At first glance, A Robot Named Fight looks like a shameless imitation of Nintendo’s 2D Metroid games. It's set in a sci-fi universe littered with hostile alien creatures and futuristic doors that only open when you shoot them with your blaster. Thankfully, it’s a lot more respectful of the source material than you might expect – recreating the charm of Nintendo’s beloved series and experimenting with the classic formula at the same time.
The story is a spin on the unstoppable robot uprising, with the mechanical gods ascending and leaving behind lower order machines to cultivate the planet. Unfortunately, trouble stirs in the skies above with a giant pulsating moon-sized orb – known as the Megabeast – unleashing its unstoppable plague of ugly creatures across the world. As the player, you take control of a robot that must put an end to the chaos at all costs – else you’ll be thrown on top of an ever-growing pile of scrap. An expendable protagonist provides enough reasoning as to why this title is a procedurally generated take on the Metroid series. The trade-off here is that story and character development is basically non-existent after the initial opening sequence has finished. What remains is exploration, item collection and plenty of action.
Each session starts out on a clean slate with a robot that has no power-ups, armour enhancements or special abilities. Like Metroid, you run from room to room seeking an ability or augmentation that will provide you access to a previously inaccessible or locked-off area. As each run throws you into a procedurally generated location, you never necessarily know where exactly to go or what challenge might be next. Eventually layouts of certain areas become more apparent, however, at the same time a sense of repetition begins to creep in due to the familiarity of locations.
Due to this design, the task at hand can feel rather aimless at times. Unlike Metroid, you’re never given any other reason to progress other than to earn more items or take down the next big boss, whereas in certain 2D Metroid games there are objectives motivating you to push on. Here, what’s present is mostly running and gunning, with the occasional break taken to visit a robotic gun trader or present a shrine god with some scrap metal for that next awesome upgrade.
In A Robot Named Fight, it’s about the end goal. This main mission that you’re briefed on at the start of the game slowly becomes more evident each time your robot is destroyed in battle. Unless you’ve found a one-time save point that grants you an additional chance to get things right, you’ll find yourself back at the very beginning of the game, time and time again. The advantage of the reset is that your existing run can benefit your current one with new items becoming available in the current playthrough. Problem is, you lose everything if you fail.
Upon realisation of just how punishing failure can be, all you can do is set your sights on the finish line. If you want to prolong each run, you’ll need to exercise caution and decide whether the reward is worth the associated risk. Abilities, upgrades and power-ups will help you progress and lengthen your run. Weapon upgrades can change the types of bullets your blaster shoots or even give you enhancements such as fragmented bolts – where bullets bounce off the walls.
These upgrades can make dealing with multiple enemies easier or enable you to go through a previously inaccessible door. Alternative weapons include items such as flamethrowers, which make quick work of pesky enemies. In addition to this, there are elemental suits, abilities such as the slide attack (helping you access hard-to-reach areas) and modules that improve your weapon’s energy meter, your attack power, speed and more. With 100 unique items on offer, there are plenty of ways to power up your robot.
The gunplay and action in A Robot Named Fight are on par with the best. Character movement is a bit stiff at first, but is easy enough to adapt to after a few runs. The controls won’t be too hard to master if you've played a Metroid game before. There’s the jump button and a few other commands that involve pressing down and tapping the 'A' button to turn into a robotic spider (similar to the Morph Ball). Other than that, you’ll be swapping between weapons with the 'L' and 'R' buttons and firing your blaster on certain angles with the assistance of the 'ZL' and 'ZR', if you aren’t using a control pad or analog stick.
It’s a relief the controls don’t overcomplicate things. There are plenty of long corridors with monster infested pits to jump across and a number of shafts you’ll need to navigate. It’s important to also shoot every inch of a room to discover any hidden items or secret areas. As you'd expect, the enemies make each area just a little harder to navigate. Some are similar to Space Pirates with their patterns while others are less intelligent forms of life that enjoy being shot in the face at point blank. The bosses aren’t much different – each one has a unique pattern reminiscent of classic arcade bosses in old school shooters and can take a hell of a lot of damage before defeat. If you happen to be struggling, you can always get a friend or family member to assist you in co-op mode. To access this feature you must sync another controller during a solo run. A second player is then able to take control of a robotic ball that shoots. If it takes damage, so does the robot.
As you might have noticed, the graphics look right out of 16-bit era with a lot of beautiful sprite work including an on-screen map marking every area explored. The colour palette isn’t quite as lovely as certain other classics it is based on, but it does an adequate job recreating the look of games of this period. There are also a lot of special effects you would expect to find in a game from this era, including bright flashes representing enemy damage and generally any form of destruction on-screen. There’s even a blood option – which can be set at low or high in the options menu. The sound and music nails it, with satisfying retro blaster noises and a soundtrack reminiscent of a late ‘80s or early ‘90s apocalyptic sci-fi film or video game.
Conclusion
The comparisons to Nintendo’s much-loved Metroid franchise might seem excessive, but A Robot Named Fight makes little effort to differentiate itself from the source material it has been inspired by. What it does manage to do is provide endless replay value with its procedural generated platform action, unique items and large variety of enemies. The co-op mode is also a welcomed inclusion. The trade-off here, as mentioned, is no real story or character development beyond the basics to motivate you to save the day and the repetitive nature associated with permadeath. If you can look past this, what’s on offer is a satisfying alternative to the space adventures of Samus.
