Friday, June 26, 2026

Steam look - Rocketron


Metnal 28 is under attack by the Congregation of Gogoh! Rocketron corps are fighting valiantly, but even they can't stop the cultists' onslaught. In order to quell this insurrection, Argo Express has sent in the ultimate cybernetic warrior. His name? Rocket Musket.
... Actually wait. That's the name of his gun, which can also be classified as ultimate! Boasting unlimited ammo and weapon-switching capabilities on par with a small army of MCRs, Rocket Musket is the future of warfare. With gun in hands and jetpack on back, the cyborg B.L.A.M. will explore six areas, battle Gogoh's endless hordes, and avoid some sawblades.

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There it is again, the damned blinking cursor. Of all the reviews I could've written, this is the one I wanted to sidetrack the least. ASTRO PORT is known for making consistent quality games that incorporate elements that are too-often overlooked. Gigantic Army is one of the few shooters to carry the torch for classics like Cybernator and Front Mission: Gun Hazard. All of their products include a wide range of difficulty settings that do more than just shift damage values around. This review was supposed to be just another look at a very good Contravania, but- oh, hang on. I have to explain another dumb term I just made up. Rocketron is a run & gun with search-action elements. Hallways full of dangerous mechs, unlimited ammunition, and some non-linearity to facilitate exploration. Sounds neat, right? 


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You don't have to answer that. There are times when I'm so down that I have to fabricate a kindred spirit, so they'll encourage me to keep writing. These past however many years, it feels like the only regular contact I've had with anyone are insurers, mortgagers, and mechanics. Part of the reason I became a critic was the mistaken belief it'd help me meet more people; developers, other critics, etc. Instead, it's been nothing but silence. Close to a decade of voluntary work burned me out, yet I returned; knowing full well that nothing is going to change. I'm an automaton with a lifetime of customer service experiences and a voice that's as loud as the lone flea on a St. Bernard. My purpose has always been to give. I'll get squished if I protest, and who'll be left to write these nonsensical reviews?

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This game is effortless in both controls and execution. B.L.A.M. has an almost floaty mobility that contrasts nicely with his jetpack. It takes some getting used to but really adds to the game's flair. This cyber human is no doubt constructed with heavy armor, giving him weightiness and momentum not found in beings of flesh and bone. I figure that most players will be able to adapt within minutes, and they'll have to. A common obstacle is beds of spikes, and irresponsible jetpack usage will send the protag flying into them. Still, there's a sincere belief in my heart that having the controls work this way adds an extra level of satisfaction to every dodge. Avoiding bullets by measurements too small to be described is a constant joy. 


However, just because the Rocket Musket has an eternity's worth of ammo and a wide of gamut of shot-types doesn't make it immune to limitations. One of the more interesting limitations is durability. If the player takes too much damage while the shotgun module is enabled, then it becomes unusable until enough healing items are recovered. In other words, those who favor certain playstyles are expected to play extra carefully. Depending on its durability, a module can be lost in two hits or less. This can lead to situations where boss strategies change mid-fight. Adaptation is a constant, because there's no perfect weapon.

The drill does come kind of close though. At first, B.L.A.M. uses this to carve through clearly marked walls, but he'll soon discover that it obliterates enemies. Of course, the tricky part is having to get close enough to risk eating several flavors of projectiles. Its durability is infinite though, and the game wisely strays from contact damage (the exception being the tiniest bots that explode on impact). There's what could be described as a DOOM-like essence to how weapons work. Drilling is one of the quickest ways to destroy something, but it requires knowing the full extent of an enemy's capabilities. The difficulty setting affects how often they fire, so micro-adjustments to one's approach are a constant part of the game. However, relying heavily on powerful projectile weapons that can be undone with one bad move is also a risk. I can imagine not every player liking this mechanic, but I think it helps keep Rocketron from being just another "hold the fire button while dodging stuff" escapade. 


Another interesting feature is how upgrades are handled. Weapons, as well as health and running speed, are all upgraded with crystals. These are placed in numerous locations; yet only occasionally in the player-character's path. Choosing where to apply crystals - or use them at all - can add further dimension to a playthrough. It helps to keep those 100% runs from being too easy, since one can just opt to ignore their rewards while still overcoming the challenges necessary to reach them. \

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I can't think of much else to say about the game. It's quite well done. The level-design consisting mostly of long enemy-filled hallways works much better than it normally would. This might be because of the emphasis on running & gunning. Rushing through adversity as it explodes in a fiery blaze is in itself a thrill, and there's a decent variety of both mecha and traps to keep one's attention. The level-design is consistently straightforward and plays to ASTRO PORT's strengths. There's a slightly annoying amount of backtracking though. Comes with the territory I suppose.

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That's all I've got. Until next review!

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