Released: 02 November 2023
Developer: Teyon
Also Available For: PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S
The Background:
Although RoboCop’s (Verhoeven, 1987) surprising success saw it followed by big screen sequels, a cartoon, and a live-action television show, these were largely met with mixed to negative reviews. While the R-rated franchise all-but flopped as a kids’ cartoon, RoboCop did fairly well in arcades back in the day. Unfortunately, the videogame adaptation of RoboCop 3 (Dekker, 1993) performed about as well as its source material. RoboCop fared better when battling another iconic cyborg, something only further evidenced when an attempt to reinvigorate the cyborg cop on then-modern consoles flopped hard back in 2003. The near universal negative reception for Titus Interactive Studio’s RoboCop meant players had to wait twenty years for another first-person shooter (FPS) adaptation of the franchise, one courtesy of Teyon, the developers behind Terminator: Resistance (2019), the first halfway decent Terminator videogame in ten years (at the time). For RoboCop: Rogue City, Teyon worked closely with Metro-Goldwyn-Mayer and publisher Nacon to ensure the game was faithful to the original film and captured the dark satire of the franchise, even bringing back Peter Weller to reprise his iconic role. In contrast to fast-paced FPS titles, director Piotr Latocha lobbied to recreate Weller’s robotic, methodical movements and emphasise RoboCop’s “Prime Directives” as much as action-packed shooting. Reaching 435,000 players in its first two weeks, RoboCop: Rogue City received mostly positive reviews that praised the fidelity to the movies and layered gameplay mechanics, while criticising the pacing and noticeable glitches.
The Plot:
Transformed into a cybernetic police officer after being murdered on the job, Alex Murphy/RoboCop finds his efforts to police the increasingly lawless streets of Detroit compounded by a plot by megacorporation Omni Consumer Products (OCP) to mass produce cyborg cops.
Gameplay and Power-Ups:
RoboCop: Rogue City is an FPS title in which players assume the role of the titular cyborg police officer and play through a mission-based narrative that includes gunfights, a smidgen of detective work, and a dash of role-playing elements. There are four difficulty settings to pick from the outset and a fifth unlocked once you clear the game, with enemies being tougher and dishing out more damage on the higher difficulties. Players can also pick between two control schemes, but I stuck with the default settings that saw me aiming with the Left Trigger, shooting with the Right Trigger, and punching thugs in the face with the Right Bumper. X reloads your weapon and is used to interact with the environment, with players holding X to open doors and OCP supply crates and pressing it to talk to non-playable characters (NPCs) or pick up ammo, various incriminating evidence, and supplies like OCP Recovery Charges. You hold B to restore your health with these, storing three at the start and eventually carrying up to five once you’ve upgraded RoboCop’s skill tree. Similarly, you can interact with fuse boxes to restore RoboCop’s health. Also, once you’ve unlocked the correct upgrade, you can dash at enemies with A and engage a temporary shield to reduce incoming damage with B. X also grabs and throws objects at enemies; everything from computer monitors to chairs, tables, motorbikes, and sledgehammers can be grabbed and tossed, which is a lot of fun. Naturally, you can grab and toss scumbags as well! RoboCop is armed with his signature Auto 9 (which has infinite ammo), can pick up one additional weapon, and you switch between the two with Y. You can press in the left stick to change RoboCop’s clunky walk to an ungainly trot and the right stick to activate a night vision filter, though I found this wasn’t utilised much and an infrared mode would’ve been far better. The directional pad changes the firing mode of your weapon with up, activates a disabling shockwave (with the right upgrade) with down, and brings up either your “Skills” or inventory menu with left and right, respectively.
