Rocketmen: Axis of Evil
-A.C.R.O.N.Y.M.
Games / Capcom
-PS3
version reviewed. Also on Xbox 360.
The Story
Peace
talks with the Axis of Evil have failed; Unsurprising considering they are
called the Axis of Evil. They have kidnapped the leader of the alliance and it’s
up to you to save her. You’ll have support from the great heroes of the
alliance, but they are will take credit for everything
you do.
My Thoughts
Rocketmen: Axis of Evil is apparently based off a tabletop game from
WizKids, which I never heard of it before this game. The game has cel-shaded
visuals and has a corny 1950s style, which would be a nice change of pace from
the usual spaceship or military guy top-down shooters. Unfortunately, a wealth
of poor design choices make the game a fun-less mess that should have remained
shelved in WizKids’ game library.
Right
at the start you are presented with a limited character creator. They are a few
different races in female and male. The females are busty and scantily clad in
sexy space suits. You can choose their race (essentially if they're from Earth,
Venus, or Mercury), hair color and style, and uniform colors to a point. The
uniforms often look very ugly with the few available obnoxiously bright color
choices. To add a little RPG elements to the standard shoot-everything formula,
your character stats can be upgraded between missions by collecting found
throughout the stages and from killing enemies. There are also special items
that your character can wear that improve some stats and effectively make your
character look completely ridiculous.
Rocketmen is played with the simple one stick moves, the other stick shoots,
design. The rest of the game should have been just as simple in design, but
questionable design choices make the game unnecessarily complex and frustrating.
There
are many weapons to utilize, such as lasers, shotguns, Vulcan cannons, and saw
blades, which bounce off walls. However, each weapon has a limited amount of
time. Yes, instead of making the obvious choice of limited ammo for each weapon,
they instead decided to give each weapon limited time. Even when you’re not
shooting, you are losing valuable ammo. This is especially bad as there are
plenty of places in the stages when you are just proceeding forward to get to
the next batch of generic enemies. Once you reach them, guess what, your good
weapon is out of time and you’re stuck with the standard peashooter.
An
ongoing joke throughout the game is that the Martian technology works if you
continuously hit it. Unfortunately, that is also how you get consoles and
machinery to work in the game; you have to constantly mash the X button. The
button doesn’t even feel like it responds to your furious mashing. To make the
button actually work worth a damn, you can upgrade your engineering skill, but
it still feel horribly unresponsive. One wonders why this frustrating design
choice was even implemented into the game in the first place.
The
stages have an auto-scroll that can hinder anything that you want to do. The
screen does not scroll until you move to a certain point on the screen, but then
when it does begin to scroll, you can’t stop it. If you’ve just blasted some
Martians and take one extra step too far, the screen will scroll, and those
weapons and upgrade points that you wanted cannot be collected. Too bad for you.
In a way to possibly combat this sub-auto scroll, you can press the circle
button to vacuum the power-ups towards you. However, the sucking action only
lasts a second, so you will have to press it a few times to get the items close
enough to collect. Even then, if something is off-screen there is the chance
that the vacuum won’t detect them, so you are still out of luck. The vacuum is
also there for items you can’t grab because of the game’s invisible borders. You
can also only go so far on the screen. You see that item at the top of the
screen? You walk up to get it but you can’t grab it because of the border. Then
you use the vacuum.
The game has ten stages of
varying lengths. Some will take a few minutes to complete while others can take
up to a half-hour. This also depends if you choose to complete any of the
secondary objectives. I found that no matter the length of stage, I just wanted
it to be over so I could get to the next stage and stop playing sooner. Some
stages do have a few paths to choose from, but there is also a little too much
backtracking through many of the stages.
To
progress the story, “comic panels” appear before and during missions. Each panel
is a still image. When the next “panel” appears everything suddenly jerks into a
new position. What should have been done was have a new panel scroll on-screen.
The sudden jerks make the cut scenes look like the worst animation ever. Not
only do the scenes look awkward, but they sound awkward, too. The scenes are
voice-acted rather poorly and usually lack any sound effects. Some action will
occur in the scenes, such as an explosion or a ship crashing, but everything
will be silent save for the B-movie acting, jokes that fall flat, and some
forgettable music. Hell, the
web-episodes for Rocketmen are much better
than the scenes in the game. I would okay with the game's B-movie style if the
game was any good.
When I
reached stage seven, I saw my sassy space heroine flying around with a jetpack
strapped on her back. Now, this should have been one of the best stages in the
game because flying around in a jetpack is super exciting, right? Unfortunately,
I found the stage to be the most boring of all. Waves of enemies were far apart
from one-another and flying with the jetpack wasn’t any faster than walking.
Once I
beat the game I was glad it was finally over. The poor design choices really
hurt what could have been a decent game. I usually expect quality titles from
Capcom, but Rocketmen is a terrible game.
Score:
3.0
-Shawn
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