Speaking of minimal brainpower, this is a shooter where two heads are – mostly – better than one. This bite-size brutality keeps the game simple and makes Rico: London one of those games that can be dropped into and enjoyed with minimal brainpower required. That’s because the formula behind every room – smashing in, killing everyone, and busting out to the next fight – is usually done and dusted in a matter of seconds. That very late spike in difficulty is disgusting – the last room is a real bastard – but for the overwhelming majority of the game, I kind of preferred not having a huge challenge. Players will likely be divided over whether the relaxed difficulty suits this game, but I felt much more badass clearing a building full of criminals without restarting every ten seconds. I spent a fair bit of time in both the campaign and the roguelike mode, and the only particularly difficult part is the very last room in the game. I liked that the game keeps me on the back foot with limited ammunition, as it does a lot to keep you slightly grounded, even as you kill hundreds with relative ease.Īnd to be sure, Rico: London is a pretty easy game. The range of guns isn’t exceedingly thrilling, but they’re perfectly serviceable – especially considering that players will likely be ditching each gun relatively quickly. The real fun is in picking up a Counter Strike: Global Offensive style reskinned gun, which comes modded to spice up the game a little. While these small breaks often provide much-needed top-ups to resources, the perks available seemed very limited and I seemed to see the same small batch rotate through every one of my playthroughs. With medals earned through the run you can buy medkits, ammo, guns and perks. Subsequently, most of your battles through the tower block are conducted with whatever guns and throwables you can scrounge from bested baddies.īetween floors, you’re offered a small respite on the stairwell to make purchases from a small store. Once your gun runs dry – and it will, often – it’s about as useful as a doorbell in this game. Scarce ammo means that these shootouts end up forcing a lot of adaptability from each run-through of Rico. There’s a satisfying arcade feel to dodging bullets and dropping gaggles of gangsters with carefully placed headshots, especially when each cold and efficient kill comes with a colourful splash of point multipliers. It may sound reductive, but that’s a formula that absolutely works for me – those first seconds of slow-mo slaughter in each room are a hell of a drug. Honestly, I’ve already described 95 per cent of the game. Upon breaching each room, you’re given a couple seconds in slow motion to clear the room of all gun-wielding criminals. There’s a very simple formula for getting through each floor. To solve the case, players blast their way up a deadly apartment block, clearing it room-by-room to get at the real villain tucked away on the top floor. The word investigate is used loosely here: expect less Sherlock, more Dredd. Rico: London sends players back to New Years’ Eve 1999 as a London Metropolitan police officer to investigate an alarmingly high-caliber gun deal. If you’re wondering if all this slightly weird door talk is necessary, you’ll have to take me on my word that it’s near-integral to this buddy-cop action game. When so much of the game revolves around those seconds of efficient killing following a breach, a lot hinges on starting each room with some real power. You’ll smash down tens – maybe hundreds – of flimsy doors to get to the goons within. READ MORE: Peter McConnell takes us through the process of composing the mental worlds of ‘Psychonauts 2’Īfter all, it’s a game about getting to the top of an apartment block infested by armed gangs.Black got it, and again – Rico: London really gets this. At literally no point should self-restraint come into the equation. Doors are for kicking down, blowing up and barreling through. No self-respecting game should ask you to calmly open doors like a normal person. In a shooter, a door handle should serve absolutely zero purpose. There’s an unspoken rule in games that Rico: Londonfollows to the letter.
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