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Rocket Riot Review

Xbox 360 Review by Christian Donlan

4 August, 2009

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Rocket Riot presents you with a thick sheaf of colourful, pixel-art worlds and one single proviso: that you reduce them all to glittering tatters. A gleefully simple 2D arena shooter, the central appeal of Codeglue's quirky game is the real estate - each wayward shot tears a blocky chunk out of the surroundings before, following a polite pause, the engine obligingly pieces everything back together before your eyes. Not that you'll still be looking at it, mind you, because, for those occasions when you want something trickier to shoot at, the designers have laid on clouds of buzzing enemies, each a study in caricatured weirdness capable of putting a shoulder-mounted Exocet through your wishbone.

This is the anti-Braid, in other words: a speedy, lovingly air-headed shooting gallery, which tells its story in a broad sweep of pirates, UFOs and mad scientists rather than melancholy wisps of poetry, and has you reordering space instead of time - generally with the aid of a bazooka. The generous parade of 8-bit worlds, variously depicting laboratories, spooky castles, and even the innards of a computer, is far from an exercise in simple nostalgia.

Easy to tear down and itching to rebuild themselves again, the game's pixellated arenas quickly turn into tricksy battlegrounds where your gun is a trowel and the entire layout becomes an unreliable ally. You can tunnel in deep to let your health recharge, but there's every chance an enemy will burrow down to find you, or you can drill yourself a quick escape route for when the going gets tough, but you musn't leave it too long, or it's likely to have closed itself up again before you get to use it. There's no camping in Rocket Riot's universe, no fixed geometry to slow the mayhem down or stop it in its tracks, and the end result is a game where even an innocent blink can be deadly. A bit like that Doctor Who episode.

'Rocket Riot' Screenshot 1

Achievements are lovely, driving you onwards even when the basic gameplay starts to become a little too familiar.

Then there's the control scheme, an oddball reworking of the twin-stick mechanic. While the left stick zips you around the map as you might expect, pushing on the right aims your shots, while holding it in place charges them, and releasing fires. It initially seems unnecessarily fiddly, but very quickly helps to define the kooky charm of the game, allowing you a fair amount of control over the distance and arc of your rocket, while, more importantly, giving the relentless blasting a real visceral appeal and irritating any passing housemates with the constant gentle clicking of plastic on plastic - whenever it rises over the wall-to-wall Eurobeat chip-tunes, that is, which are, already, wonderfully irritating in their own right.

Despite the nuanced controls, Rocket Riot is happy to trade precision for speed and exuberance. Although there is a certain pleasure in nailing an enemy from halfway across the map, most of the combat takes place in myopic close-quarters, as you shuffle around in a highly localised cloud of death, splintering the nearby environment and blowing those nearest to you into shiny chunks. A range of game types threaded throughout the generous 80-level campaign force you to alter your basic tactics a little - there's a Rugby challenge which sees you picking your way to the goalposts encumbered by a ball, search-and-destroy missions where you have to uncover special characters hidden within the blocky level furniture or take out particular features, and regular boss fights to name a few - but underneath the variety, it's the basic deathmatch premise that powers the fun.

'Rocket Riot' Screenshot 2

Shoot an enemy once to unlock its skin for your own use. For reasons I missed while arranging a sandwich, the game's characters all resemble anthropomorphic Paracetamol capsules with jet-pack boosters for bottoms.

It hardly matters most of the time: the bots are just smart enough to be challenging, and the game's always eager to raise the ante, pitching you against 50 of them, then 60, then 70, varying basic arena layouts from large warrens to claustrophobic death-closets where the blizzard of pixels blasting through the air can make it look like you're studying the simulated effects of confetti in a wind tunnel.

In a final twist, there are colour-coded power-ups of varying degrees of helpfulness. Revealed by chipping away at walls, the best of them alter your arsenal, giving you giant missiles or enabling homing, while some merely turn your explosions into Technicolor firework displays or see you shooting pumpkins and footballs instead of rockets. A few - the red ones - are actively harmful, sending you pinballing around the level, or causing a distinctly useless flag to drop limply from the mouth of your bazooka whenever you pull the trigger.

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Comments: 1-19 of 19 in total

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Gnort
04/08/09 @ 07:25
#1
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Nice review, it captures the exuberance of the game quite well. All the silly characters, offbeat humour, chunky pixel levels and chiptune music really made me smile.

Unfortunately, if you don't buy an XBLA game in the first week it is released, you might as well assume it has no multiplayer, as the XBLA playerbase doesn't tend to stick with any game for long (Battlefield probably being the exception).
Dizzy
04/08/09 @ 07:32
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There were indeed some killer online games that came out around the same time. I have gotten into some multi-player matches but usually there are not that many. Not sure if it has anything to do with the short attention span of Live gamers (Too Human has plenty of online action for example). The reason is that this game did not get a lot of attention sadly.
Bazfrag
04/08/09 @ 07:55
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Any chance of a Shatter review EG?
superted
04/08/09 @ 08:08
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I haven't played this game since the day I bought it. A real waste of money - you're right about the online lobbies; it feels like getting that achievement for actually _playing_ a game online was harder than the other ones.