A great deal of RoboCop: Rogue City focuses on shooting, with players blasting punks in the face (or crotch) and splattering their brains across the walls or dismembering their limbs. RoboCop can grab a handful of largely generic additional weapons to help with this, liberating them from enemies or grabbing them from nearby caches. You can grab another pistol and a high-impact .50 Cal that would make Dirty Harry smirk, two combat shotguns that are awesome for close-quarters combat, a couple of submachine guns and assault rifles that can fire a bit wildly, and heavy-duty machine guns lifted from turrets. RoboCop also gets a sniper rifle, the Cobra Assault Cannon from the first film, a rocket launcher, and a grenade launcher, with these latter four being some of the most powerful weapons. That power comes with a trade-off, though, such as low ammunition and long reload times. RoboCop always has his trusty Auto 9, however, which can eventually be upgraded with computer chips. These come in different configurations and can even be spliced together to create newer, more powerful chips. When applied to the Auto 9 motherboard, they increase the gun’s ammo capacity, reload speed, damage, spread, and armour piercing ability to make the Auto 9 even more formidable. RoboCop’s dash ability allows him to charge into enemies and his shockwave can be upgraded to cause damage rather than just stun. You can also shoot explosive barrels, mines, gas cannisters, motorbikes, and vehicles to take out large groups of enemies with explosions and many of these can be thrown for the same effect (though be careful as you’ll also take damage from the explosion, especially if your barrel is shot when you’re carrying it!) Sometimes, you can shoot parts of the environment to get an edge in gun fights, such as dropping scrap metal onto enemies, and RoboCop will occasionally be backed up by fellow police officers. Anne Lewis, rookie Ulysses Washington, and even an Enforcement Droid-209 (ED-209) will provide cover fire in certain missions. When fighting alongside the ED-209 or the Special Weapons and Tactics (SWAT) team, you’ll engage in an “Efficiency Test” and be challenged to get more kills that your rivals to gain more XP in your post-mission evaluation.
Many times in your adventure, you’ll be asked to “breach” doors or walls, causing RoboCop to burst through and take out any enemies on the other side in a slow-motion sequence. These sections often involve hostages, who’ll be executed if you’re not quick enough, which will cost you in your post-mission evaluation. Despite being bulletproof and an unstoppable cyborg cop, RoboCop isn’t invincible and his health drops as he sustains gunfire or is hit by grenades and rockets. Thankfully, there are many checkpoints in RoboCop: Rogue City and, as you gun down punks, collect evidence (documents, drugs, stolen items, and such), and enforce the law throughout Detroit, you’ll earn experience points (XP). When you get enough XP (or find OCP Skill Disks), you’ll gain a “Skill Point” to upgrade RoboCop’s eight skills. This not only unlocks the dash, shockwave, and shield abilities but also allows RoboCop to enter a “bullet time” mode by holding the Left Bumper, hack enemy turrets, decrease the damage he receives, automatically reload upon connecting with a punch, ricochet shots off specific panels, and automatically regenerate health over time. RoboCop must also solve crimes and you must thus upgrade his “Scanning” and “Deduction” skills to help with this. By holding LT, RoboCop scans the environment for clues and these upgrades make this easier and faster. They also increase the XP you gain and mark important locations and items on your map, a generally useful overview of the immediate area that’s largely superfluous since there’s a helpful onscreen compass on the heads-up display (HUD) and an objective list in the pause screen. Upgrading RoboCop’s “Engineering” skill allows him to open locked safes and better scan the environment to complete optional objectives. However, this isn’t a requirement and you can often find alternative means, such as picking up a manual, to accomplish the same task. Players are also given dialogue options when talking with certain NPCs and picking different answers changes RoboCop’s relationships with these characters, altering the ending depending on his political stance, his leniency towards informants, his conduct towards Washington, and the answers he gives psychologist Doctor Olivia Blanche. Upgrading your “Psychology” skill helps with these moments, allowing you to earn more XP, though there’s little benefit to picking the “right” answer beyond seeing different reactions.
