Robozarro is a side-scrolling 2D action game developed and published by Frozen Flame Interactive and EastAsiaSoft. A fast-paced game that challenges players to keep on the move, Robozarro has players blasting their way through its levels as they unravel the mystery behind the disappearance of robot creator Dr. Zarro. However, Robozarro relies far too heavily on maintaining constant action to keep players interested. While going through the motions of completing a level may be fun at first, many of the game’s other aspects feel neglected and underdeveloped; completing Robozarro ultimately becomes a tedious experience.
Set in a future in which robots rule the world, players take up the mantle of the robot 0-Ramatron and are accompanied by friend and helper droid B0-3. The game provides a quick ramp-up period that orients players to Mech Angeles, the robot-ruled version of Los Angeles which serves as Robozarro’s setting, and the basic controls.
0-Ramatron and B0-3 quickly find their way into the sewers of Mech Angeles, kicking off the game’s quest. Each section of the sewer system functions as its own level, in which 0-Ramatron will need to defeat hordes of enemy robots and navigate through simple puzzles to advance. As players progress, they leave the sewers and enter additional areas; each area is completed with a boss fight against an adversary that takes up a majority of players’ screens.
The fighting mechanics in Robozarro are fleshed out very well for a 2D side-scroller. Players start out with a gun that 0-Ramatron can wield to defeat enemies, but acquire additional weapons as they spend more time in the game. For example, the “Grab N Blast” allows players to interact with the environment by pulling objects and adversaries toward 0-Ramatron and then using the items as projectiles and the Robo-Claw lets players latch onto roofs. Players will need to master these weapons (among others) to beat the game, and they add a fun twist to Robozarro.
However, despite the occasional addition of a new gadget, Robozarro doesn’t do much to provide incentive to explore potential combinations. Switching weapons entails opening a new screen that completely pauses the game and is very cumbersome, especially compared to the ease with which weapon wheels work in Triple-A games. Because players need to switch weapons rather frequently, the lack of a quick system to do so diminishes one’s sense of immersion into the game’s world.
Robozarro’s music selection is also rather limited, to the point that the same background music accompanies most levels. Coupled with the fact that there are not that many enemy archetypes, the lack of variation in music can induce a feeling of tedium as players progress. And further exacerbating this issue is the fact that Robozarro’s storyline doesn’t get much attention after the game’s introduction; all of this contributes to the feeling that each new level ultimately feel like more of the same. The fact that the game only takes about four hours to beat (minus optional time trials) does not seem bad, when viewed from this perspective.
With sometimes frenetic-paced gameplay and intriguing weapons, Robozarro can best be enjoyed in small chunks. However, even when pacing oneself to avoid fatigue, issues with the weapon wheel system, music, and plot temper Robozarro’s appeal.
Rating: 6/10
Check Out the Robozarro Trailer:
For more information, please visit: https://www.eastasiasoft.com/games/Robozarro
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I'm a recent graduate of Columbia University. Gaming has been a passion of mine my entire life; I enjoy everything from RPGs and FPSs to stealth and narrative-driven games. I love the deeply immersive quality that good video games inherently possess, and am looking forward to highlighting games worthy of acclaim. When I'm not studying or reading, you can catch me playing games like Uncharted, Dishonored, The Witcher 3, and Far Cry.
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