KIBORG Impressions: Arena – Robotic Martial Arts

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KIBORG Impressions: Arena – Robotic Martial Arts

Arena, arts, impressions, KIBORG, Martial, robotic

Battle arenas take on a new meaning in KIBORG: Arena, where technology will make us a great warrior.

We don’t know what sports we’ll have in the distant future. Maybe we have Olympic breakdancing now, and in a hundred years, spectators will be looking for a more violent and visceral spectacle. And since you never know and you have to be prepared, There’s nothing better than toning our muscles with the fights that await us in KIBORG: Arena, And Rogue Lite where you will have to hold out as long as possible in a combat arena.

with open hand

Dog studio She is in charge of entrusting us with her next project. Thanks to them, we were able to access the demo and try it out ourselves the pleasure that comes from the explosion of every living being that crosses our path. As it is still in development, the demo has bugs and issues that, for now, we will not address in these impressions. Despite all the work that remains to be polished, we can get an idea of ​​the gameplay and game mechanics.

As I mentioned at the beginning of these impressions, CYBORG: Arena is a Rogue Lite where we will have to overcome as many waves as possible while controlling the inmate Morgan Lee. Getting out of the prison we are in is unthinkable at the beginning (and at the end…), but with all the money generated in each wave, we will be able to buy permanent upgrades that make our path easier.

Nanotechnical evolution

It doesn’t stop there, since in the combat arenas themselves, if you destroy the big guy who appears at the end of each round, we can absorb an essence (to explain it in an understandable way) This will allow us to adopt a new power. These powers can affect Morgan’s torso, arms, legs, or even unleash special abilities. And this described customization is the fundamental pillar on which KIBORG: Arena is based. It’s cool to see our hero adopting a skin different from the others because we are more skilled with our legs than with our arms. But the fun is not only in this trick, and there are other sections that are not so well done…

One step closer to freedom

The combat that the studio presents to us in its latest project is very simple to understand. We will have the typical of any action game: weak hit, strong hit, dodge, parry…With the inclusion of firearms, which we can use with a closer camera, as if we were in any Gears of War (saving the distance, of course).

The problem is that it can end up being monotonous. And not because of the controls, since we will have all kinds of melee and long-range weapons. But because of Repeat constantly one round after another. With the sole objective of buying improvements so that in the next attempt we can go a little further. Despite what has been said, it is also early to judge this section, since we are in a kind of prologue and It remains to be seen whether KIBORG or KIBORG: Arena will develop an interesting story. in a similar way to that experienced in HellsFor example

Any help is welcome

And be careful, even if it may seem monotonous to face another handful of rivals each round, the truth is that The studio makes sure to offer a good variety of situations. There will be more agile opponents that we will have to counter and others who will be big guys waiting to receive a good storm of punches and kicks. In addition, some rounds will have elements on stage that will help us if we know how to handle the situation. We will have explosives, death traps and a whole host of objects so that our path is more bearable. With all this, we will see if the challenge of completing the maximum number of waves manages to make us addicted to television.

The last shot is missing

For now, It is too early to draw any initial conclusions from KIBORG: Arena. Also, knowing that it is a prologue and its nature may have little or nothing to do with its main premise. From everything I have tried, I am left with a simple but effective combat, even if the cartridges may not suit a certain type of user. Its leveling system is also interesting. If they manage to combine the two aspects with an evolving story, and with a system Rogue Lite which is acceptable for all types of players, we can find ourselves facing a title that will be ideal for short games.

We thank Sobaka Studio for the code provided to be able to make these prints.

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