Title: A Robot Named Fight

Platform: Windows, Steam

Reviewed on: Windows

Genre: Roguelite, Action

Players: Single player





Written by Bad Demoman 27th September 2017



















Back in 2016, I played a fantastic game called 20XX. It’s a Roguelite heavily inspired on a retro gaming series, Megaman. At first I had my doubts about it, but it turned out to be a fantastic game so when I first saw A Robot Named Fight, a Roguelite heavily inspired by a retro gaming series, it was hard not to draw parallels. However, A Robot Named Fight is instead based on Metroid. It seems a logical conclusion to all the roguelite Metroidvanias that are about now, so I was cautiously optimistic.


A Robot Named Fight takes place on a world mostly inhabited by Robots. It has been invaded by the Megabeast, a moon-sized Kronenberg-like monster. Much like the Megabeast, a lot of the enemies have an emphasis on flesh, and as a result most of them are balls of pink or red with an assortment of spikes, eyes and other random orifices sprouting from them. Most of the enemies are quite varied and you’ll need to tackle them in different ways. These are the enemies that Fight must take on, and he does it in a very familiar, bounty hunter-esque way. If you’ve played a Metroid game, the controls will be familiar to you. Fight can shoot his arm cannon while running, crouching or aiming in various different directions. As you get more used to the game, you can really speed through rooms. It feels dynamic and satisfying when you can run through a long hallway, blasting everything in sight and never stopping in the process. Of course, with its Metroid inspirations, this won’t always be possible. Most rooms are claustrophobic obstacle courses filled with enemies at awkward angles that you’ll have to put a little more thought into. However, this is where the first short falling of the game becomes apparent - room variety.
























I’ve done a fair few runs of Fight now, and the amount of times a run will feel almost identical to the last is startlingly high. This is partly because of how often I see the exact same rooms over and over, but more are being added with every patch. The bigger issue is progression - and how after a few upgrades, it all blends together. The hardest part of the game is always the very start, as after getting a little more powerful you can blast through everything with ease. Furthermore, many of the upgrades feel less like exploratory aids, and more like keys to open doors, or like you’ve got a checklist of upgrades that you’re ticking off. Explosives, check. Mobility, check. It’s not helped by the fact that your final upgrade that allows you to fight the Megabeast seems to always be the same thing! Time and time again, you’ll come across the same elements on the map that point you towards what upgrade will be needed. While I do like that some have multiple solutions, it’s rare that this is the case, and it’s usually just a case of “Is this door opened with a main weapon or a sub-weapon?”. The random-generated nature of the map leaves less room for interesting puzzles using your abilities, and it makes me question whether Metroid, a game about exploration, really fits a procedural system.


Speaking of upgrades, it’s another place where the Metroid-but-roguelite fantasy falls short. In Metroid, a new upgrade is exciting. Even the missile tanks that you did ridiculous puzzles for felt satisfying, a tangible measurable upgrade. Meanwhile, “Damage Up” or “Fire Rate Up” are necessary, for sure. But they’re a tad boring, and they’re by far the most common upgrade. Finding these upgrades is often less exciting too, as the map tells you any rooms that have secrets, and most the time you’re just shooting every possible tile in the room until it gives you something. Perhaps it’s simply a necessary evil from its Roguelite roots, but I find that it often snowballs my runs outside of any reasonable amount of difficulty. I would love to see things changed a bit, where the damage ups aren’t so common, or they are attached to other upgrades.
























A Robot Named Fight is a game with massive potential, that attempts to deliver on Metroid fans unending thirst for more of their favourite game - after all, it takes Nintendo a while to do more of them. Unfortunately, it sacrifices a lot of what makes Metroid great in order to deliver on that. It’s still fun in this state, for a few runs until it all bleeds together, but I do believe that with a little more time it could be fantastic. I would recommend keeping an eye on this one, and maybe checking it out in a few months time.



Pros:

Intuitive and familiar combat mechanics,

Large variety of enemy types.


Cons:

Doesn’t quite deliver on what Metroid fans want,

Little variety after a few runs.


Final Verdict,

A Robot Named Fight gets a 6 out of 10.


Written By,

Bad Demoman



    
















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