The modern videogame market is slowly modifying or completely changing the canons and expectations of many games: in a frenetic modern world, made up of emails, video calls and instant voice messaging, seasoned with increasingly cutting-edge social networks, I find it normal that the videogame universe has conformed to this frenzy that many of us live in everyday life. Rogue Stormers wants to take solid gameplay like that of the historians Metal Slug or Contra and bring it into today's dynamic world: will he have succeeded?
Frenzy and the Word of Order
Rogue Stormers takes a lot from the games mentioned above: you basically have to run, jump, shoot wildly, save prisoners and play the part of the good guys against monsters of all kinds. The Goop, a mysterious and new source of energy, has transformed humans into goblins and orcs who will strenuously oppose us in this adventure from plot as obvious as it is immediate. The game unfolds in seven main missions, generated randomly: yes, you got it right! Whenever you start an adventure and every time you accidentally die, the game will create a new map, new prisoners to rescue and new weapons. At first glance, this system might make most people turn up their noses, but I assure you that once you have become familiar with the game asset, you will no longer be able to do without it. The idea behind this continuous challenge solution lies in the fact that the character you choose will level up from time to time, unlocking skills that he will never be able to lose; ergo at every restart of the game or every involuntary death, you will be much stronger than before! To get experience points, just kill an endless stream of enemies, save prisoners or explore part of the map. Potentially you will never tire because each game is unique.
Game Changing Experiences
Leveling up in Rogue Stormers is tough: the game actually allows level upgrades, but not all enemies you eliminate will give you experience points; arm yourself with infinite patience (the real experts in compulsive farming will go to the wedding) and get ready to opt for temporary upgrades, valid only for the current game! Thanks to the money obtained in-game, the keys and the chests you can unlock temporary upgrades essential for your game. Ok, playing a title like this alone is nerve-wracking as well as silly: I could in fact notice that If you play the game in local co-op with a friend, the taste of the past is fresh again today. Obviously, every player will be able to play at home through the online mode, but if you have the opportunity to face the game shoulder to shoulder in two or more well, things could really get much more interesting. THEThe game is difficult, there is nothing to do and even if you have "infinite tokens", overcoming the challenges that will appear before you will not be as immediate as you might think. Playing in two or four will make things more enjoyable; also, in this case, you can revive a dead companion in a pre-determined time frame.
The Problems of Frenzy
Rogue Stormers is not free from more or less serious problems: I have to make a criticism of the technical sector, as il Aiming and firing system, linked to the two analog sticks, it is incredibly uncomfortable. Changing the weapons with the rear buttons then makes the use of the controller really complex, in my opinion the real flaw of the game. Sure, after a few hours you get used to it, but I really have to spend several hours of gameplay (and related deaths), why couldn't a more decent control be done? Another flaw lies in the poor customization of the traits of the various characters: in fact the first is decidedly stronger than the others, which will therefore be limited to the sole role of support. This greatly limits the variety of the team, which could have benefited from different pre-match tactical choices. On the graphic side I point out noticeable drops in frame rate: we complained so much about the various Contra and Metal Slug when even here, in excited situations, we find ourselves dying for the dancing frame rate. The game is sufficiently long-lived, certainly thanks to the procedural structure of the title and the intrinsic difficulty, and settles on twenty hours of play to get to the final boss; the timing increases slightly if we face the game in single player mode.
Modus Operandi: Played on Xbox One for 10 hours in single player mode and for 10 hours in co-op until the game ends.