RoboBlitz hands-on impressions

So, my 360 automatically downloaded the trial version of RoboBlitz this morning, and I finally got a chance to sit down with it around lunch time. The first thing you will notice about RoboBlitz is that it looks gorgeous. It looks like an original Xbox game and is even decent as a 360 title. Squeezing all this into 50 megs is a work of technical wizardry and other developers should pay attention. Once you're done marveling at the graphics, it's time to start the game proper.
Once you meet your robotic friend, Karl -- be sure to torture him in between levels -- you'll begin to understand the game's sense of humor, as he tells you that he'd come with you, except he's tied to the ceiling. Cute. So, grab your first weapon upgrade and head out. You're given access to three areas and may tackle them in any order you wish. Getting into the levels is actually a small puzzle in itself. After sticking a giant plug in the wall, I was granted access to a level full of lasers and rotating prisms. The object is to reflect the lasers using the prisms in order to unlock doors (similar puzzles appear in The Legend of Zelda and Prince of Persia series). Turn on a few lasers, configure the prisms properly, and the level is complete (it takes longer than you'd think).
You'll have access to a few different weapons in the trial version, and my favorite is definitely the firework launcher. Blast and enemy with a rocket, and in a few seconds he'll be shot into the sky and explode into colorful sparks. The combat is decent, and I'm curious about the planned multiplayer expansion. RoboBlitz seems as though it was designed first and foremost as a PC title. At least, that's what I felt, as the aiming sensitivity defaults a little too high. I initially found it difficult to zero in on enemies and take them out. After some adjustments though, it became easier. I imagine, though, that half of the fun will be in using the physics engine to torture baddies. The point-to-point beam -- sort of a portable tractor beam -- lets you do particularly cruel things.
Overall, I got a real kick out of my first stab at RoboBlitz and look forward to putting more time into it. Is it worth 1200 points ($14.99)? I'll save that for a more in depth review. Have any of you picked this up yet? What do you think?









Reader Comments (Page 1 of 1)
jay see six @ Dec 6th 2006 5:34PM
I'm loving this title so far. The physics are outstanding and it's the perfect mix of action with puzzle elements. Reminds me of a Tomb Raider puzzle scene at times. One word of advice is to turn of the hints from the pause menu before you ruin the game for yourself. Figuring out the puzzles on your own is half the fun. Probably my favorite original xbla title to date. The game is very casual, meaning you can just lie there on your couch and get it done, although there are some fight scenes that will have you up in your seat. Worth the money? Yes.
Insomnious @ Dec 6th 2006 6:09PM
Originally, I was impressed how stunning it looked and how much fun could be had with it, but then little things began to really annoy me, like how sensitive the controls can be, and when you carry a crate/barrel and look towards the ground, the object you're carrying will scrape against the ground and grind you to a halt.
I'm still deciding whether this is worth the 1200 points purchase.
J.Goodwin @ Dec 6th 2006 6:19PM
If you're carrying items, drag them instead by walking (uh, rolling) backwards.
mark @ Dec 6th 2006 6:31PM
@2 are you seriously complaining about realistic physics?
Deano @ Dec 6th 2006 7:49PM
I thought this was a little dull - I mean my character attacks enemies and goes around flipping switches. Wasn't impressed by the physics - I had one barrel that was behaving oddly and kind of glued to the ground. It is just me or does the game not look that amazing? Did they really need to license the Unreal engine for this? Maybe it's more to do with the design - robots in a space station - doesn't lend itself to interesting visuals.
The final problem is that 1200 points is too much for an impulse purchase. I'm still waiting for fun games at 400/800 points.
Actually the final problem is that I started Viva Pinata today and F.E.A.R is on the way so it's tough to make time for Roboblitz. I will wait on further reviews before chancing it.
jay see six @ Dec 6th 2006 7:51PM
mark got it right. the physics are so realistic that it can be downright frustrating at times.
Tonicboy @ Dec 6th 2006 7:59PM
I agree with Insomnious. The graphics are outstanding (for an XBLA game), but the controls are not smooth at all. It can be difficult just to move around a level, and extremely frustrating when objects you're carrying stick on the ground. It's even frustrating when you slow down when rolling over 1" bumps on the ground such as metal plates, or that you have to jump over the tiniest obstacles like wires on the ground (seriously, he has a huge sphere for a foot, he can't roll over a damn wire?!). And yes, why the heck can't we complain about realistic physics? Physics in a game should be there to ENHANCE the gameplay, not DETRACT. If I wanted ultra-realistic physics, I would have done what my mother used to tell me and went oustide to run and play in the yard. Overall, it was a yawner. This kind of gameplay was available a decade ago, and this game hasn't added a whole lot to what we've seen before. MAYBE worth 600 points, but definitely not 1200.
jaxsedrin @ Dec 6th 2006 8:46PM
I understand the complaints about the physics (especially regarding dragging barrels on the ground), but I don't agree with them.
I think the ultra-realistic physics adds a new dimension to the gameplay. Challenging? maybe a litte. Frustrating? not really, once you get used to it. Yes, this *type* of gameplay has been around for years, but never before with these physics. Besides the obvious effects on gameplay, it also subtly enhances a lot of the rest of the game, and I love it.
