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Title: RICO
Genre: Action, Indie
Developer:
Ground Shatter
Publisher:
Rising Star Games
Release Date: 14 Mar, 2019
English,French,Italian,German,Japanese
What you see on the trailers is what you get but with large added amounts of bull****.
Why bull****?
The main campaign is a case (a randomly-generated set of randomly-generated missions with randomly-generated level layouts with randomly placed objectives, enemies and pickups) which is made of close quarter combat on mostly tight spaces with enemies that have the reflexes and speed of a squirrel on redbull. Combat is only fair during the few seconds of slow motion you get only if YOU kick down the door. When the slow-motion period ends and you notice that half your shots were blocked by pieces of the door you kicked (PLEASE remove bullet blocking collision from the door once it is kicked in) or were simply direct hits that didn't register for some reason, be ready to say goodbye to a quarter of your health.
As if that wasn't enough, the game arbitrarily decides to throw some additional enemies after you after a certain time just to take some of your non-regenerative health away as you return to the level exit so you are forced to spend some precious upgrade points you could be spending on better weapons.
As if that wasn't enough, from a certain point on every campaign, the game also starts placing broken bomb defusal objectives where you have a set time to defuse all of the bombs on the floor you find the first one at. Why do I call it broken? From what I can tell, the time given to defuse all bombs is tied to the number of bombs itself and not so much the level layout. This results on occasions where the bombs are so far apart and with so many enemies in-between that the time given is not nearly enough. My various failed attempts at the final level on every case have been directly squandered by the timer of this objective<\/b> either by running out of time and getting the insta-gameover or by getting shot by an ambush while rushing to defuse them. Who the hell thinks it is a good idea to put such an inflexible time constraint on a random level layout?
The game is far from trash but these aspects left me extremely frustrated with it.. Don't get the game until it works on windows 7.
or they add third and fourth player co-op.
and a structured campaign of some kind
and customization that works
and a lot of other basic stuff that is commonplace circa 2007.
I understand it's an indie game, but that's no excuse for making a bad game. If we excuse indie games for being bad, we all need to go buy black ops 4 and say "OH THEY'LL WORK OUT THE BUGS!". Don't get, gets really repetitive really quick, within two levels for me.
Got bored and never want to play the game ever again.. A fun game, simple premise well executed.
This game is gun play if that is what you are looking for look no further.. Don't get, gets really repetitive really quick, within two levels for me.
Got bored and never want to play the game ever again.. It's honestly just really \u2665\u2665\u2665\u2665in' boring. You bust in, shoot the guys, do that again. There ain't much more to it. A handful of guns that would take a while to unlock, but why bother when the base game is uninteresting?. A fun game, simple premise well executed.
This game is gun play if that is what you are looking for look no further.. I've only played .5 hours because that's about how much content there is.. I've only played .5 hours because that's about how much content there is.
Patch Notes:
We have released a hot-fix for the save game corruption issue that has been reported by a handful of players. We've rolled in a couple of small fixes to other areas of the game as well.
Patch Notes
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