It’s been awhile since I have played a good roguelike. Ever since then, there hasn’t been a roguelike that has caught my attention like these games. The gameplay has been contagious, giving me the itch to perform each of them . Grip Digital’s (the founders of Tower of Guns) brand new release, Mothergunship, scrapes the same itch making it on the list of one of my favourite roguelikes.
However, its gameplay is more akin to some first-person shooter or a bullet hell shooter than an RPG. The shooting mechanics are similar to games such as Doom or even Quake boosting a run-and-gun mentality rather than taking cover. In actuality, staying in one place for too long may lead to a doom as the overwhelming amount of alien robots fire in your direction. It’s fast, frenetic, and you will rarely look back unless the enemy is on your tail.
The gameplay in Mothergunship is not quite as great as the games that may have moved it, but it will serve its purpose. Your personality is very fast and mobile, constantly sprinting and with the capability to triple hop. There’s a floatiness to jumping that feels like you’re always in control of the character’s body onto the floor or in the air. The true shooting does feel a bit off. The speed of the projectiles are slower compared to what most might be accustom to; there were still instances where if I’d move forward while shooting, I’d be running right from the projectile. Hitting a moving target from afar felt borderline hopeless unless you knew how to use whatever weapon you were using.
The weapons you really do use — which you’ll be dual-wielding for nearly all your time — will probably be created utilizing the game’s weapon crafting system. This system has a pretty simple set of principles. As long as the gun’s barrel is pointing forwards and the components you use do not overlap one another, it is possible to make whatever weapon you desire. If you’d like a gun that has a chaingun, rocket launcher, and grenade launcher, it is possible to certainly do that provided that it follows those rules.
You’ll have to place energy intake into consideration. Each part, except for straps, will utilize a particular amount of energy per shot that’s shown by a vertical blue bar on the left and right side of the display each representing that side’s arm. The more parts your rifle gets, the more energy it will extinguish; when you drain your energy to zero, you have to wait a couple of seconds for it to recharge which may mean the difference between death and life. That means making that chaingun/rocket launcher/ grenade launcher gun will only allow to get a few shots before you expel all your energy.
The gun tagging system is also where the game’s RPG elements are showcased the most. Similar to games like Destiny or even World of Warcraft, the more elements you use will be color-coated indicating its characteristic; grey and blue colored components at a lower tier than yellow and purple colored components. The standard of the barrel or the cap (the term used to describe attachments that provide you statistical advantages ) is inherent to completing the harder levels. Going to the Mothergunship with grey colored items is completely possible but will probably end in a death or take way longer than it’s worth.
But you’ll want to make sure that the boat you do decide to invade can be done with the gear you have. After you die, everything you gathered in the ship, as well as the elements you selected on your loadout, will disappear. I made the mistake of earning my very best equipment on a few assignments that I thought could be simple and ended up losing it due to my carelessness. After I learned that lesson a few times, I began to make blue coloured components frequently to get the gist of the degree. If I made it through the boat, then I’d nothing to be worried about. If I did not, then I knew what to anticipate to some extent, brought inside my good parts and bleed very carefully choosing the struggles I knew I could acquire.
The weapon crafting system is your main reason to check this game out. It is a blast to determine how different combinations synergize with each other. My go-to combination, if at all possible, was to have a gun using a rocket launcher and grenade launcher on the left hands and a powerful automated weapon on my primary hand. Because that wasn’t necessarily a chance — if I couldn’t fit it in my loadout and also the stores scattered through the ship didn’t have it available — I was forced to attempt different weapon combinations which is fantastic. I enjoyed experimenting with that which was delivered to me trying to make it operate for whatever situation I used in. If the game didn’t force me to try new things out, I would have never discovered that go-to weapon mix.
The boats you’ll travel throughout are composed of several rooms. Each boat’s layout will be different from the past frequently changing things up during the campaign. There are several different room types that help further degree variety by giving you staged challenges or provide an area a random trait that could possibly be valuable or a detriment for your own run.
While the rooms had been procedurally created, I could not help but believe that particular rooms had a specific set of ground rules for its enemy layout and just received minor changes — which didn’t deviate too much as there are few enemy kinds — since the game got harder. I really don’t think it makes the game less interesting by any means; if anything, it permits me to determine if it is worth beating each robot in the room or simply move on into another area — yes, it is possible to just skip rooms entirely in the event you’re able to find an exit. However, it does get rather repetitive. It can be different for others as it is procedurally created but that I ran into a few select rooms dozens of times with similar enemy designs.
This risk/reward system is the thing that makes this game really enjoyable. Get past some of these levels are extremely difficult and you don’t really know exactly what to expect until you wander in the room. There’s so much happening on the screen at once when you do really make it out alive in these scenarios the sensation of aid is both rewarding and gratifying.
There’s a reason why I have not really discussed the story. It is forgettable. The character dialogue is pretty cringy sometimes and the story it’s attempting to inform is one-note. There is a fairly cool twist at the ending but it isn’t anything you will jump out of your seat for. When you do finish the campaign, there is an explanation provided in the story for why it is possible to play outside that point and it’s one of the greater executions that I ’ve seen. In the conclusion of the afternoon, the true story is irrelevant. The focus of this game is the gameplay and the gun tagging system; in these classes, it absolutely shines.
Mothergunship has its own problems. The repetitive characters and enemy types, long load times, along with forgettable dialog are its most unlikeable features. Luckily, its diverse gameplay, fun and lively shooting, and profound gun crafting create Grip Digital’s most recent enjoyable and replayable. Mothergunship is worth visiting through once but I’m sure that you’ll want to attack the effort at least one more time.