Title A Robot Named Fight Developer Matt Bitner Games Publisher Matt Bitner Games Release Date September 7th, 2017 Genre Metroidvania Platform Steam Age Rating N/A Official Website
One of my favorite genres of all time is the Metroidvania. Like many gamers, it all started with Super Metroid, but my passion was also reinforced by the glorious period of time where Castlevania started to adopt that style, all beginning with the incredible Symphony of the Night. As a result of my fandom, I do a lot of research into upcoming Metroidvanias, and do my best to follow their progress. So it was to my utter surprise that one came out of nowhere and slapped me across the face, demanding my attention. It wasn’t just a Metroidvania, it was a procedurally generated one with roguelike aspects. That game is called A Robot Named Fight.
Drawn, programmed and created by the one man team of Matt Bitner (with some assistance from his lovely wife), A Robot Named Fight is a tribute to many games he loved from the good old days of the SNES. That inspiration shows in how it borrows the winning aspects of many games, such as Super Metroid and Contra. At first glance it would be easy to make the erroneous claim that the game is just wilfully copying those games, but that couldn’t be further from the truth. You need to appreciate that Matt spent the time to teach himself many aspects of game creation while making A Robot Named Fight, and while you’ll be familiar with some parts of the game, it was more of a delightful mash up of recognizable features than theft. After playing the game for six hours, I can say with confidence that it more than stands up on the merits of its own ideas, and you’ll quickly look past those features which may remind you of older games.
With that out of the way, let’s talk about the meat of the game. The basic premise is that robots have become the dominant members of society and have heralded in a age of prosperity. Enter the hideous Megabeast, a cancerous collection of mutant horrors, which it literally rains upon the land in endless horrifying combinations. Robot society is devastated by this assault, not least of all because the legions of the Megabeast are capable of infesting and controlling some robots. Enter our hero, a nameless plucky robot determined to slay the Megabeast, and in so doing earn the distinction of being named Fight. It’s a little silly and very 90s, but the plot provided just enough motivation to get drawn into the game. Like any Metroidvania, the whole point is the action and exploration, and A Robot Named Fight doesn’t disappoint.
A great part of exploration is finding odd graffiti which gives hints to the lore behind the game.
I said earlier that the game is procedurally generated, and that’s very true, but with some provisos. Though the layout and weapons you find on a given run are totally random, the basic order in which you proceed is not. You always start at the same opening stage, working your way to the Caves, then the Factory, down into the Buried City, and then back to the beginning to finish things. That probably sounds like a short jaunt, and while that’s true, the game has ways to keep things going. Every level you discover and every boss you first defeat unlocks new content, from weapons and upgrades you can find on subsequent runs to save stations you can use. In essence, the farther you get, the more the game world expands and becomes more complex. If you find a dark room, you’ll need to find a Bright Shell to illuminate it. Can’t proceed through a narrow tunnel? Find a Arachnomorph transformation! While you can beat the game in less than an hour, it will take time to get powerful enough to successfully do so. I spent a good 3 hours trying and dying again and again until I had unlocked enough upgrades and gotten the perfect weapon and skill setup (Infinijump, Flamethrower, Buzzsaw and Tri Orb) to take on and beat the filthy Megabeast, and managed to do so in just over 51 minutes. So it’s both a game with good amounts of exploration and combat as well as a game that can be speedrun for fun.
Nothing wakes you up like the smell of roasted Megabeast in the morning!
The procedural generation has good and bad aspects. The good is that you’ll be given different upgrades at different points in the game. One run I got a flamethrower that could unlock flesh covered doors as well as do burn damage on foes; another time I got a slide move that took me under tight tunnels, and yet another I got an electrical blast that could shoot through walls to trigger switches. I loved this variety, as the same basic goals can be accomplished a million different ways, and that makes each run an unpredictable delight. The bad is that sometimes it seemed that I was locked out of progressing forward. Multiple times I came to a room where the way forward was blocked by a huge pillar, and since I had no upgrades at that early point, I couldn’t go farther. I forcibly restarted several times until I had the bright idea that maybe there was a hidden passage. Sure enough, by shooting at the ceiling I revealed a way forward, a technique that has worked ever since. This was to the game’s credit, as the way it unveils the stages teaches players what to expect and how to think critically. Like in Super Metroid, there are lots of locked doors and hidden paths, and diligence and patience will always reward you with a way forward. While I did occasionally find that the game would create rooms where entering would immediately put me right next to an enemy, instantly inflicting damage and even killing me one time, this was the exception and not the norm. Overall the procedural generation is well implemented and keeps things fresh. Combined with the intuitive controls found when paired with an XBox 360 controller, the game proceeds at a brisk pace.
