Rogue Warrior Review


                Navy Seal, author, CEO, and amateur chiropractor. Demo Dick does it all.


If the prose of Tom Clancy can inspire two tactical shooter franchises, a stealth action series, along with a RTS and air combat simulation, surely there’s an opportunity for a game motivated by Richard Marcinko’s writings. With an autobiography, two motivational self-help titles, and thirteen novels purportedly inspired by real-world events, the former commander of Seal Team Six has a plethora of salty source-material to draw from.

Early reports on Rogue Warrior, the first title based on Marcinko’s tales were woefully unenthusiastic. To use a sanitized euphemism from Demo Dick’s vernacular- many claimed the game was complete goat fornication. Although Rogue Warrior isn’t a paramount game and suffers from a handful of glaring flaws, it isn’t a total disaster. While the game is a far fry from the polish of Modern Warfare 2 or Halo: ODST, it can compete with subordinate shooters like Quantum of Solace or Dark Sector. Had Rogue offered a bit more substance, Marcinko fans could have easily succumbed to the disk’s lascivious lure. As it stands, the game is a pedestrian, but woefully fleeting experience.


                           “You should be more careful when you’re shaving comrade!”


The heft of Rogue Warrior’s narrative is told through its ninety-second, opening cutscene. Set in 1986, Marcinko and company infiltrate North Korea to locate a spy with intelligence on a clandestine missile project. As the squad heads toward the base, a downed soldier eliminates Marcinko’s teammates with a grenade, forcing him to forge on ahead. Like some of the action films of the 80’s, the story is crafted with just enough depth to offer an impetus for the slaughter of countless communists. Although I’m sure most players familiar with the author won’t need much motivation.

The title’s eight levels are all linear, sending players through warehouses and factories brimming with opportunities for the game’s two main gameplay elements- a cover system, and melee kills. A tap of the shoulder button sends the protagonist diving toward cover, allowing players to players to either ‘pop or drop’ or blind fire at enemies and combustible objects around the battlefield. Sporadically, players that try to pie the corner will get thrown out of the mechanic, and into harm’s way.  This can be frustrating as, Marcinko can only a few consecutive shots before dying.


      A friendly  game of “Red-Light Green-Light” is sure to bolster international relations.


Once players near an enemy, a tap of the action button performs a Kill Move, an over-the-top instant execution. Most offer a bit of gruesome levity- as Marcinko pushes a foe over an elevated platform, or stabs in enemy multiple times in the forehead. Since most unalerted enemies conveniently keep their backs to the player, eliminating a string of adversaries is quite effortless. While inattentive soldiers are easy prey, once they become alerted, they will flank the player capably.

Rogue Warrior’s visuals are decidedly utilitarian. Outdoor environments have a decent draw distance, while indoor venues show off some moody lighting. Sadly, some of the games texture-work is inadequate. When taking cover, some walls are embarrassingly low-res, while players can actually count the number each texture square of their pixelated weapons.  The title’s enemies are competently drawn, although there are only two main types- soldiers outfitted with ushankas and forest camos, and workers wearing overalls. The title’s presentational highlight is Mickey Rouke’s inspired voice work, which offers a steady stream of growled expletives. While the course dialog shouldn’t be too astounding for aficionados of multiplayer fare, it is a bit surprising to hear them a single player campaign. Although many may not notice, avid Marcink-cadets will spot the occasional blunder.  Telling a Russian soldier “Doom on you” (a homophone for a Vietnamese curse) doesn’t make much sense.

                Forgetting to stretch is the number one cause of activity-related injuries.

Even faithful followers of Demo Dick’s literature may be disappointed by Rogue Warrior. The title feels inexplicably abbreviated; most players will be able to complete the main campaign in about two hours. Like Marcinko, the game is rough around the edges- in both appearance and execution. As such, a full-priced purchase cannot be recommended; only when the title sees a significant reduction in cost can this op be given a green-light.

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.

47 Comments

  1. Damn shame about this one. I gotta say I trust you guys on this. Desert knows his shit on military games.

  2. I got to play it for a bit. Yeah, it’s pretty glitchy, and doesn’t quite look ready to be released. Knowing it’s two our long is embarrassing. The MP is boring, too.

  3. It’s a CQC term for slicing the corner into wedges.

    Basically, slowly coming around a corner.

    Doing a google search, found a number of shooting guides and this page 🙂

  4. Ouch,Betheseda should have never published this game.I have not seen one positive review for this game.

  5. Sounds like the game is as bad as his writing. Oh wait, you guys didn’t know that demo dick doesn’t even write his own stuff? He’s a brand.

  6. I rented to one, as I really couldn’t believe if the game was as bad as people were saying. This is Bethesda after all.

    At first it seemed really generic. then I started getting bugs. Lot of bugs. The cover system is broken. Aiming is broken. Some enemies take 20 bullets to kill. In the end this deserves a solid F!!!!

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