Rocket Fist

Review Update #2

Review Update #2

The Negative Nancy

Who would have imagined that my opinions are basically the same as they were eight months ago?  Definitely not Past Solomon when he made the goal to do Review Updates on a regular basis.  To give myself some credit, I do have two updates.  The first is basic:  Rocket Fist has become a little stale.  It’s still a good game, but my friends and I no longer clamor to play it.

The second update concerns the Mario + Rabbids:  Donkey Kong Adventure DLC.  I have just about completed all of the main story missions, and after that, I have a wealth of challenge missions to beat.  The amount of content more than justifies the $20 price tag, and if you enjoyed the main game, DKA provides more of the good stuff.  Although it’s a bit of a bummer that you’re stuck playing with Donkey Kong, Rabbid Peach, and Rabbid Kranky, they synergize well, and DK’s high mobility makes turns much more dynamic.

With that out of the way, we’ll conclude this with a comparison of my reviews compared to Metacritic’s aggregate scores.  Metacritic records every review source’s scores and then produces an average along with some other statistics.  Here are Nintendolife’s and Game Informer’s stats as examples:

Because I get a kick out of imagining being on Metacritic, mine would look something like this if Metacritic was designed by a knock-off company:

A brief glance at these numbers shows I’m not as “accurate” as Game Informer or as negative as Nintendolife.  That said, according to my calculations, for the majority of my reviews, I have given a lower score than the Metacritic aggregate.  My percentage of lower scores is a whopping 23% higher than Game Informer’s 34%.  This number would only be inflated if I reduced the range for “%same” reviews.  In this sense, I may not slam games with extremely bad ratings (ignoring ClusterPuck) like Nintendolife, but I still may be more critical overall.

These numbers are restricted to my thirty reviews, and this is a relatively low amount in the grand scheme of statistics (at least I’ll pretend it is).  However, I do think it shows a trend for how I gauge games.  I can be hyper-critical of minor faults, and the saltier I am while I play, the lower the score.  I don’t like to admit I have an anger problem, so let’s just say I’m a very salty person.  Hollow Knight is one such game that may reap my wrath in its eventual review.  It’s a critically-acclaimed game, but I experienced too much frustration while playing it to score it as highly as other critics.

We’ll see how this data changes in another 10 reviews.  Judging by the games on my queue, I imagine they will be roughly the same, much like my opinions regarding my currently-reviewed games.

Posted by Solomon Rambling in Other, 0 comments
Solomon Rambling Talks About Review Scores

Solomon Rambling Talks About Review Scores

The Second Stumbling Step

 

When I was a kid, the dream career was to become a professional athlete.  As an athlete, you don’t have to be good at school.  You just have to be good at the sport.  If you make it big, you make millions just by having fun.  Our parents encouraged us to pick more practical careers, but we hoped for careers that were lucrative, easy, and flashy.

Once I hit high school, everyone wanted to be a rapper.  How hard could it be to write a few lyrics and rap them into a microphone?  Every aspiring rapper carried with them a notebook containing chicken-scratch verses about drugs, whores, and a gang life they had never really experienced.  The fame and fortune were there, and it didn’t matter if you had nothing to your name as long as you could speak.

The current generation of adolescents now seem to have their sights set on becoming YouTubers.  People still want to be athletes and rappers, but the new dream is to sit in front of a computer, talk, and make bank.  For the aspiring YouTuber, all they need is a camera, a computer, and the rest will take care of itself.  When I mention to some youth at my work that I have a YouTube channel, their immediate reaction was to question how much money I make.  For them, YouTube is a weekly paycheck as long as you have a video.

With my second published video, I have intimately discovered how difficult it is to “be a YouTuber.”  Multi-tasking, editing, wit, timing, and execution are all acquired skills, and a microphone and a capture card aren’t going to learn them for you.  With this video, I continue to struggle with audio and video quality as I grapple with delivering jokes in coherent sentences.  I see progress from my first video, but celebrity status is a long way away.  As with being an athlete or rapper, YouTubing can be just as difficult and demanding as any other job.

As always, if you have pointers, let me know.  I’ve got adolescents to impress.

Posted by Solomon Rambling in Video, 0 comments
Solomon Rambles About Fists

Solomon Rambles About Fists

Rocket Fist

The Lesser-Known Falcon Punch

At the end of each of my reviews, I list how many hours I have played the game.  Typically, I will use the Switch’s activity log to track my hours, which was an unreliable system in the console’s infancy because the Switch was and still is seemingly unable to remember any number that doesn’t end in 0 or 5.  For any game played less than five hours, the Switch had no grasp of time, proclaiming I had played “for a little while” in lieu of an actual number.  Only in the world of Nintendo was three hours “for a little while.”

