It’s (not quite) RICO time
If you favour the simple and the
expedient, you’ll find the premise of RICO appealing. The setting is San
Amaro, which is described as ‘a city where any street criminal can
become a kingpin and every meth head is an entrepreneur.’ The person
doing the describing is Commander Karen Redfern, a woman whose hair –
and whose heart – seem made of iron. She has chosen you (a
‘one-of-a-kind rapid response unit’) to stem the tide of a crime wave by
‘any means necessary’ – but mainly the following two, suggested by an
early loading screen: ‘Kick doors... shoot men.’ The game can be
described, summarised, pitched, praised, and condemned with those four
words.
Your mission takes you through a web of sparse interiors, each
scrambled together with procedural generation and stapled with smudged
textures. Each room is to be breached and cleared of criminals. When you
smash a door inwards, time slows, allowing you to ratchet up as many
kills as you can before normal speed resumes. It’s a good hook:
somewhere between Rainbow Six Siege, with its charges that give you the explosive element of surprise, and Max Payne, with its cloudbursts of bullet time.
RICO’s art style, too, works quickly to grab at your attention. It’s
cel shaded, with black lines trapping the colours and tilting toward a
comic book aesthetic. Given that the game makes its bed in the murk of
B-movies, the look lends it a certain pulpy kitsch. It’s reminiscent of
conspiracy thriller XIII, which wore its colours – all the hues of
tobacco and toffee – to transport you to the ‘70s, the golden era of
paranoia. But there’s no such purpose in RICO, and any impression it has
on you initially dissolves after a couple of missions. It uses its
empty style like wallpaper to cover the cracks in its design.
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The first, and the deepest, of which is the framerate. It moves at a
constant jitter, as if the game is running on espresso. This compounds
the already fitful aiming, which responds to your movements with an
elastic lag, causing you to lurch off target by a foot or so and halting
what should be a rush. Moreover, it means the best tactic turns from a
siege to a standoff; given that your aim is jerky, it’s safer to filter
your foes through doorways and blast them one by one. (I played on a
base PS4 and a PS4 Pro; neither ran smoothly.)
The other problem is the basic structure. Each case contains a number
of levels, which appear as nodes on a map, like push pins strung
together on a corkboard; they lead you to the local kingpin, and get
progressively tougher. As you complete each stage, you’re rewarded with
merits, and you use these to buy health packs, weapons, and upgrades. If
you die without any revives, in the middle of a mission, then that
case, and all your progress, is blown – meaning, you have to start a
fresh case, complete with a dull training mission crammed with wooden
target dummies. Every. Bloody. Time.
More enticing are the daily challenges, which give you better weapons
from the off and get you straight into the action. On top of that,
there are quick matches, which do precisely what you think they might.
The cases seem bloated next to these modes, especially considering that
everything the game has to offer is best served in speedy fashion, and
with as little loitering as possible. Of what use is a sense of
progression when a game’s thrills are best served still, wrapped up in
the rooms of a corridor?
/https://s.videogamer.com/meta/e4a1/194d950d-cadd-484c-a621-b0b45c44d221_Rico-Coop01.png)
The same goes for the RICO’s narrative, which, thankfully, has the
good sense not to exist. Redfern’s opening tutorial video provides the
first and last words as far as plot is concerned, and each of your
enemies is covered with tattoos and tracksuits so as to show off their
shadiness. All you need worry about is the aforementioned kicking and
shooting, and if this starts to thin then there’s co-op play to think
about.
The developer is Ground Shatter Games, who made SkyScrappers – an
intriguing jumble of platforming, fighting, and vertical scrolling as
you leapt up the debris of falling buildings. It, too, was hampered by
imprecise combat and clunky movement, so Ground Shatter leant on co-op
to add more fun to the crumbling chaos. It just about worked. But RICO’s
shortfalls aren’t the sort to be helped by heaping another player in to
the mix; the action is shaky enough without halving your view with
local split-screen, but even when playing online, it isn’t as if the
game calls for tight teamwork. Having someone else crashing along with
you only shaves the time it takes to finish a level.
I say all this with a mounting sense of sounding churlish, and the
irritations of RICO are that much more potent for the intriguing kernel
at its core. It seems the sort of game that could do with more time – to
see its rougher edges varnished, to see its ideas developed. Not that
‘Kick doors... shoot men’ needs any development; it’s the stuff around
it. The more I played the game the more those words rose above the
clamour. How frustrating that such brilliant simplicity be scuppered by
strained mission design and a fragile frame rate. If you like the idea
of RICO, my advice would be thus: ‘Kick doors... shoot men… wait for
patch.’
Developer: Ground Shatter Games
Publisher: Rising Star Games
Available on: PlayStation 4 [reviewed on], Xbox One, Switch, PC
Release date: March 14, 2019

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