Robobeat review

Last Night the DJ Took My Life

Action films like John Wick understand that nightclubs can be ideal venues for shootout sequences. As phosphorescent lighting showers sleek interiors, gunshots are synchronized with dance beats, resulting in showcases of blissful violence. Solo developer Simon Fredholm’s habitually captures that same feeling with the release of Robobeat on the PlayStation 5.

Each run in this roguelike sends players through a succession of procedurally-generated rooms. Your goal when tackling a series of five biomes is to take down Frazzer, a cyborg who’s gone rogue. Smartly, Robobeat’s storytelling is told in succinct cutscenes that keep the pacing taut. Just as clever are the VHS-style clips themselves, which keep the exposition delightfully ambiguous. They’ll keep you guessing about your character’s identity as well as Frazzer’s motives, making each cinematic like a piece of a larger puzzle.

Gunpowder Symphony

Unsurprisingly, achievement is obstructed by an array of adversaries that range from sword-carrying stick figures, hovering electric eyes, to stationary turrets that fling fireballs at you. But the ability to dual wield from a collection of 50 randomized guns provides you with a suitable counter-strategy. As the game’s moniker implies, every time you hit an enemy on a musical beat, you’ll enjoy perks like increased damage. And here’s the cool thing: as you’re tapping away on the DualSense triggers, it feels like you’re playing an electronic drum kit, with each tap sounding like a tom or bass drum.

While Fredholm could have forced a setlist on players, you’re free to select from the soundtrack, adding additional songs as you collect cassettes scattered around the game’s cyber-dystopian environments. Intriguingly, the different tracks influence gameplay just as much as weapon selection, with tempos affecting the speed of enemies and well as firing rates. For anyone with a hearing impairment or just a lack of rhythm, there’s even an on-screen visual indicator that shows the beat.

A Moving Target is Hard to Hit

Gratifyingly, Robobeat provides players with a wealth of defensive capabilities as well. Beyond being able to vault through the air over enemies, you can also wall run and with a specific power-up, you’ll be able to teleport or grapple. While you regularly gain arbitrary perks across each run, you’ll always have the ability to parry and subsequently power-up shots. If you do find gratification in the timing of deflection, you can even attempt to rely on the ability as you make your way through a run. That kind of autonomy isn’t common in first-person shooters, providing distinction to Robobeat’s tense encounters.

Yet, the game’s port onto PlayStation 5 isn’t without several issues. Some sound effects, like inserting a cassette into the in-game player are puzzlingly loud, especially if you play with headphones. And while you could import and edit your own tracks into the PC version, that functionality isn’t available here (sadly, Microsoft owns a patent on custom soundtracks). Fortunately, the game’s own setlist provides a robust offering of 38 EDM tracks, so the absent feature isn’t too troubling.

Conclusion

Undoubtedly, the inclusion of rhythm-based gunplay into a first-person shooter is an interesting idea. As such, Robobeat isn’t just about targeting foes and eluding enemy fire but also staying on beat as you clear each foe-filled room. This novelty might not appeal to everyone, but if you’re looking for innovation in this congested genre, Robobeat hits many of the right notes.

OVERVIEW

GAMEPLAY - 85%
CONTROLS - 80%
CONTENT - 75%
AESTHETICS - 75%
ACCESSIBILITY - 80%
VALUE - 85%

80%

GOOD

Sure, the merger of first-person shooter and rhythm game might seem like an unnatural pairing. But Robobeat gracefully melds the two genres together, with each trigger pull in time with the game’s groove-heavy soundtrack.

User Rating: 3.9 ( 1 votes)

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

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