Nov 20, 2014
Ironkill: Robot Fighting Game wants you to fight; it might be the easiest directive to follow in handheld gaming.
The gameplay boils down to combat. The initial run is a tutorial of sorts, and the gameplay is laid out with the help of an appropriately named intro robot. The fighting is works as player against a CPU opponent, and is a war of attrition: whoever depletes the other’s life bar first wins, and doing a damage is performed with the help of the control buttons at the bottom. One initiates a quick attack, one does a harder type of attack, and there is a defense button.
To be the most effective fighting is done by using the virtual buttons in a creative tandem while keeping an eye on both life bars. Winning is ranked with a star system (just like in Angry Birds) and payouts are given. The play is leveled, so one gets to battle successively harder opponents the further one gets into the game. Winning yields experience points too; eventually, the idea is to have a team of robots to choose from.
The game cash serves an important purpose: upgrades. it is possible to improve one’s offense or defense in increments with game gold, and doing so increases the rating of one’s robot, and gains experience points as well. As one goes on, other elements show up… championship funds, match boosts, faction advantages, special timed bouts and more. Of course, real money can be used to expedite progress, but does not seem entirely necessary.
The game’s greatest attribute is probably the artwork. It’s grim and underworldly, with a dash of desperate. The animations are fun, if a bit repetitive, and the cutscenes are quite helpful.
The game flows smoothly, and the elements all tie-in well together, creating a gladiatorial series that is quite fun to traverse. The freemium nature is the perfect lure, too. All in all, it hearkens respectfully to the genre and underlying concept (related movies) in equal parts, which is probably why it is easy to fall in love with.