RF 3

Since the original publication of this review, the Switch has since been updated and now can count from 1 to 5 (ten days after you first play the game, mind you).  I am so neurotic about play time because I like to demonstrate how much distance your dollar may go.  For some, a solid experience—no matter how long or short—is enough to justify a game’s purchase.  For others, the more you pay, the more content you should receive.  For me, I divide the game’s price by the number of hours I played it.  In the case of Rocket Fist, the total came to $2.50 per hour, so the question is, “Would you pay roughly $2.50 an hour to play Rocket Fist?”

What is it?

Rocket Fist is simple in concept.  In multiplayer (the meat of the game), you control a customizable robot in a top-down arena in which you face up to three other robots.  Your bot can hold one rocket fist at a time, and tapping the B button shoots this fist ahead of you where it can ricochet off of walls, obstacles, and other fists on the ground.  Once you’ve shot your fist, you must pick another off the ground before you can attack again.  Without your fist, the B button now triggers your bot to perform a quick dash.  This dash can be used to dodge enemy fists, to bump into enemies and force them to drop their fists, or even to catch fists thrown by your enemies.  Your end goal is to punch your enemies out of existence before they do the same to you.

You can battle against your friends or computers in either Deathmatch or Survival.  If you and another player choose the same color of robot, you can even play as a team (which is baffling why this feature is not more clearly displayed). You can customize the number of lives/kills, the arena, frequency of items, and the presence of “ghosts.”  That done, you’re dropped into the first round to bash each other to bits.  If you get knocked out, you’re out until one victor remains and the next round begins.  Between rounds, you are offered a replay of the final knockout, which is a great for rubbing salt in your friends’ wounds.  Rounds typically last under thirty seconds due to the absolute bedlam caused by everyone flinging their fists, dodging them, and scrambling to get another.

RF 2

Rocket Fist also features a single-player campaign composed of 25 levels, five of which are boss levels. As with multiplayer, the focus is on destroying your enemies before they can do the same to you.  Unlike in multiplayer, your enemies have different abilities, necessitating different strategies to take them down.  The experience is short, sweet, and forgiving.  Getting through all sectors could take thirty minutes, and even if you reach a game over screen, you are only booted back a level.

What’s good?

  1. The multiplayer is a hell of a ride, whether you are by yourself or with other people. The mad dash to kill and survive is hectic, but the game never feels too chaotic to be luck-based. Despite Rocket Fist’s simplicity, it will take skill and finesse to know when to shoot, dodge, rush an enemy, or catch a shot. There will certainly be times when a crazy ricochet kills you or an opponent, but usually these moments are more hilarious than frustrating.
  2. Rocket Fist is perfect for couch multiplayer. The simple controls and premise allow for new players to drop in easily.  Because rounds are so quick, no one will be out for long, and the chaotic nature of the game allows even inexperienced players to win a few rounds.
  3. Everything runs smoothly. Frame rate doesn’t drop; slowdown doesn’t rear its ugly head, the physics feel consistent, and controls are tight.  The only issue is the B button confirms options whereas the A button cancels.

What’s bad?

  1. What Rocket Fist may have in gameplay, it lacks in content. Bitten Toast Games is a teeny-tiny developer, so it is understandable that Rocket Fist lacks some features.  Still, more maps, other modes, a longer single-player, online multiplayer, and a level editor could launch this game into must-have territory.  The developer has expressed a desire to make more content, and the Steam version of the game does feature a level editor and online multiplayer.
  2. The graphics and soundtrack, while serviceable, are unremarkable. Although neither impacts the gameplay significantly, some gamers may be left wishing for more distinctive stages and punchier music.
  3. “Ghosts” detract from the multiplayer. The default is to include these ghosts, which function similar to the “revenge” mechanic in Bomberman.  If you die, your robot is sent to the edge of the arena where it can skirt around the arena and launch electrical pulses at opponents.  If a living opponent is hit, they are temporarily immobilized and unable to fire fists.  Although the ghost feature can keep everyone in the game, I found that ghosts created more chaos and less focus on precision punches and dodges.

RF 1

What’s the verdict?

Rocket Fist is a welcome addition to anyone who loves couch multiplayer.  The Steam version may be the better choice if you have Steam Link or something like it, but if you don’t, the Switch version is definitely the way to go to enjoy it with your friends.  Rocket Fist is not going to be a game which eats hours at a time, but for the short bursts you do play, it’s a blast.  This video game serves as a hearty side to your multiplayer sessions, complementing main dishes like Mario Kart or Arms.  If you can accept this line of thought, you’ll be satisfied with Rocket Fist.

Arbitrary Statistics:

  • Score:  7.5
  • Time Played:  4 hours
  • Number of Players: 1-4
  • Games Like It on Switch: Super Bomberman R, Flip Wars

Scoring Policy

Posted by Solomon Rambling in Review, 0 comments