It all starts to fall apart when Rogue City introduces enemies that don't explode with gore-there's a god-awful boss fight against a malfunctioning ED-209 early on, and since you're both two giant, slow-moving tin cans packing nearly identical heat, it boils down to Robocop awkwardly clambering around the arena taking cover behind too-small pillars. The scant arsenal of Cold War-era automatics and shotguns are at best situational and at worst unnecessary, only effective after significant investment into the corresponding "combat" skill tree. There are other weapons too, but I'm unsure why you'd ever want to use them. I could go for another whole campaign of doming someone with a full burst and watching their body ragdoll backwards in slow motion. I loved the way Robocop's auto-9 machine pistol handles, a modular burst fire SMG that just vomits a ridiculous stream of small caliber rounds with pinpoint accuracy. Robocop can pick up landmines and whip them like frisbees. A propane canister will bonk against the head of whoever you throw it at and then rocket around the area before exploding. Environments are littered with a comical number of explosives that behave in hilariously different ways. When Robocop grabs something with his giant metal gloves it retains its physics, so the computer monitor you're about to whip at some guy's head will thud against a wall or get jammed in a door frame a la Garry's Mod. Bullets scatter reams of paper and turn clutter into hurricanes of plastic and metal shrapnel. You can pick up enemies by the neck and fling them against walls so hard that chunks of rubble will rain down on their ragdolled corpses. There is a tremendous sense of physicality in Rogue City.
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