PS3 Fanboy review: Rocketmen: Axis of Evil
At one point in Rocketmen: Axis of Evil, the main character sighs, shaking his head, wondering "why do I have to do this?" At that one moment, I drop my controller -- it was then that I felt like the game had starting talking to me. Yes, you're right, game! Why do I have to play you? Why must I struggle through level after level of insipid, uninspired game design? How long will it take for me to finish you, so I can write a review and inform our PS3 Fanboy readers to avoid this at all costs?
Paying $10 for a game like Rocketmen is an insult. You're essentially paying for a student project -- however, college professors get paid thousands of dollars to play and critique such amateur work. This is no joke: but at one point, I actually fell asleep while playing the game.
There are a number of things Rocketmen does wrong -- impressive, considering how simple the genre of the dual-analog shooter is.
Many of the design choices in Rocketmen clearly come from good intentions. For example, the shooter tries to incorporate RPG elements, with customizable characters and a leveling up system. However, both of these features are rather flawed: the customization options are rather limited, allowing players to create rather generic looking characters. Worse are the RPG elements, which take much too long to power up. It's not that the game doesn't reward the player with plenty of XP; rather, it makes each upgrade so painfully small. Each incremental rise of the character stats is barely noticeable ... unless you're counting pixels. Even after hours of playing, it's hard to notice any real effects of leveling up. The addictive nature of experience systems comes from a good rewards system: Rocketmen fails to understand that basic gameplay tenement.
A story attempts to drive the game forward, but the low production values hinder any ability to become engaged or engrossed. Voice acting is present in the game, but we wonder why they even bothered. There's no animation during the awkwardly paced comic book scenes. Worse still, there are no sound effects, and music is a rarity. It feels haphazardly constructed, and one wonders why the story was even bothered.
Gameplay doesn't do much to alleviate the cheap incomplete feel of the overall experience. The controls are fine: it's hard to mess up a dual-analog shooter. However, almost everything else is broken. The semi-automatic rails camera is frustrating: it allows player freedom, but takes it away randomly. There are invisible walls everywhere, which limits player movement, and can make much-needed power-ups that much harder to reach.
The power-ups aren't very fun to use, either. Instead of using an ammo-based system, the developers decided to use a time-based one. Unfortunately, this doesn't work very well in the actual gameplay. Too often will players find themselves ill-equipped for the endless stream of enemies at hand. Unlike Super Stardust HD, there's no strategy involved with weapons selection. Rather, its just about collecting as many power-ups as possible. There's no thought behind which power-ups should be used, simply because it isn't possible.
Repetitive and constricting level design makes the experience that much more painful. Certain levels simply go on for too long, forcing players to go through the same narrow corridors over and over again. The game works best when the player is given space to move around, and can actually, y'know, dodge bullets.
Thankfully, there's only ten levels to get through. Admittedly, multiplayer is much more fun than the single player adventure. However, at the end of the day, it's hard to pay $10 for what feels like an incomplete amateur school project. With so many other dual analog shooters on the PSN, that money could be better used on a much better game.
PS3 Fanboy score: 2.5
Paying $10 for a game like Rocketmen is an insult. You're essentially paying for a student project -- however, college professors get paid thousands of dollars to play and critique such amateur work. This is no joke: but at one point, I actually fell asleep while playing the game.
There are a number of things Rocketmen does wrong -- impressive, considering how simple the genre of the dual-analog shooter is.
Gallery: Rocketmen: Axis of Evil
Many of the design choices in Rocketmen clearly come from good intentions. For example, the shooter tries to incorporate RPG elements, with customizable characters and a leveling up system. However, both of these features are rather flawed: the customization options are rather limited, allowing players to create rather generic looking characters. Worse are the RPG elements, which take much too long to power up. It's not that the game doesn't reward the player with plenty of XP; rather, it makes each upgrade so painfully small. Each incremental rise of the character stats is barely noticeable ... unless you're counting pixels. Even after hours of playing, it's hard to notice any real effects of leveling up. The addictive nature of experience systems comes from a good rewards system: Rocketmen fails to understand that basic gameplay tenement.
A story attempts to drive the game forward, but the low production values hinder any ability to become engaged or engrossed. Voice acting is present in the game, but we wonder why they even bothered. There's no animation during the awkwardly paced comic book scenes. Worse still, there are no sound effects, and music is a rarity. It feels haphazardly constructed, and one wonders why the story was even bothered.
Gameplay doesn't do much to alleviate the cheap incomplete feel of the overall experience. The controls are fine: it's hard to mess up a dual-analog shooter. However, almost everything else is broken. The semi-automatic rails camera is frustrating: it allows player freedom, but takes it away randomly. There are invisible walls everywhere, which limits player movement, and can make much-needed power-ups that much harder to reach.