Comments 24
Frekin' love this game! Those dismissing it as a mere Super Metroid rip-off will be passing on on what is in fact of the finest love letter to said game ever made. The music is also top notch.
I gotta say, applying procedural generation to a Metroidvania is ambitious.
Not sold on this just yet, but keeping in mind for when I run out of already purchased 2D platformers and Metroidvanias. It may take a while...
Is it a requirement for Indy games to have s**t names honestly I’m probably missing out on some great games cos I’m put off by the title looks like a great game tho
This is a great game! A solid 8/10 in my opinion, maybe even 9.
Nice to see this get some coverage - it's one of the better games on the eShop I've purchased of late and the comparisons with Super Metroid are well-deserved...
I mean, It's taken my attention away from the likes of DRtC, Rogue Aces, Bombslinger, Streets of Red, Raging Justice, Flinthook and others, so it's definitely doing something right! ^_^
As with almost all roguelites/platformers/arcade shooters on Earth I had to buy it... Have yet to play it but looks brilliant!
Switch really has some good roguelites. Steredenn Binary Stars is one of my favorite games recently, and this one is good too. I'm also looking forward to Immortal Redneck.
I'll add it to my wishlist, there's honestly too much of this right now for me to keep up with. Games like this are great because of their replay but I don't think I can invest that much time into them because of all the other titles that are always coming out. Damn my interest in so many genres .
This is fun. It's also a little bit of a letdown that each run doesn't plant you on a new world to explore. It's always the same world, same general layout (at least in the beginning). I think this would play really well in the world of controller-passing couch play (my life, your life kinda thing). I have fun with it for a run or two every other day. There's a weightiness that's missing from the best scripted 'Vanias though.
We're thrilled to see so many people enjoying the game! The developer is having an AMA next week on /r/NintendoSwitch if you wanna chat with him.
@mister_magnus There's already some work-in-progress on some new updates that I think you'll enjoy!
"The trade-off here [...] is no real story or character development beyond the basics to motivate you to save the day"
How is that a trade-off ?
Does anyone really prefer Fusion and Other M (you know, the Metroid games where they tried to include a story and character developpement) to Super Metroid ?!
Interested but my recent experiences with rogue like games have been rather mellow and not a fan of procedural generation. Price will be the factor here; may wait for a sale.
A great game. Easily an 8 in my book. I have sunk a lot of time into the PC version and am strongly considering double-dipping for the Switch.
I'd give this a 9 easy. Fantastic game. It has just as much story as Super Metroid anyway.
Hmm, so I guess like only the name is bad.
Still, I am not too big on these games that just try to be a blatant copy of a classic game. It is like if I really want to play that game I will just play the classic, I don't see what the appeal of something trying to copy that could be.
Love the style choice and gameplay action, but I usually don't do rogue-anything. HOWEVER, I have the interest to give this one a go as it looks very fun to me. Gotta be wishlisted for now though-- too many games at the moment.
To start with I wasn't going to get the game as it's procedurally generated. But then I saw people's comments and will add it to my wishlist.
Initially passed it off as a terrible game only because of the terrible title, despite reading about its inspiration from Metroid. Then, a friend bought the game because of Metroid and couldn't stop recommending it to me, so I eventually bought it and now I regret not buying it sooner.
Thank you.
@Shiryu Anyone thta would complain about a game that mimmicks one of the greatest games ever made has no right to complain.
Sorry, but permadeath for the entire game is just inexcusable in modern gaming. I need to be making permanent progress somehow in order to have the motivation to give a single player campaign another go. Even an ancient game like "Super Metroid" gives you that much.
@BulbasaurusRex You do realize roguelikes are rising in popularity and that the general design choice of starting over from the beginning never really left when battery backup became a thing. You're perfectly free to have the opinion of not liking this and no one said you have to, but to say it's "inexcusable in modern gaming" shows how close-minded and wrong you are.
@Kilroy No, once save files became the norm during the 32/64-bit era, almost all games that included a single player and/or coop multiplayer mode started saving your progress at save points or after each completed level, or they included some other method of saving permanent progress such as collected items or power-ups or character experience level, and video games as a whole are all the better for it no matter the genre. Even short score attack games now permanently save your high scores as a standard feature. Making you restart a game from scratch is one of those archaic features from a time of limited and/or expensive technology that has no place in modern gaming.
I don't know why rogue-likes have become more popular lately (or at least more indies are releasing them), but yes almost all of them make this same mistake. There's no reason they can't maintain the randomly generated levels and hard as nails difficulty that are their other hallmarks without at least letting you keep your loot and/or power-ups whenever you die.
@BulbasaurusRex There's a perfectly good reason for it, but you clearly don't understand what the genre is or who the target demographic is. If you did, you would recognize that you are not part of it.
Take many (possibly all) of HAMSTER's ACA releases across the current gen systems. Those aren't roguelikes, but they don't have save systems, so you're forced to start over when you die. Are you telling me they should stop after the several dozens of releases too? There's clearly an audience for those based on discussions I see.
I'll reiterate part of my first post: just because YOU don't like an entire genre that is still seeing a healthy amount of releases doesn't mean it doesn't have a place in the economy.
It's on sale for just 1 euro!
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