of the ones from The Punisher, although with more robots and less blood obviously.
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And then you tell me they're everywhere. So I can never escape.
/rocks in corner
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Ooh, I'd forgotten about Sniper Elite. I do believe I saw it on the 360 compat list too.
Shame it only emulates the menus though, you can't actually play the bloody game!
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Do they just stick the game in, and if it boots up, class it as 100% BC!?
Another one, Freedom Fighters, doesn't work at all, at least not for me, but it's yet to be removed from the list...
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About 30,000, give or take. It's being advertised elsewhere, too—it even showed up on the BC of Retro Gamer recently.
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Weird.. i've been reading a few of the reviews on metacritic (of which you do give the lowest score.. despite a positive review) and the one thing they do all agree on is that there is loads of replay value because you can use the abilities to tackle situations in a lot of different and interesting ways.
Several of the reviews say that the first thing they wanted to do when they finished was go back and play it again differently.
They also all say that its much more fun, and the abilites are much more rewarding, when you replay it on the unlockable "massacre" difficulty.
Personally I wish there were more games that were a manageable length.. I have a job and a life and I only get to play games for a few hours a week - and there are so many cool looking games coming out.. i always end up with a huge pile of unplayed or unfinished games. Shortish games that you can finish before you forget what is going on.. and that aren't artificially lengthened by making you replay levels over and over are the way forward.