MicroBot

Review

posted 2/2/2011 by Tina Amini
other articles by Tina Amini
One Page Platforms: 360
The only assistance you receive in the game - disregarding those brought to you by the overly expensive upgrades that thereby render them valueless - is the white blood cells. If they recognize that you are there to protect the body, they can be a powerful ally. They aren’t, however, always readily available. The white blood cells are few and far between.

Ultimately the game becomes a matter of being spammed by incessant enemies, and spamming them in return with your attacks. Rather than relying on a more complex goal, MicroBot bombards the player with enemies and it inevitably becomes a game of micromanaging groups upon groups of newly spawned viruses. Your health begins at a meager three bars, as well, and is not nearly enough for the amount of enemies you will constantly have swimming at your tail. Even more unfortunate, still, is that saves aren’t made at checkpoints. Meaning, you will not progress if you do not finish a level in one sitting.


Boss levels aren’t exactly a breath of fresh air, either. In fact, it is much the same repeated notion of challenge in numbers. Bosses are unrelenting, and they will often send equally unrelenting minions to attack you all the while. MicroBot is definitely a game of dodging the many, many hazards at each corner of the game while you are granted very few exploits of your own.

With a friend to share the burden, MicroBot might be slightly more manageable and therefore slightly more fun. Unfortunately, without online co-op available, I didn’t have the opportunity to play with a friend. With a total of 5 sectors and roughly 4 waypoints in each, the game accumulates to roughly 5-7 hours of gameplay. That 5-7 hours of excruciatingly frustrating and destructive game mechanics are what make me want to skip through levels as fast as possible.


* The product in this article was sent to us by the developer/company for review.

C-
MicroBot is a frustrating experience of unrelenting enemies that function more as a burden than a challenging gameplay element. Levels quickly become a monotonous journey through mazes of similar looking style while being chased by what feels like hundreds of incessant enemies. While the game is pretty and the experience starts off promising, players will quickly realize that the experience ultimately amounts to 5-7 hours of their thumbs jammed on the joystick.


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