Full Mojo Rampage Review
Full Mojo Rampage is the exact definition of meh. While the core mechanics and its voodoo aesthetic made me want to come back for more, my enjoyment began to peel away as the shittiness of the game became more and more prevalent.
For everything the game gets right, it does something wrong. This is most disappointing because, at it’s core, Full Mojo Rampage is a very good game. However, very few people would be willing to peel apart shit nuggets in the search for a diamond centre. The best example of this would be the shooting mechanic. The basic shot is simple and satisfying, which could have been a great mantra for the entire design of the game. However, the introduction of different wands is a bit like having that fuck-up family member appear during holidays (if you think you don’t have one it’s probably you). You tolerate it’s presence but everyone feels better once it leaves. This is mostly due to the fact that the shots are sporadic and unpredictable, so much so that it ruins the game.
In addition to this, there’s the game’s soundtrack. While 90% of the game’s music is great, there is one track that ruins the entire thing. It attempts to be a weird mix of country and electronic. This normally wouldn’t hamper the experience too much but once you notice it, it becomes the only song you hear throughout the entire game. I was expecting a lot more from a game that so proudly states it was scored by the same person that did the Prison Architect soundtrack. I’ve never played Prison Architect though, so it could be shit too.
The game also takes great pride in being rogue like. And while it’s true that the game will have a unique level each time, it’s a bit like fucking twins: Yeah, it feels a little different, but it’s pretty much the same. The change in each stage is basically just objectives in different places with randomised walls. It eventually made the game seem stale and repetitive, which for a game with such an awesome setting is nothing short of an atrocity.
Gameplay wise it’s a lot like diablo, you run around hitting/shooting things and gold flies out. There are also randomised shops that allow you to purchase temporary upgrades for your character. Temporary is a key word here, as every time you die you lose your currently equipped buff. This was aggravating at first, but allowed me room to experiment with different combinations. This was probably the most appealing part of the game, especially when you get to one of the cool indoor volcanoes that allow you to mix power-ups into one cool boost. These boosts gave your character an interesting edge.
My biggest and final issue with the game is its difficulty. Now, Full Mojo Rampage is by no standard a difficult game, just aggravating. This is largely due to the fact that you have one health pool for an entire segment of levels and health potions are as rare as bottled water in Kenya. This wouldn’t be too severe of an issue if your health pool wasn’t shared between an entire sequence of levels. This created the severe issue of only being able to beat a boss if there was a shop with potions immediately before that stage. You would then proceed to fight too large of a boss with too much health in too small of an area dealing too small amounts of damage.
The last of those issues can be solved through the game’s upgrade system. The only problem here is that you have to dump nearly all of your early points into health to remain even remotely competitive. This did allow for different combinations of play styles though, and added an extra layer to the idol mixing mechanic. I also really enjoyed the character customisation and enemy design. These ideals are what brought this game back from the dead for me (pun very much intended).
Conclusion:
Full Mojo Rampage has equal drops in both the good and bad bucket. If you have a couple bucks and hours to spare, check it out. If not, no huge loss. Sidenote, the sheer level of mediocrity this game achieved made it a nearly impossible to review and turned me into somewhat of a psychological mess.
Full Mojo Rampage Review
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Graphics - 7/10
7/10
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Sound - 3/10
3/10
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Core Mechanics - 8/10
8/10
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