Reviews from

in the past


Simplesmente uma merda. Esse é o clássico caso do estúdio "indie" que pensou "nossa, já pensou que épico que seria se juntássemos X com Y em um jogo?". Só que Rolledrome é só uma prova de que nem sempre uma ideia original é o suficiente pra carregar o todo.

O que temos é um jogo com uma ideia porcamente trabalhada e inimigos reciclados (pasmem, o jogo tem apenas dois bosses que são praticamente iguais), que sofre em tentar encontrar uma identidade própria.

Parece que os devs só tiveram a ideia fazer um jogo de patins com armas e não souberam o que fazer além disso, então toda fase tem o mesmo feeling da anterior, com apenas uma nova roupagem/camada de tinta. A sensação que tive é que estava jogando aquela primeira fase de novo e de novo e de novo.

Além disso, o jogo é cheio encheção de linguiça pra poder desbloquear os níveis: Você precisa fazer um roller butt 720 perto da doobdydoo da fase pra poder desbloquear uma challenge. (Por que você pergunta? P-porque sim ok! Isso é conteúdo de verdade eu juro!)

Encheção de linguiça em jogos não é problema, diga-se de passagem. Quando são apenas extras para os mais aficionados que gostam de um desafio, ajuda a extrair aquelas últimas gotinhas de uma fruta suculenta. Só que Rolledrome não é uma tangerina gorda, é apenas uma rodela de limão levemente seca. Amarrar a progressão atrás de algo tão porcamente pensado, sem algo que ofereça subsistência de verdade é patético.

Outra coisa que me incomodou: parece que Rollerdrome está amarrado a convenções de game design que existem só porque... sim. Por que tem boss nesse jogo? Pra que se dar ao trabalho se vão ser dois bosses literalmente iguais? Jogos menores de escopo muito mais limitado conseguem se destacar muito mais que essa porra sem precisar se amarrar em tais artifícios e convenções.

Por fim, não ligo de um jogo ser curto (e nesse aspecto é até bom rsrsrs). Mas o que temos aqui é algo que não apresenta um senso de progressão orgânica, que tenta jogar "safe" demais (apesar da originalidade do tema), mas que fica extremamente preso às amarras de game design moderno.

Precisamos de mais jogos que se desprendam não só de gêneros convencionais, mas de padrões de game design também. E Rollerdrome infelizmente só entrega metade desses aspectos.


You play enough of Rollerdrome and when you get into the flow it starts being enjoyable. That’s what I heard everywhere. I thought that wouldn’t take long this being such a short game, but it never clicked. I really wanted to like this game but something always felt a bit off, the controllers didn’t feel right, the tricks weren’t flashy enough, the gameplay loop just didn’t feel satisfying. In short time the objective list started to feel more like a chore list. This isn’t really a fault of the game but I felt headaches every time I played it. I understand the community at large likes this game, but it’s a hard pass for me.

great arcade fun, definitely try it out.

Grew up playing Tony Hawk games, and this game really reminded me of them, and added some really really fun gunplay and a pretty interesting world!

Good game mixing guns with Tony Hawk's gameplay. It may be hard to balance the two genres both from a design perspective and a player's perspective but I think it achieves its goals if you spend enough time with it.


Carnificina rítimica: uma série de mecânicas pequena, mas robusta, que as põe para trablhar em conjunto com o intuito de criar um loop instigante de pequenas decisões imediatas - basicamente, por alguns momentos, é o ideal platônico de fluxo em gameplay que muitos jogos de ação/arcade buscam. Rollerdrome, em ideia, é brabo assim. Na prática, porém, senti que faltou um encaixe melhor no papel de skill moves no todo - executá-las é vezes divertido, vezes irritante, e engajar com o sistema não é tão recompensante quanto o esforço de ocupar RAM cerebral com as receitas de manobra durante o tiroteio.

Infelizmente, insiste contra sua própria forma através de meta-objetivos diversos e conflitantes - você quer jogar pela diversão, pelo score, ou pra passar de fase? Idealmente, essas respostas viriam da mesma via: tudo ao mesmo tempo. O jogo, porém, te bota pra jogar de formas bem distintas conforme o objetivo, com a liberação de novas fases sendo dependentes de desafios que provocam repetição desnecessária e quebra do fluxo do jogo - até fazer pazes com tudo que precisava pra liberar a fase final, não estava me aproveitando. Cortar itens de uma lista semi-arbitrária é uma melodia muito oposta ao ritmo frenético da arena.