It’s actually comical how many menial tasks the cops stationed at Metro West give RoboCop to do. When Lewis is shot, RoboCop’s asked to gather signatures for a get-well card; when the line of civilians coming in to complain gets unwieldy, RoboCop is asked to help with their problems; and, when a fellow cop is found dead, RoboCop helps Officer Cecil place a memorial photo on the wall. RoboCop can choose to aid or scupper Washington’s career, assist or derail reporter Samantha Ortiz, has regular briefings with the cantankerous Sergeant Warren Reed, and will be clearing out lockers, testing weapons at the shooting range, and fixing power outages throughout the station. When on the streets, RoboCop has a primary objective tied to that mission (investigating an arcade that sells drugs on the side, checking out a familiar steel mill, confronting OCP executive Max Becker regarding his cyborgs, and more) alongside numerous secondary objectives. You can issue tickets to cars illegally parked and to graffiti artists (who’ll spraypaint colourful anti-RoboCop graffiti in retaliation), and help solve a murder tied to a seemingly faulty MagnaVolt car security system. RoboCop visits apartment buildings to deliver bad news and goes to see Lewis when she’s in her coma, works with Washington to locate a missing cat, investigates a potentially shady garage, begrudgingly assists Nuke addict “Pickles” in a video store, defuses in a hostage situation at the courthouse that’s eerily reminiscent of the first movie, and delves into a malicious “Afterlife” facility to uncover OCP’s latest crazy scheme. All throughout the game, RoboCop experiences glitches courtesy of main bad Wendell Antonowsky, who screws up RoboCop’s programming with a chip. This sees the environment change around you; enemies appear and disappear and you’ll flashback to Murphy’s death and his family home as RoboCop struggles to get his shit together. All these disparate plot threads come together in the game’s final missions, where Detroit descends into all-out chaos and you must revisit every location and NPC you’ve encountered previously to help save them from fires or from the gangs running rampant in the streets.
Presentation:
Without a doubt, RoboCop: Rogue City is the best looking RoboCop game we’ve ever had (so far, anyway). It shouldn’t be surprising given Teyon’s attention to detail in Terminator: Resistance, but the game recreates the visuals and atmosphere of the first two movies with an impressive fidelity. The game is bookended by Media Break segments hosted by Casey Wong (who also appears on various radios found throughout the game) that recapture the dark satire of the first film and the likenesses of Peter Weller, Nancy Allen, Robert DoQui, and Dan O’Herlihy bring returning characters to life. The game reminds me of Ghostbusters: The Video Game (Terminal Reality, 2009) in that it primarily evokes the first movie while acting as a follow-up to RoboCop 2 (Kershner, 1990) and a prelude to RoboCop 3. Thus, Metro West is ripped straight from the first movie (including the check-in desk, locker room, RoboCop’s maintenance area, the shooting range, and the garage) and the cops all wear the same uniforms featured in that movie. RoboCop is also modelled after his chrome silver look rather than his glistening steel blue and the game revisits key locations from the first movie, including the steel mill where Murphy was executed and the OCP headquarters, which includes the cylindrical lifts and an exact recreation of the board room. References to RoboCop 2 are included, however: players collect Nuke for XP, a standee of RoboCop 2 appears during Becker’s presentation, and the Urban Enforcement Droids (UEDs) are modelled after one of OCP’s failed RoboCop 2 experiments. This all gives the game a great deal of legitimacy as an official continuation of the original movies, something only bolstered by Weller reprising his role and little touches, such as RoboCop occasionally twirling his gun and incorporating Basil Poledouris’ iconic RoboCop theme throughout the action. While it’s great to have Weller back, though, I was a little disappointed by how…robotic…his performance was, even more than usual, as though he phoned it in a bit during the recordings.