The more you unlock, the better your chances for success.
It wouldn’t be a true Metroidvania without hulking and beastly bosses, and A Robot Named Fight mostly doesn’t disappoint. While each of the bosses is well animated, freaky and challenging, some are much easier than others. That might not sound like an issue, and it mostly isn’t, but given the random nature of the game, you might encounter wild difficulty spikes unexpectedly. For example, you might fight a boss such as Sluggard, a slow moving boss that does little to threaten you, and then move onto a much more difficult boss next, such as Wall Creep. Most boss fights are one note, as they only have a single phase, and typically revolve around rushing them with a torrent of gun blasts, avoiding their attacks and then rushing them again. There are a few bosses which are much more of a challenge, such as the sinister Metal Patriarch or the Megabeast itself, but it’s hard to know what to expect whenever you enter a boss chamber. To be fair, most of the bosses are fair for what your current weapon setup turns out to be, just don’t expect the game to always play gentle.
One way to even the odds in your favor is to use scrap and artifacts you have collected to buy upgrades and new weapons from robot shopkeeps scattered about the game. They only have a couple different things on sale at a time, and there’s no way of knowing exactly what you’re getting. At first I was ready to complain about this, until I realized another well known roguelike, The Binding of Isaac, basically does the same thing in the shop, and only experience used in subsequent playthroughs will tell players what to expect from items. While I do wish A Robot Named Fight was a bit clearer, you can usually get an idea what items do from visual cues you’ll find on the selection screen. I will say that if you ever see an icon that looks like a green buzzsaw, buy it. That weapon is utterly devastating, as it can slice through hordes of foes with ease. My only other minor complaint with regard to the shopkeeps is that I wish the scrap and artifacts needed to buy things were held between games instead of lost when you die.
Visually, the game is quite pleasing and features robust enemy variety, as well as colorful attack animations. The monsters you face are all delightfully horrifying, striking me as some dark mix of Aliens, Contra and even Dementium. None of the foes you face look remotely normal, and the vast panoply of horrors gave the game a unique flavor not usually seen in Metroidvanias. There’s also plenty of gore, as defeating enemies generally paints the walls with their gore and guts. The synth music is catchy, and reminds me fondly of Mega Man X, and I loved the ominous sounds found outside a boss room, but the basic sound effects can get grating. The standard shot is very loud and some enemies screech every time they move. When you hear the same foe screeching every other second as it bounces against the far end of a room and then rebounds, it can get a bit annoying.
Those egg sacks will always release lovely monsters when you burst them. How fun!
While I don’t have any major complaints against the game, there were a couple of minor issues that nagged me. For one thing, I’m not sure if there are only four main areas in the game, or if I can unlock more eventually. Though the variety present isn’t lacking, I always love getting lost in sprawling Metroidvanias. I also desperately wanted a bestiary. From following the game on Twitter, I see that many of the bosses have great names, like the aforementioned Sluggard and Metal Patriarch, yet the game doesn’t clarify which is which. Yes, upon beating a boss you get the achievement for doing so and their name, but the accompanying picture is of the weapon you unlock, not the beast that you beat to unlock it. I would love being able to pause the game, bring up a picture of all the bosses I beat and some flavor text to round things out. I think doing so would provide the game with a longer legacy, as it’s much easier to remember monsters with memorable names, such as Ridley, as opposed to monsters whose name you’re uncertain of.
This room caused me to restart repeatedly until I found the hidden passage.
Overall, I was quite impressed with A Robot Named Fight. It provided a healthy challenge, tons of unexpected variety and just enough exploration to satisfy fans of the genre. It’s clear to me that Matt truly understands the factors that make this genre great, and did his level best to include all of them in this, his very first game. While the base journey is pretty short, the various achievements and the need to find everything keeps me playing. I would venture that even Sundered, another fantastic Metroidvania with random generation, isn’t quite so adept at procedural generation as this one. For only $9.99 (or 25% cheaper for the next few days) this game is one any Metroidvania fan should own. I can only hope that it does well in sales, since I’d love to see it make its way to other consoles, as well as maybe getting some DLC. Now if you’ll excuse me, I need to go and beat the Megabeast for the third time and finish getting 100% of those achievements!
[easyreview cat1title=”Overall” cat1detail=”” cat1rating=”4.5″]
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