BlitzwingHaz
04/08/09 @ 09:08
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Bomberman is an exception to this, I still play that all the time with folk online. More than any of my full price games in fact. :D
LeeroyJenkins
04/08/09 @ 09:15
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Great little game this. Much fun.
Rowlsten
04/08/09 @ 09:26
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70 enemies?!!?!!! I'm clearly struggling then. Gone past 40 and it's complete chaos!

Nice little game.
Remy
04/08/09 @ 10:15
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Yeah there's too many exceptions to that "XBLA playerbase" idea eg. you can even get a game of SF2 Hyper Fighting easily and its all-but obsoleted by HDR (or Bomberman as already mentioned, or Age of Booty), so I reckon Dizzy's much closer to the mark - simply no attention. I couldn't even remember that I'd downloaded the demo of this and never gave it a go.

I do wish games were much clearer about the number of players / sessions running online, it's pretty much only Halo... but it's XBLA games that need it the most. Am I sat here alone in the world waiting for a game, or are there 100s of people already playing and I can't get into a session that's the trouble?
SuperBas
04/08/09 @ 10:19
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Don't feel sad mr Donlan. If they wanted lots of people to play this, they should have made a game with working netcode. Who knows, it could be months before a patch is released, similar to what the idiots that made Castle Crashers did. Either way, no working netcode = no sale.
Gnort
04/08/09 @ 12:12
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@Remy

It would seem that my view is incorrect, then. I would have thought that games which already had a fanbase prior to arriving on XBLA (SF2, SSF2T, Bomberman, Battlefield) would retain a worthwhile playerbase, but I'm pleased to hear that Age of Booty still has a following, as that was a game which looked like fun, but I never bought because it seemed so dependent on other players.
Tmecha
04/08/09 @ 12:24
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This is what XBLA games should be. Just plain simple fun.
kinky_mong
04/08/09 @ 12:46
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I'll hear no bad words about the lovely Ms. Chobot!!!
HolyJebus
04/08/09 @ 14:31
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I'm with you Kinky. The Chobot is the bees nuts.
madcow64
04/08/09 @ 14:43
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Thanks for the nice words guys (and dolls). One thing though, there is nothing wrong with the netcode. If the game doesn't show online session there are no open sessions you can join. It could be that there are full session of course, or just nobody is playing online :(
Super_Zee
04/08/09 @ 15:01
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Mmm. Jessica Chobot.
Harmonica
04/08/09 @ 15:24
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Excellently crafted review, Christian!

Shame you didn't catch it at release, or review it in the week hence, because it was absolutely teeming with people (and tiny bits of scenery).

As it is, you might as well tag on [RETROSPECTIVE] onto the review. As others have said, this is a sad fact of the majority of XBLA games, there is zero player retention. For various reasons, one of them might be the fact that the always-on world of digital downloads that the XBLA Marketplace represents rewards peoples' impulse buying habits, but doesn't help longevity thereafter.

I can comment on the multiplayer, though, since I was there at the time. It was pretty brilliant: a forgiving but obvious skill curve, where the better players were able to control the play area through use of powerups and better manouevring their guy. Varying the rate of fire per-situation was crucial, for tight quarters hammering the stick was enough, but backing off and powering up was a good strategy as well. Sticking yourself above everyone else was a good tactic, deliberately raining down rockets into them. It all got a little repetitive, but in short blasts it was energetic fun.

I think MS are hoping that their game rating system for Marketplace might liven things up, but I doubt it can perform much-needed CPR on titles like Rocket Riot.
Edited 1 times, most recently on 04/08/09 @ 16:27
Rowlsten
04/08/09 @ 15:44
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@madcow64

Hopefully word will spread out a bit more of this game. A few more good reviews like this and the multiplayer might start to populate again. I bought it on a whim, hadn't heard about it before that.
Kornicos
04/08/09 @ 18:00
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Good review. MS should implement a multiplayer waiting list service. For example I could subscribe to the Rocket Riot mp waiting list and if somebody starts a rocket riot mp session i would get an alert. I fell asleep waiting for somebody to join my Gripshift lobby. I woke up and found that somebody had been and gone. damm.
Machiavellian
04/08/09 @ 19:33
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Before this review, I happen to noticed that I downloaded the demo of this game. Since I had nothing to do, I started it up and had a blast playing the demo. It really is a fun simple game. I hope the MP kick back up when people get a chance to try the game and enjoy it for what it is.

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