When out on a mission, RoboCop finds himself on the mean streets of Detroit, a restricted sandbox-like environment with a few locations you can enter and elements you can interact with. You’ll revisit the same area multiple times, but it does change as you progress, shown in day, at night, and in the midst of a full-scale riot that sees the streets filled with punks, fires raging, and chaos everywhere. You’ll pop into a few buildings to talk to NPCs, solve crimes, or gather evidence, occasionally engaging in a violent shoot out, though most of this takes place either away from the city centre or in specific buildings, such as a hidden drug lab in the arcade. RoboCop ventures into the Channel 9 building when the “Torch Heads” hijack their broadcast, investigates the steel mill where he died (recreating the area where Murphy was gunned down and the pool where he confronted Clarence Boddicker), glitches out in an abandoned shopping mall (causing mannequins to disturbingly shift about), and assists prison guards during a chaotic riot at the city prison. When the action kicks in, you’ll find much of the environment is destructible. Glass shatters, monitors explode, and walls break apart from bullets and explosions. You can use the environment for cover (though high-calibre weapons will quickly destroy these) and blood, bodies, and evidence are scattered everywhere. Unfortunately, there are some negatives to the presentation: RoboCop has no reflection or physical model, textures tend to warp or struggle to load, and there are obvious parts where the game drags out elevator rides or dialogue exchanges to load the next part. Paradoxically, RoboCop: Rogue City impresses in the endgame when every enemy you’ve encountered (including an ED-209) roams the anarchic city streets causing chaos with no visible slowdown or performance issues.
Enemies and Bosses:
There are two main gangs in RoboCop: Rogue City: The Torch Heads and the “Street Vultures”. You’ll encounter both in different missions and gun down many of their disposable members, all of whom scream in agony when you blast off their limbs and yet never hesitate to engage RoboCop when he appears. They wield various weapons, from pistols to machine guns, which you can acquire after putting them down, and often attack in large groups in restrictive corridors. Enemies will take cover and run about, certain variants will call for backup, and many toss grenades. Luckily, you can shoot these as they’re being prepped or are in mid-air to take out large groups, but you must aim for the legs when rushed by goons in body armour and carrying sledgehammers. The Street Vultures tend to ride around on motorcycles, crashing into you and shooting at you, though you can explode their rides to thin out their numbers. The goons get a new coat of paint during the prison riot, arming themselves with shotguns and more powerful weapons, and they’ll often take hostages or assume sniping positions on rooftops. You must also watch for suicidal punks who rush you with lit gas cannisters and, as you progress, you’ll clash with Antonowsky’s more formidable mercenaries. These guys are more heavily armoured, shielding themselves from headshots and carrying stronger assault rifles, sniper rifles, and even the Cobra Assault Cannon. Bolstered by tougher commanders, these mercs can be tough to deal with in large groups as they’ll shrug off your punch and even explosions, though all the enemies you encounter are surprisingly resilient when shot. RoboCop also tangles with Becker’s UEDs, relentless cyborgs cobbled together from stolen bodies that constantly shoot out you, pour from doors, and even try to skewer you with a charge! If you blow off their heads, they’ll become confused and attack their allies, which is helpful. It’s also advisable to upgrade RoboCop’s “Engineering” skill to hack enemy turrets as they’ll catch you in a crossfire and cut you down.

You’ll often fend off waves of enemies, sometimes combinations of them, forcing you to think more strategically, take cover, and utilise RoboCop’s abilities to survive. Becker tests his UEDs against RoboCop, forcing you to battle waves of the inferior cyborgs in an enclosed space. You’ll also take on a legion of them when they go rogue during Becker’s EXPO presentation, with their forces bolstered by an ED-209! Later, heavily armed mercenaries and UEDs block your path to apprehending Antonowsky, and every enemy you’ve faced takes to the streets for a riot in the endgame. However, there are a handful of more traditional boss battles, with you battling ED-209 on multiple occasions. Each fight takes place in different locations but the strategy remains the same: stay on the move, grab nearby weapons and explosives to use against the machine, and take advantage of any like OCP Recovery Charges you find. ED-209 is slow and a big target but incredible powerful; it fires a machine gun arm and rockets, which you can anticipate by the laser sight, and is only vulnerable by targeting the “mouth” on its “head”. When battling ED-209 at the EXPO and on the streets, you can make short work of them with the rocket launcher and, especially, the Cobra Assault Cannon. While Antonowsky is disappointingly taken care of in a cutscene, the game ends with a surprising recreation of RoboCop 2’s finale as RoboCop battles the “Old Man”, who died earlier in the game but has his brain/consciousness implanted into RoboCop 2! RoboCop 2 is a multi-stage boss with no checkpoints between phases and is a massive difficulty spike. The only way to damage it is by targeting the Nuke cover on its chest; there are very few OCP Recovery Charges and additional weapons to aid you and the cyborg is heavily armed. It fires its machine gun attachment (smacking you clear across the room with a punch from it), fires rockets that drop the fight to lower floors, charges at you, grabs you and shoves a taser attachment in your face, and represents the game’s toughest challenge, not least because it can only be damaged in the final phase when the Old Man’s face pops out from its head.
