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Cooperative playthroughs offer you walls where a door clearly should be present, but the asset’s missing. And that’s without mentioning the care packages, which were almost impossible to spot.Įnemies ragdoll into ceilings, dangling like Happy Birthday banners. Which gun gets swapped out is inconsistent, too: we tried to get rid of a naff pistol, but regardless of whether we made it our primary or secondary weapon, we would only ever drop the other gun that we wanted to keep. You need a better gun, so you look to the floor, but your character has harvested it for ammo before you can press the button long enough to pick it up. Take the moments after you’ve cleared a room. The list is pretty much endless, and we were never quite sure if design or bugs were to blame. We had no problems with hitting other melee enemies, but if we tried to bonk a gun-toting enemy, the effect would splash fifty percent of the time. We were also in situations where our own melee simply didn’t work. A yob with a baseball bat can be on the other side of the door when you breach, and their reaction speed is such that they will hit you before you can actually get a shot off. You can be on the best run of your life, but it all gets undone by a single grenade. The grenade’s yield is frighteningly large, and the rooms are small enough that it’s often impossible to actually get away from one. But the joy is short-lived, because design decisions and wonky tech hits you round the back of the knees with a two-by-four.Īn enemy might lob a grenade at you, at which point there’s no hiding. The combo builds and it makes you feel something approaching godly. You take a deep breath and you’re in, using the reasonably slick FPS controls to headshot some goons. Breaching a door is when RICO London is at its peak. All of this is playable in one player or cooperatively. There are three modes, with Operation representing the roguelike campaign Daily Play being a randomly chosen set of floors and gun loadouts, generating a score that can be compared against other players (we got second out of two! Go us!) and Challenges, which are bitesize levels that task you with a feat against a time limit. Then it’s onto floors that represent offices, casinos or hotels, and potentially even the end of the game. Then it’s onto the next room and the next, following the same process, trying to stay alive until you’ve killed a miniboss or found yourself at the next floor.Īt a floor’s end, you can purchase upgrades with some limited currency, buying guns, perks or some of those little packages we just talked about. Some guns will auto-pick up, refilling your current gun, or you might want to try out that sniper rifle or sawn-off shotgun that just dropped. With all the enemies dead, you’re scanning the room quickly for little packages that represent ammo, health or ninja daggers, while also being mindful of your gun and ammo situation.