Kiborg review
Building a Better Cyberassassin
Stephen King’s The Running Man envisioned a game show that thrust working class folks into kill-or-be-killed competitions, all for the voyeuristic amusement of audiences. Undoubtedly, it was a fascinating premise that inspired everything from Squid Game to interactive titles like Smash TV, Manhunt, and The Club. Sobaka Studio is the latest developer to visit the concept. Kiborg tasks protagonist Lee Morgan with shortening his 1300-year-long sentence with some rating-boosting carnage on ‘The Last Ticket’.
Stepping into the game’s high-rise gladiatorial arenas offer hand-to-hand brutality, tactical decision-making, and cybernetic augmentation. Kiborg captures the physicality of a respectable brawler with engaging combat systems while roguelike power-up selections provide a bit of customization. But like many brawlers, the system struggles to incorporate weapons and guns. You’ll probably wish they discarded the bullets and just doubled-down on the beat downs after awkwardly taking aim at enemies.
Bringing Left and Right to Every Fight
At its core, Kiborg’s combat revolves around a hybrid system that combines fast-paced hand-to-hand hostilities with ranged weapon use. Melee fighting is clearly the focus, with punches, kicks, and weapon swings all feeling weighty with animations that convey impact. Every hit feels convincing with enemies staggering or getting knocked back depending on the power and direction of the blow.
In Kiborg, dodging, parrying, and blocking are essential mechanics rather than optional skills. Players must learn enemy attack patterns and time their responses accordingly, especially in encounters involving multiple opponents or elites with devastating attacks. A well-timed parry won’t just cancel incoming damage but also opens up a window for counterattack, potentially turning the tide of a difficult fight. These moments give the trading of blows a perceptible rhythm. And in this deadly dance, timing and patience are just as important as power.
Locked On and Locked In
At present, a few balancing issues dampen enjoyment. On the upside, you can lock onto foes with a button press, sailing across the dingy environments like a dystopian Spider-Man. Exploiting this ability can make early encounters too easy, as you bound between a succession opponents and effortlessly dish out button-tap combos. But between the constrained ammo counts and fragility to melee weapons, most of the time you’ll be using your limbs to dish out damage. This feels like a missed opportunity, since a significant amount of the protagonist’s augmentations improve your weaponry. And while leaning too hard on defense should be discouraged by a game, limiting the number of blocks can seem punitive, especially during boss battles.
Fortunately, combat is elevated by the inclusion of cybernetic implants. These aren’t just passive upgrades but actively shape your combat style. For example, one implant might enable a dash that temporarily phases through enemies, while another adds an electric burst to punches or extends your dodge distance. Others might offer more defensive selections, like automated shield pulses or enhanced healing. Because you can equip different combinations of implants after most fights, Kiborg caters to your own personal playstyle.
Counter Culture
Largely, enemies are diverse enough to keep combat variable and interesting. You’ll face everything from mutated brutes, flamethrowing-toting guards, and nimble assassins, each requiring a different kind of tactic to defeat. Some enemies are resistant to certain types of damage, while others disrupt your abilities, forcing you to constantly reassess your strategy on the fly. Although some players might not appreciate color commentary from a monstrous announcer named Volkov, there are enough digressions to make the characters inclusion worthwhile.
Environmental hazards also play a key role. In some encounters, you’re fighting not just against enemies, but also within spaces rigged with traps, collapsing platforms, or limited visibility. Positioning becomes a calculated choice, and exploiting the environment, whether it’s knocking enemies into the path of mechanical arms or using environmental elements for cover, is often indispensable. However, I do wish Kiborg’s arenas provided more opportunities for regenerating health. Yes, there’s a skill tree that can boost your maximum number of hit points, but you’ll likely need to die repeatedly before Lee Morgan doesn’t feel completely vulnerable.
Conclusion
Kiborg’s combat system can be dynamic, demanding, and rewarding. Take the time to master its mechanics and flesh out the skill tree, and you’ll find enough variety and adaptability to keep things fresh. And while weapon-wielding and ranged combat aren’t as successful, Kiborg does compel you to read the battlefield and upgrade prudently. As such, many of the fundamentals are realized but Sobaka Studio still has plenty of tuning to do.
Overview
GAMEPLAY - 75%
CONTROLS - 60%
AESTHETICS - 80%
ACCESSIBILITY - 75%
PERFORMANCE - 65%
VALUE - 65%
70%
OK
At times, fighting for your life on a dystopian reality show pushes the 3D brawler into a curious direction. But at present, Kiborg stumbles with ranged combat and balance, surviving thanks to an overly generous lock-on system and roguelike power-ups.
Showgunners is another Running Man-style game.
The review reminded me of Redeemer for some reason. Then I looked it up. Same developer!