A lot more fun than Small Arms, in my opinion. Definitely worth the $15 I paid for it.
BovineDeath @ Dec 6th 2006 9:19PM
Easily the best original XBLA game. The physics are tied in to the core gameplay, so there is a large emphasis on them, but I never found them to be a problem - I don't think you can criticise a game on the basis that you are just no good at it. It's like giving Halo 2 a 1 out of 5 because you prefer mouse aiming.
Duscrom @ Dec 6th 2006 9:52PM
I love how this game looks gorgous at 50 MB... and this is key about compression. Blast Factor, a PS3 game that looks much like a wannabe geometry wars clocks in at 79 MB...
And for a final word about compression. This game clocks in at 350 MB on PC, that's inclding procedural textures. That it takes the game 5 mins to load generating a launch.
Tonicboy @ Dec 6th 2006 11:00PM
@BovineDeath
"I don't think you can criticise a game on the basis that you are just no good at it." That is a ridiculous statement and really just a way to insult us while trying to sound reasonable. To say that someone has to be skilled in any game/topic in order to criticize it is absurd. And furthermore, who are you to say that we are no good? The fact is, I've learned to navigate the physics oddities just fine, but they're still annoying.
And to say that the physics in this game is something revolutionary is also wrong. "Scripted" physics have been around in games of these types for years and for the most part, is just as enjoyable as "real" physics. By scripted physics, I mean a limited set of physics algorithms for use in specific scenarios, as opposed to a real physics engine which simulates physics for everything in a game. For example, the original Tomb Raider had you dropping rocks on levers and stuff a long time ago. The only good use of real physics is to make a physical effect more realistic and therefore entertaining. An example would be exploding objects in an FPS game. But in a game like this where the focus is solving puzzles, the physics engine is simply overkill.
Tony @ Dec 7th 2006 12:58AM
I don't mind the physics, but the game can be frustrating to play when combining them with the sometimes clunky control.
I don't know if any of you did the fuel section of the game yet, but when you fight that NOed at the end it's just incredibly frustrating. I had a horrible time actually throwing those barrels towards the thing. It turned into a chore.
Tony @ Dec 7th 2006 12:58AM
I should mention that once you get that physics link gun, the game does pick up substantially. I've had a lot of fun with that thing.
Ryan @ Dec 7th 2006 3:12AM
The graphics were pretty cool at first, but the touchy controls (realistic physics ftl) and overall gameplay were more frustrating than "phun". I only managed to play through the first prism puzzle, and by then I was already bored.
Very "meh".
Azerael @ Dec 7th 2006 4:25AM
This game reminds me of Jet Force Gemini for some reason.
Jet Force Gemini with physics and robots. Have fun bickering, I'm enjoying it :P
handlotion @ Dec 7th 2006 4:27AM
This game is alot of fun and does look great, however it feels sliggish and I have encountered a few bugs where my robots arms have gotten stuck in a wall!
J.Goodwin @ Dec 7th 2006 5:57AM
Tony's exactly right. The link gun and the float goo take this game where it belongs. That and the bullet time jump flip.
Seeking out all the upgradium chips is also quite fun, because there are a lot of situations where you can see it, but figuring out how to get it is a challenge.
Shamma Banks @ Dec 7th 2006 8:13AM
I hope that when the bigger hard drive comes out MS raises it from 50 to 100mb. I truly believe that the next gen of consoles will be all downloadable games. this may or may not be a good thing, I don't know.
Tony @ Dec 7th 2006 12:45PM
Shamma - The size constraint isn't because of the hard drive, but because MS wants the games to also fit on the official memory cards... which are 50 MBs in size, I believe.
Maybe if they put out bigger memory cards... but I don't know.
Jeremy Wright @ Dec 7th 2006 4:28PM
Wow, I totally forgot about this being only 50MB. I mean it's fun and all, but for 50MB it's freaking AMAZING
And, yeah, I've finished 3 of the "areas" (ie: 9 missions) and I'm still unsure on the 1200 points.
dan @ Dec 7th 2006 9:11PM
Physics my butt.
In the level where you have to stack all of the boxes on the pully to open the passage:
I had all the boxes on the pully, but it wouldn't activate. I figured out that since I had a box stacked on a box it didn't recognize it. Once I made a single layer it worked fine.
Silly me I thought weight transfered down.
Boff @ Dec 8th 2006 9:58AM
Enjoyed the demo, had the most fun after finishing the 'trial' and messing about with the p2p gun, trying to get a barrel to stay perfectly centered in the main room using the beams. Seems that after 5 or 6 the first one you did will disappear, and so on. Tried using the p2p gun to rip apart Al or whatever his name is but he's a tough b*stard! The firework launcher was fun too, try jumping on one of the long boxes and then shoot the end of it - I managed to surf the box for about ½ a second!. And filling up the elevator with all the crap from the upgrade room to see if I could get it stuck. It didn't as it goes.
Physics was never this fun in school....
Haven't bought the full version yet mind.