Por trás das arenas, um pano de fundo de uma distopia fascista aparece exatamente o quanto precisa para estabelecer um tom aterrador à toda a razão da sua personagem de engajar nessa furada. Felizmente, por enquanto, o esporte de patins ao alvo segue sendo fictício, e instrumentalização de violência corporal como entretenimento é apenas uma noção fantasiosa. Lacradas à parte; é um bom jogo se você é desses nerds que gostam de platinar S-rank todas as fases de olhos vendados.

A DOOM and Tony Hawk crossover is not surprisingly a slam dunk.

Parece ser interessante, gameplay é bem legalzinha pra quem curte mas dropei mesmo, mó preguiça :I

Rollerdrome es un juego muy divertido, adictivo, frenético. Con un diseño visual y jugabilidad con mucha personalidad. El diseño de nivel es siempre satisfactorio y cuesta encontrar pegas.

Además, de manera muy acertada, Rollerdrome trata de ser un juego sobre el espectáculo de masas y su precio personal y político. Con un lenguaje sutil eres introducido a la historia de Kara Hasan y su difícil relación con el Rollerdrome. También sigues de lejos (a través de la radio) la relación entre el deporte del Rollerdrome y el estado sociopolítico actual. Es una pena que, de lo sutil que es, el juego no termina por contar algo más. Sin embargo, siendo este un juego de apenas 5 horas, se trata de un logro fascinante.

Los 44 desarrolladores pueden estar orgullosos, esta pieza es un juego de manual que esconde un potencial increíble.

This game is super cool...until it isn't. I've never asked myself what Tony Hawk would guns would be like, but these developers did, and I'm kind of glad that they did, even if I didn't love the whole journey. There is some serious fun to be had here!

It plays exactly like Tony Hawk with guns. You either know exactly what that means and want to try it, or you think the whole thing sounds dumb. I guess it kind of is, but the first 80% of the game is hilarious, compelling, challenging and fun. And it certainly doesn't hurt that the game looks like a Moebius drawing in motion. All it needs is more of a banger soundtrack - maybe something like what Hotline Miami did - for it to truly be Tony...Guns? Murder Hawk? I don't know puns.

The problem for me, and what made me want to stop playing, is that I loved the little circular arenas where the challenge is to not get shot while racking up a huge combo of both kills and tricks, but that's only about half the levels, and the other half is large, involved levels where you have to find (comparatively) complicated paths just to keep up with the killing, and that brought me back to too many hours of trying to platform that exact thing in THPS games, and how unwieldy and annoying it can get to try to control an always rolling character with exact precision. So, yeah, I loved and completed all the challenges in the tighter levels and felt very bored by the large levels.

Since this game came with PS+ and I paid very little for it, there really is nothing to complain about here for me. I got me some 3-5 hours of THPS nostalgia throwback with guns and amazing art and that's awesome.

really fun game but its best experienced with a controler which i didnt have

O que falar dessa pedrada....
O jogo é bem interessante, a proposta até que é boa. Mas chega uma hora que é enjoativo, independemente se você joga no modo de acessibilidade habilitada ou desabilitada, o jogo consegue te enjoar. Por mais que sua platina seja consideravelmente rápida, é enjoativo.
O jogo possui gráficos ok, história é bem cocô.

Sua platina é tranquila, recomendo jogar no modo de acessibilidade habilitada para uma platina mais rapido e facil (com a acessibilidade no off, pode chegar a 60 horas facil)

arena shooter com tony hawk, absolutamente incrivel, infelizmente curto

[~1hr in]
YES. 1000% YES. This is fun as hell! I already loved the art style because it reminded me of Sable. The gameplay is like Tony Hawk's with guns! What is not to love?! I am totally here for this! Let's goooo!

[~5hrs in]
This game continues to keep me fully engaged and immersed. The feeling of synchronised pandemonium, delectable chaos, a symphony of carnage! I'm over here in poetic slow motion, flying majestically through the air halfway through pulling off a flawless 1080° Coffin Grab, whilst casually firing a multitude of perfectly aimed headshots like I'm in VATS off Fallout, unleashing entire clips that scream across the arena in all directions, taking down several enemies before I drop smoothly back into the halfpipe and catapult out at regular speed, just in time to see bodies drop all around me. Satisfying AF!

