When you think of RoboCop, you think of a one-man tank. A heavily armed and armored dealer of justice who patrols the streets of Detroit while walking really slowly. Honestly, it’s a surprise he ever makes it to the scene of the crime on time, given the pace he ambles along. It’s even more of a surprise that RoboCop’s methodical movement from the movies has made it into Rogue City, which is a first-person shooter – a genre traditionally dominated by games where speed and agility are key.
Of course, RoboCop’s slow and precise movements are two crucial parts of his identity, so it was always the plan to make that an important part of the game. However, it meant rethinking the way the developer approached making a first-person shooter. “It was one of the biggest design challenges, to get that slow and heavy character into the game,” explains Piotr Latocha, RoboCop: Rogue City’s game director. “He's kind of slow and tankish, and we need to be true to the lore, but also we cannot be super slow and super heavy. So finding that spot – how to make this character interesting, so the combat was fluid – was the biggest challenge.”
As such, much of the movement and agility you see in other shooters simply isn’t in Rogue City, and you’ll need to rethink how you play an FPS when you play RoboCop for the first time. “He cannot do stealth or crouch,” says Latocha, talking about the limitations of having a main character who’s mostly made out of titanium. “But he can do other things that are cool with this character. So, for example, breaching walls, throwing heavy enemies, grabbing enemies and throwing them. There's a lot of stuff that a heavy character can do, but also we have a skill tree where we unlock some skills, some of them are
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