Title: Full Mojo Rampage
Platform: PC, Steam
Reviewed on: Windows
Genre: Adventure, Rogue-
Players: Single player, Co Op (1-
Written by Whistler 4th June 2014
While certain successes like Binding of Issac, Spelunky and Rogue Legacy have proved that the rouge sub-
Thankfully Full Mojo Rampage brought to you by Over the Top Games is not one of these titles; baring a striking resemblance to what one would imagine if Binding of Isaac fell into a cauldron and fused together with Torchlight 2 visuals, some co op elements and some bayou magic.
Full Mojo Rampage is a twin stick shooter that follows the tale of a handful of voodoo apprentices as they go about fixing the voodoo world by closing portals, defeating bosses and apparently getting some booze for Baron Samedi helps too. Story is borderline non-
From there you (and you band of merry voodoers if online) go about finishing each randomly generated level by completing their objectives which while there are a bunch of different tasks they tend to blend into the same rather generically similar formula which are destroy all X and find all Y although there are the occasional events that add some change up like defending friendly zombies from skeletons or one of the Loa’s granting you x10 your max health but forgoing the ability to heal ever again in that chapter.
During levels you mainly spend your time fighting off the large amount of spawns whilst searching for loot which will help or hinder your run, ranging from wands, items and mojos. Mojos are the main game changers as they provide random unique stat boosts like extra attack speed or damage, max health increases or even creating black holes upon killing an enemy, mojos and items can be switch out between the 3 equip and 3 inventory slots (which can be increased) allowing you to fully utilize your combo but without hogging all the mojos like in Risk of Rain or becoming completely overpowered like you could in Binding of Isaac.
Much like the infamous Dark Souls you should be prepared to die, but Full Mojo Rampage is a bit more lenient with your death where you carry all currency and exp gained which allow you to purchase pins, level your stats and unlock/change your choice of Loa in order to hopefully succeed where you once failed. However even though of course the idea of a rogue-
What little of multiplayer I got to try out was indeed fun, similar to Risk of Rain, multiplayer offers a plethora of chaos and enjoyment as you scramble for loot and try not to be the guy who lost the 3 shared lives per quest.
Thankfully FMR offers a round robin mode which gives each player a better chance at sharing mojos around instead of being left in the dirt; however my biggest gripe with FMR is in fact the local Co Op.
While I’m one to passionately love couch Co Oping and love it every time a developer remembers that not everyone has developed a fear of playing a video game when physically near someone, FMR provides a very broken local multiplayer option.
Sadly unlike Risk of Rain where each player could choose their class and could collect their own items, in Full Mojo Rampage the 2nd player can do neither; yep, player 2 is reduced to nothing more than a severely gimped ghost version of player 1 who can’t even pick up or use items (they can pick up coins and key objects). For me this really hurt the local co op feature the game provides as it really feels tacked on seeing as it’s incredibly dull very quickly for your buddy and honestly I would’ve preferred they just didn’t implement it in its current state.
The lack of a multiplayer base is really all that there is to complain about Full Mojo Rampage, much like it’s fellow rogue-
Lots of items to change gameplay,
Solid gameplay online.
Gimped local co op,
Somewhat small multiplayer base hurts online gameplay,
Full Mojo Rampage casts a spell of 5.5 out of 10.