The power-ups aren't very fun to use, either. Instead of using an ammo-based system, the developers decided to use a time-based one. Unfortunately, this doesn't work very well in the actual gameplay. Too often will players find themselves ill-equipped for the endless stream of enemies at hand. Unlike Super Stardust HD, there's no strategy involved with weapons selection. Rather, its just about collecting as many power-ups as possible. There's no thought behind which power-ups should be used, simply because it isn't possible.
Repetitive and constricting level design makes the experience that much more painful. Certain levels simply go on for too long, forcing players to go through the same narrow corridors over and over again. The game works best when the player is given space to move around, and can actually, y'know, dodge bullets.
Thankfully, there's only ten levels to get through. Admittedly, multiplayer is much more fun than the single player adventure. However, at the end of the day, it's hard to pay $10 for what feels like an incomplete amateur school project. With so many other dual analog shooters on the PSN, that money could be better used on a much better game.
PS3 Fanboy score: 2.5












Reader Comments (Page 1 of 1)
M0-M0 @ Mar 12th 2008 4:54PM
This game is a stinking pile of rhino dung.. how they manged to make such bad controls for such a simple game is beyond me.
RatBoy @ Mar 12th 2008 4:50PM
Wow! That's exactly how I felt after playing the demo. I wonder why Capcom is pushing this crap out the door, don't they usually do stuff that's, you know, fun?
rob @ Mar 13th 2008 5:00PM
It's basically Capcom's business model now. Trying to sell as much games as possible.
Draco @ Mar 12th 2008 4:45PM
is that 2.5 out of 5 or 2.5 out of 10... sorry I don't usually read the reviews the whole way through, I just downloaded the demo too, and I found it a little weak. maybe a $5 game
Phoenix8387 @ Mar 12th 2008 4:49PM
its out of 10...
Draco @ Mar 12th 2008 4:50PM
Thanks Pheonix
Phoenix8387 @ Mar 12th 2008 4:53PM
I played the 'Trial'... wasn't overly impressed. Played through it single player, found it quite lacking. Played it multiplayer and it picked up a bit of fun... but not enough. I even found the story to be quite weak.
Games like Everyday Shooter and Super Stardust blow this out of the water. It's definitely not worth a purchase at $5, let alone $10.
Kspraydad @ Mar 12th 2008 4:56PM
I donated my $10 to charity instead.
enigma137 @ Mar 12th 2008 5:50PM
What a hero ! ;)
Kspraydad @ Mar 12th 2008 6:08PM
@enigma...
Charity is the name of a hooker...no Spitzer $5k ladies for me!
rd2000 @ Mar 12th 2008 8:37PM
hehe funny, i found the game quite cute.. And the humor wasn't too corny
Daniel @ Mar 12th 2008 5:33PM
Yeah, it sucks. Bad. I've never played a game where the main character's weapon is so horribly inacurate and the enemies' are spot on every damn time. It was literally a chore to play through the 10 minute demo.
Lazywolf @ Mar 12th 2008 5:37PM
Wow, I almost felt the exact opposite about this game than the entire review did. I'm wondering if I'm playing the same game as you guys.
I thought the RPG elements were great, while I agree that the tiny little increase per upgrade is a bit crazy, I noticed the effects I started to focus on the stats I needed.
I guess I'm the only person that took the cutscreens and dialog as a parody on old space hero movies, comics, TV shows, etc. I thought the cutscenes were great and they made me laugh a few times (be it through chessey lines but all the same).
I had no problem with the camera, at all. I guess thats more to the fact I play games of this genre like Smash TV and Total Carnage than anything through.
Power-ups work more on managing inventory than just finding the right power up at the right time, well it would if the game was actually differcult.
Overall, my biggest complains are with worthless power-ups and than anything else. I enjoy this a lot more than the other shooter PSN games, including Super Stardust. In my book this was worth the $10 I spent on it.
never$$hort @ Mar 12th 2008 6:26PM
I guess we are in the minority on this one.. haha... I like it too!! it reminds me of an old school arcade shooter or something like when nothing mattered but blasting thru enemies and grabbin power-ups... Alls that i know is that a lot of people must agree with us because online is always packed.. Yeah the story is SO F'ING WEAK, I haven't watched a single cut-scene, but honestly who cares.. this game is only about blasting dudes and pimpin your dude up..
proArchy @ Mar 12th 2008 7:37PM
i make martian pudding with my chaingun, thats good enough for me. the player stats are a bit weak, but upgrading the guns is plenty rewarding. i can think of fully realized games that i paid $40-50 for that didnt have as much depth as this game. it seems like if a psn game doesnt have a demo it gets hazed for that, and if it does it gets hazed for not being stardust. if this game were in the arcade it would have stolen way more than $10 from me. the private multiplayer matches havent worked out for me at all though, they NEED to fix that.
