Shoot Many Robots At NYCC 2011

I met with Al Reed this morning, Studio Director for Demiurge Studios, to see their new game, Shoot Many Robots. You may not have heard of them, but there’s a good chance you’ve seen their handiwork. Demiurge has done support work on titles as far flung as BioShock, Rock Band, Mass Effect, Borderlands and more. Shoot Many Robots will be the first original title for the independent Boston based developers.

In Reed’s own words, “the game is a sort of in the spirit of Metal Slug and Contra infused with a little bit of Borderlands” and from what I saw, it’s jam packed with humor. You’ll get your first taste of that in the loadout screen. You’ll choose your Primary and Secondary weapons and three pieces of Gear for you head, body and legs, all of which have different attributes that go into helping you take down the robot hoards. Soooo, my power up was the Fruit F*cker, yes, the actual Fruit F*cker from Penny Arcade. The guys at Demiurge are fans and got the ok to use it and I have to say, the animation is friggin’ hilarious. He pretty much jumps onto your head and goes to town, it’s quite a sight.

Jumping into the gameplay you’ll find beautifully designed and lit environments that quickly become flooded with the robot apocalypse. 2 player couch co-op and 4 player online aid In the mayhem. We talked about the reason for the difference and Reed mentioned that 4 players on one system tended to be a bit problematic in terms of performance and gameplay in general. The levels are designed to have branching paths and hidden loot, so the ability to split the players up into groups allows for more exploration and a better gameplay experience.

The game has two modes, one being the classic run and gun and the other being a Survival mode, which is what I got to try. As we played through several waves of relentless robot onslaught and I learned very quickly that cooperation is the key here. You’ll need to communicate with teammates to ensure that you can take down enemies quickly and efficiently as they pour in from all sides of the screen. You don’t need to worry about missing out on any “fat loots” because the nice thing about the loot drops is that some of the bigger ones are color coded to your character so that everyone gets to grab a share. Also, at the end of each level, the cumulative bolts that were picked up (which are used as currency) are divvied up amongst the team with small bonuses going to certain players based on their performance in the round. It keeps the game from turning into a competition to grab the most loot so you can just focus on the fun.

With three different difficulty levels and a ton of weapons to unlock along with hidden items, you’ll be kept busy for a long time. It’s currently taking the QA team roughly 27 hours to play through the game on all three difficulty levels so you’ll really be getting a lot of bang for your buck.

Demiurge has used all the experience and knowledge they gained from working with Bioware, Gearbox and Irrational and others to create what’s shaping up to be a uniquely fun game. The light cel-shading, humorous animations and gear, and robot enemies that look unlike most robots you’ve fought before all add up to an experience that feels familiar and new at the same time.

Check out the screenshots below and look for more coverage as we inch closer to an expected release on the PSN in early 2012.

Written by Josh Langford

Josh Langford

Josh has been gaming since 1977 starting with the Atari 2600.
He currently owns 26 different consoles and 6 different handhelds (all hooked up and in working condition) including all consoles from the current generation.

Josh is currently the US PR & Marketing Manager for Fountain Digital Labs and has recused himself from any involvement on PS Nation arising from posting or editing any news or reviews stemming from FDL.

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