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cover-RoboCop: Rogue City - Unfinished Business

Friday, July 18, 2025 10:43:35 PM

RoboCop: Rogue City - Unfinished Business Review (REAL B0BBY C0RTICK)


🛑 DEAD OR ALIVE - YOU ARE CRASHING WITH ME! 🛑

As previous title, it's Robocop in and out.
Sure they went a bit stylistic about the environmental design being more of Futuristic Brutalism, Concrete, steel, and hard angular forms. Less of neighborhoods, factories etc etc, pretty sure you can see the screenshots from the game.
That might make the game feel more strict in terms of where to go what to do unlike previous game, which let you roam around a whole block and go to different environments, salvage yard, police station, prison, THE f***ing OCP TOWER.
However if you are expecting the same levels of environmental changes, you will be wanting for more.
Environmental rant is over, now about the game itself:
âś… THE Good:
🔹 Robocop
🔹 Shooting holds up. Same as the last game. Punchy, loud, bodies react like being hit with a train.
Doesn’t reinvent anything, but it doesn’t need to.
🔹 Environmental storytelling is solid. You get bits and pieces from the RoboCop universe scattered naturally. A lot is reused from the previous game, but it's placed well and doesn’t feel lazy.
🔹 Performance is fine. On a 9800X3D with a 3070 Ti, I’m getting 90–100 FPS on Epic with DLSS on Quality. No AMD Framegen toggle sadly, but the game runs smooth on my end. (Samsung 990 Pro, 32gb Ram - 6000)
🔹 Voice Acting & Sound Design. Peter Weller’s return still carries weight. His lines have that classic cold delivery, and the audio mix in general makes it feel great and authentic.
🔹 Side gigs break up the action decently. Some police work, some crowd control, adds just enough variety between the corridor shootouts.
❌ The BAD:
⚠️ As a narrative expansion (standalone DLC), it plays too safe. The structure and pacing closely mirror the original game, without offering much evolution in gameplay or mission variety. It's the previous game but you are dropped in Judge Dredd Mega Tower. Big building overrun by baddies, and you are cleaning the house. Go figure.
⚠️ Level design is overly familiar. You will be going through a lot of tunnels, doing a lot of door breaches with 3 second slow-mo just to kill a couple of dudes behind the door, a large portion is reused content with minor edits, which limits the sense of exploration or surprise.
🤖 Enemy AI
This is a big one, and quite important one.
Most enemies follow the same basic script: spot Robocop, shout something like "HEY IT'S THE COP!" then sprint directly into gunfire in which the only outcome is being shot in the balls. There's no sense of fear, flanking, or survival instinct.
They rarely take cover or reposition. Even when cover is available, enemies often stand in the open or awkwardly walk into line of sight, making firefights feel like shooting range.
Imagine you're just some thug with a floppy AK or worse, a 9mm SMG. And suddenly, a solid block of titanium with a gun bigger and harder than anything you've had in the morning kicks down your door. What do you do? These guys walk straight into it and die like it's their sole purpose in life. At this point pain them silver and give them all a voiceline "WITNESS MEE!!!"
TLDR: Combat loses its edge fast. Once you realize the enemy will never outsmart you, encounters become routine. Even high-damage enemies don’t feel dangerous, they're just damage sponges with no awareness.
🔫 Auto-9 (Robocop Gun)
The Auto-9 is too strong for what the game throws at you. One-shot kills, even on heavily armored enemies, paired with infinite ammo and oversized mags, strip any need for strategy or weapon variety. I understand Robocop was lethal in the films, but he was gunning down thugs, not full body armored mercs.
Here, you’re pistol whipping literal military tier enemies like they’re made of paper. If you're going to stretch realism, give us his machine gun arm from Robocop 3 or something. And the option to pick up enemy weapons just feels wrong, Robocop never did that. It breaks character and cheapens the fantasy.
P.S. The only time RoboCop used another weapon in the films was the Cobra Assault Cannon in the first movie, and that was a one-time, story-driven moment. He didn’t loot it off a thug mid-fight lol.
đź’Ą The crashes.
It's not much to say, the game crashes. And i am not the only one, again major slip up on behalf of QA team, if they have a QA team at Teyon even.
However just play the game for 1-2 hours at once and you are guaranteed to have a crash, no matter what you do.
Could it be my 8 gb of VRAM? I don't know. Nvidia Drivers? Unreal Engine 5? Biggest nature's mystery.
It's playable and not very infuriating considering auto-save exists.
Also I played on the release, so I am sure they will iron it out soon with fixes and patches.

🧠 Update – Murphy Flashback Sequence:
(minor spoiler possible)
After reaching the flashback where you're playing as human Murphy, the game takes a hard left turn and basically says, "how about you go f*** yourself?"
Missing sound effects when enemies shoot, no footsteps, no muzzle flashes. You can't pick up enemy weapons, which is ironic because RoboCop Murphy can, but human Murphy apparently can't lift an Uzi. Sound effects are misplaced, and somehow human Murphy elbows through a heavy metal door with a sound like a hydraulic press going off.
And the cherry on top: my first attempt was bugged and softlocked. One of the friendly NPCs failed to move into position, which broke the entire sequence and forced a restart.