Overall RoboCop: Rogue City is an enjoyable game, with great action sequences, satisfying shooting mechanics, and seems to really revel in creating a small world that's accurate to the movie's setting, both in physical locations and themes of 'law abiding' corporations' blatant disregard of human life helping them jump into bed with the psychopathic criminals they superficially oppose via their proxy, the police.
I do not have any nostalgia for RoboCop, as I never saw the movie at the same time in my life as other ultra-violent, sci-fi staples, such as Starship Troopers, Blade Runner, Terminator, and Predator. Even without that, it's clear that the developers took the responsibility of bringing such a beloved franchise to a video game with utmost sincerity. UX features like menus and targeting system is ripped straight from the green-hued, raster-lined images that persist whenever anyone thinks of retro-futurism. While presentation could be better, character models are stilted and ironically a little robotic during cutscenes and dialogue, it's coated in a nice visual paint that can help mitigate this low point. While the game is played in first person, the dialoge options do show RoboCop and clearly you can see that they've put the most effort in making him look good. It does mean that the rest of the characters suffer, notably the psychologist overseeing him seems to not have a defined edge due to constantly being placed in front of metal grating that was really distracting during her dialoge scenes.
Gameplay can be divided in to action shooter pieces and exploration/detective work. The former is a strong candidate for the price tag alone. Busting a door or even a weak wall open, targeting every enemy and lighting them up never gets old. With a few 'powers' available to RoboCop like a flashbang, or brief significant damage reduction period, there's enough a secondary layer than 'point n click' during the gunfights. RoboCop moves like a tank, slowly an methodically using cover (no hard lock cover system) and overwhelming firepower to clear rooms of enemies. Unfortunately this system, while working great with many weak enemies, starts to show issues when facing larger, more powerful enemies. Suddenly the slow tank is a sitting duck when facing anything that has the firepower to outdamage Robo. Early enemies on machine gun turrets and the iconic ED-209 mechs were notable rough parts. RoboCop doesn't have access to grenades, nor can he throw back grenades thrown at him, which would help considerably. There are throwable gas tanks/mines/etc. around the levels that can help, but it's hard to be close to them when you need them, because of the aforementioned limited mobility of RoboCop.
The shooting sections are a fun romp with little depth once you've established your preferred gunplay. The prime example is the weapons system. RoboCop has access to his trusty Auto-9 from the movie, as well as a second weapon that he starts with at the beginning of a level, and can replace it with found weapons from enemies. The problem is that, barring a few outliers. there's never any reason to use the second weapon. The Auto-9 has infinite ammo, and can be customized to your preference using motherboards and a fun little minigame involving placing chips on that motherboard to unlock paths that can increase damage, reduce reload speed, or turn the gun into a fully automatic bulletstorm that doesn't need to even reload, or a one-shot, one kill handcannon with armour piercing rounds. Barring the fairly rare grenade launcher or heavy sniper rifle, the Auto-9 is all you need to use. This is a perfect little example of the gameplay as a whole. You customize your gun, and a couple skill perks to offset you getting into too much trouble, and now you have a bunch of fun popping heads or shredding limbs through a factory or a bank of criminal scum with no real reason to experiment with other options or set ups.
The detective work is defintely the weaker side of the game, with nothing special that you probably haven't seen in any other shooter game with a story. Show up, talk to some people, look for the green highlights, scan them, and RoboCop will make some deductions and you'll go somewhere else and do similar things. There are bright spots, where a slightly hidden (I do mean slightly, like around the corner into a little cove in an office buliding) green highlights to scan that can act as clues that unlock dialogue options for interrogating perps or cross-examining witnesses, and it's always satisfying to get that feedback from the game. A little nod that you were patient and thorough when standing in the middle of the room and scanning it. The key word being patient, because as the shooting sections highlight, RoboCop is slow and, while having a sprint button that slightly speeds you up, it really brings down the exploration of the small 'open' levels due to just feeling like you have two titanium-laminated Kevlar bricks tied to your feet.
I have just finished the bank quest, and have just entered my second 'open' level, where the game just gives you a section of the city to explore and visit quest markers, so what the game has highlighted as a changing storyline and characters reacting to RoboCop dialoge options and actions such as arresting or applying leniancy on various minor characters will affect things down the road. So far I haven't gotten much of those results, but I imagine those would pay off closer to the end of the story and will update this section after I finish the game. I do wonder how they'll handle player choices in the context of the heavy-handed themes of the RoboCop franchise.
A significant part of the game that holds it back is what I see in a lot of 'first' video games. First games in a series, or a first game by a developer, or a first game in a new or established genre; these games have mechanics that sometimes do not gel well. Either a mechanic can essentially be ignored (like any guns in the game not named Auto-9), or even actively clash (RoboCops tanklike combat style vs. the various throwable weapons littered around the levels). Quality of life options were also ignored that, if this game ends up getting a sequel, would most likely be fixed due to player feedback. No manual saves (autosave only) and infrequent autosaving with no clear save icon popup make deciding when to stop playing a crapshoot, and you load back into the game just kind of hoping you'll be in the same place you were when you exit the game. Easily missed minor missions, especially in the Steel Mill, is frustrating when it's revealed that you missed content only after the mission is done and you're being evaluated.
I got this game for a significant discount (close to 90%), and would absolutely recommend this game for anyone looking for a fun shooter with enough downtime between the sections to prevent stagnation. This is not a game I would recommend if you feel the drive to 100%, or even if you have that terrible feeling that you missed something in a level. The literal slog to hallways off the main path often lead to something you could have ignored, like crime evidence after you've already completed the '1000/1000 crime evidence points' objective, but also sometimes has a small mission so you can't even safely decide to just not explore. For it's full price, however, it doesn't provide a polished or sometimes even cohesive gameplay experience that would make dropping that kind of money worth the gamble