Title: Full Mojo Rampage
Platform: PC, Steam

Reviewed on: Windows
Genre: Adventure, Rogue-Like
Players: Single player, Co Op (1-4)

Written by Whistler 4th June 2014











     

While certain successes like Binding of Issac, Spelunky and Rogue Legacy have proved that the rouge sub-genre of gaming is alive and well I’ve started to find much like rpg it tends to be a very minor element that gets slapped on every title possible to attract more buyers.
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-existent but doesn’t hurt the overall game which servers mainly as a faced paced co op procedurally generated dungeon crawler, when starting up players will notice that instead of your typical class selection and slight customer customization instead players choose from several Loa’s (Voodoo deity’s) each with their own passive and abilities, a choice of visually cosmetic mask and several upgradable voodoo pins that work as perks.

























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-like is to set you back to try again, I found especially once I started the 2nd chapter or played on harder modes that the games tend to last a bit too long to justifying the vast amount of progression you need to catch up on once again especially playing alone though granted I feel this more due to how long it takes to find someone to play with online.


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-likes FMR has a very addictive formula that promotes replayability (including daily challenges) but it does feel too stretched between the genres. FMR feels too simple compared to other dungeon crawlers like Torchlight or of course Diablo, and isn’t nearly as fast paced nor as challenging as the rogues like Binding of Isaac or Risk of Rain. That being said FMR is a very enjoyable co op dungeon crawler that for those who enjoyed Risk of Rain and enjoy some random pick up and play gameplay is a good choice to consider which will probably land you at least 10 hours if you manage to get a solid amount of friends to play with.


Pros:   

Nice visuals,

Lots of items to change gameplay,

Promotes replayability,

Solid gameplay online.


Cons:   

Gimped local co op,

Slightly repetitive,

Somewhat small multiplayer base hurts online gameplay,


Final verdict,

Full Mojo Rampage casts a spell of 5.5 out of 10.


Written by,

Whistler
















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