Justin @ Mar 12th 2008 5:50PM
Not many demos get deleted from my 160GB HDD, but man...oh man...
Popfrogs @ Mar 12th 2008 7:14PM
I saw this coming a mile away after playing the demo. http://playstation.joystiq.com/2008/03/06/american-psn-updates-for-march-6th/#c10894714
Dahk @ Mar 12th 2008 7:55PM
LOL I think you were made to write negative reviews Andrew.
Andrew Yoon @ Mar 12th 2008 9:33PM
They are SO much more fun to write than positive ones. But the problem is... you got to play the bad games to write the reviews!
M0-M0 @ Mar 13th 2008 1:05AM
Yeah, the demo didn't last long on my ps3 either. I hated that stupid shooting with the r-stick crap. horrible.
John @ Mar 12th 2008 9:11PM
My favorite line:
There are a number of things Rocketmen does wrong -- impressive, considering how simple the genre of the dual-analog shooter is.
MoCharles @ Mar 13th 2008 9:02AM
Worst game ever. 1/10
ajiezer @ Mar 12th 2008 9:59PM
Come on Andrew, guys, it can't be that bad, I mean I played the demo but for a game developed in 24 hours I think it deserves at least a 6, oh wait that game was developed by thatgamecompany right? Is this a Capcom game? Shoot, this stinky piece of code sucks!!!
Andrew Yoon @ Mar 12th 2008 10:15PM
Hey, I love Capcom. They're my favorite company to work with, bar none. But, this was a real stinker that (thankfully) wasn't developed internally.
matahtak @ Mar 12th 2008 10:12PM
From a business standpoint I think Capcom made a great error in releasing the trial version the same time as the full purchase. The game seemed like a promising fun download that a good number of gamers, including myself, would have love to purchase the game for the 4 player co-op and classic arcade style shooter that was originally though a bargain at $10 dollars.
PixelJunk Monsters came out for $8.99 and didn't see a demo til 3 months later (or was it 2?), but it didn't need a demo to sell the game, everyone talked about it much like Rocketmen and they snatched it up right away. The only difference is Monsters is actually good.
Seeing that PSN unfairly does not offer any refunds what-so-ever... even though you e-mail them a hundred times with every loop hole you can think of including "Yes I paid for it, but I didn't actually download it cause everyone else is saying is crap." they stand firm to not give you and money or apologies. Capcom could have got some money out of this one if a free version to try wasn't available.
My friends and I got 5 mins into Rocketmen before stopping. Horrible cutscenes, bad gameplay, and frankly just not fun.
360 degree shooting/attacking/fishing IS NOT GOOD GAMEPLAY and it never will be. This game begs to be able to rapidly press the X button.
ajiezer @ Mar 12th 2008 10:19PM
Yep Andrew, I like them too but didn't know that it wasn't developed internally (thanks for the info), so I guess I'll still buy Devil May Cry 4 :P
BTW keep the great work at the site :D
smallsbig @ Mar 12th 2008 10:57PM
I couldnt agree with you more
kentuckyfried @ Mar 13th 2008 2:26AM
I regret having burned off a good 15 minutes on the demo last night. *sigh*
pixelsword @ Mar 13th 2008 3:02PM
The demo was crap. I liked the concept of what they were trying to do, but in the end, it felt like a Trailer-park version of Mass Effect. Too bad I bought fifty of them.
Michael K. @ Mar 13th 2008 4:26PM
I couldn't even finish the demo
alienclays @ Mar 13th 2008 4:43PM
.... something inside me wishes i could stick an old battletoads or mutant league football cart into my ps3...
electricvortex @ Mar 13th 2008 9:10PM
*sigh*
Another game down the drain then?
Ironhide @ Mar 17th 2008 1:08AM
I did a partial demo with Acronym Games a couple of summers ago. The engine had a lot of promise, and the concepts (some of which I had fleshed out in art design) of the game were very cool. I left before Rocketmen became the project. I said right from the get go after playing a few builds of the original version of the demo that the game felt sluggish gameplay wise. Looks like nothing except for the art, and story changed in the process. It's the same demo just with a fresh coat of paint. I really hope this doesn't fold the studio. The people are pretty decent there.
ck @ Apr 25th 2008 12:22AM
I played the demo and thought it was shit.
Quit + delete.
Capcom, I want that 10 minutes of my life back.
Truth @ May 5th 2008 12:00PM
Yea I played the demo, and felt unlikely to persue the full game, It's games like this that are better offered for cheaper, and possibly free... combined with purchase of actual software titles, *cheers* to anyone of relevance who reads my post.
This game falls heavily short of worthy.