Additional Features:
Players can snag twenty-seven Achievements in RoboCop: Rogue City, earning nine simply by completing the game as they pop when you finish each mission (and the entire game). You also get Achievements for shooting an enemy in the groin, hacking a turret, adding a chip to the Auto 9, and fully upgrading one (but not all) of RoboCop’s Skills. You must search around a bit for a couple of Achievements, which are tied to hidden rooms or require you to find a manual (or upgrade RoboCop’s “Engineering” skill) to access hidden areas. You get another Achievement for receiving an A grade, one for blowing up a moving motorbike, and another for solving a murder. Despite the game having multiple difficulty settings, there are no Achievements for clearing the game on the harder settings, so just play on “Easy” and enjoy the ride. The hardest Achievements, for me, are scoring 250 points on the shooting range (I barely hit the 200 mark) and clearing out Becker’s UEDs in under ten minutes, a mission you should be able to retry at your leisure if you can find the right save file. Clearing the game unlocks “New Game Plus”, where all your upgrades and such carry over, and “There Will be Trouble” mode that makes enemies tougher. Another playthrough is advised if you want to see the different ways the game can turn out in the end, such as who gets voted as mayor, what happens to Washington, and RoboCop’s quest for basic human rights. Otherwise, there are the nine Skills to upgrade (which probably will require multiple playthroughs) and numerous optional objectives to complete, though the only reward for this is XP to boost those same Skills.
The Summary:
Without a doubt, RoboCop: Rogue City is the best RoboCop game I’ve ever played. The first-person shooter genre is a perfect fit for RoboCop, a traditionally clunky character who doesn’t fit into the traditional action/platformer genre. Despite some struggles with loading textures and everyone resembling lifeless puppets at times, the game looks and performs really well, something only bolstered by its visual fidelity to the movies, especially the first one. I was glad to see RoboCop 2 referenced during the game as well, though I do feel the balance between the two could’ve been better, and even the teaser for RoboCop 3 as the game leads right into the start of that movie. While I would’ve liked to see better variety in RoboCop’s weapons and the ability to use his data spike as an attack, the Auto 9 was satisfying to use. Heads pop off, blood splatters everywhere, and the shooting action is fun and engaging as the environment and bosses take battle damage and you cause carnage in the pursuit of justice. Speaking of which, I enjoyed patrolling the streets and enforcing the law; though it was a bit weird seeing RoboCop’s peers as him to help with menial tasks, it tied into the overarching idea that he’s accepted as a human and fellow officer by his peers. While Wendell Antonowsky was a bit of a weak main villain and the RoboCop 2 fight came out of nowhere, I enjoyed the further exploration of RoboCop’s humanity and the different missions, both big and small, presented to the player. It’s a bit shallow at times, lacking a lot of replay value and bonus content, but RoboCop: Rogue City is a very enjoyable celebration of the first film, and the franchise overall, that finally allows players to experience what it means to be the cyborg law enforcer.
My Rating:
Great Stuff
Did you enjoy RoboCop: Rogue City? Were you disappointed by the lack of boss battles or did you enjoy tackling the many ED-209s? What did you think to the different tasks RoboCop was asked to help with? Did you every fully upgrade RoboCop’s Skills? What did you think to the visual fidelity to the first movie? Which RoboCop movie and/or videogame is your favourite? Drop your thoughts the comments and go check out my other RoboCop reviews across the site!






























































