[~14hrs - END]
Platinum earned. Fun game aside from getting the 2500pt trick Challenge which was frustrating as it kept failing to register the Trick Token.

really fun when you get super into it but i started running out of steam when you gotta do the full run combos lmao

I technically didn't finish the final level but my PS Plus ran out and you don't rule me Backloggd!

Rollerdrome pulls back its systems and complexity to instead focus on movement and fluidity. The quarter pipes are your canvas to shoot the shit out of your enemies in increasingly badass ways in increasingly efficient runs. Rollerdrome sacrifices variety to instead put together a highly distilled and intentional experience where each level becomes an expression of the player's speed and pathing. The emphasis on constantly funneling the player back into the action by surrounding the maps in half pipes forces them to strategize around how to kill as many House Players as possible while maximizing ammo regeneration and their combo. By letting the game take over in aiming and movement, the player's priority then becomes planning and execution. There is a learning curve to this lack of control, but it rewards the player for experimenting and giving every challenge a solid attempt.

On a narrative level, this game is pretty light, but succeeds in creating a story that ultimately serves as solid context for why this sport exists. The lore reasoning for why things like ammo regenerate while doing tricks or who the House Players are serves to tie the whole package together. Despite this lack of emphasis, the developers at Roll7 smartly chose to make the story scraps serve an in-game purpose. Furthermore, the visual direction borrows the best part of 1970s sci-fi design language: contrast. Everything is perfectly readable and clear without resorting to a bloated interface or obvious signposting. Rollerdrome's strongest factor in visuals and narrative is how every color choice, readable document and narrative element serve a purpose. Rollerdrome puts all of its emphasis on gameplay without sacrificing cohesion or clarity.

Que grata surpresa. Sabe quando dizem que um jogo tem estilo mas não tem substância?

Aqui o estilo se transforma em substância. Muito gostoso.

Rollerdrome is a game that would fit in perfectly with the PS2 library, meant as a good thing. It harkens to back to that generation where all you needed for a videogame was a cool idea and some good gameplay.

Taking a lot of inspiration from Tony Hawk's Pro Skater, Rollerdrome is best described as a Tony Hawk game with guns. The concept is very similar; you're given stages and in order to unlock new stages you need to complete some of the listed challenges e.g. Get a score of X, Do this trick on this grind rail etc etc.

As opposed to playing against the timer, you are rather playing against enemies. This is where the guns come in. In order to complete a level, you simply have to kill all the players on a stage using your 4 different weapons. You have controls that are very similar to THPS except not as complex. The question is why would you focus on doing tricks when this is mainly a shooter then? Well, in order to get back some ammo for your guns, you need to perform tricks. This is where the cool gameplay idea comes where you will constantly shooting and flipping, grabbing, grinding and spinning which results in very stylish gameplay once you master it.

The first 2 hours of the game is extremely fun, however the novelty quickly wears off once you realise you've seen all that the game can show you in those first 2 hours. The game itself is about 5-6 hours so it's not too long, but in those last 3 hours you will just be basically doing the same thing by facing the same enemy types you have been facing in the first 2 hours and the repetitiveness kicks in.

The idea of Rollerdrome is so good, the gameplay is great, it's just the content itself leaves so much to be desired. There are a couple of stages, but you are getting the same 3 biomes which quickly wear out. There is so much potential with Rollerdrome to reach high highs, which it does at the beginning, but everything quickly wears off hoping you'd see much more variety.

It's still a very good game and I would like to see a sequel with the same concept but with much more variety and ideas.

I've never played a skating game, but this game's gameplay and progression loop makes me want to change that. Absolute gem for people who like to master games.

A very kinectic and awesome experience that it's giving me the Max Payne fix i've been missing all these years. Only issues were the controls being a tad wonky during some corner turning and I wish it had more bosses and enemies.

This is a great butt-clenching challenge game that I don't feel up to the task of mastering. Past the few hours of its campaign, I feel like more could've been done to explore its setting, but what's there is subtle enough to elaborate on what the core gameplay cannot.

It turns out both Rollerdrome and Sifu make for a decent double-feature, sharing many of the same elements—combos that make your fingers ache to pull off—and an "easy to learn but hard to master" design ethos.

They also happen to both follow a relatively basic premise to lay the foundation for all the button-mashing combat: In 2030 London, Kara Hassan is the newest contender in a deadly sport called 'Rollerdrome'—essentially a roller derby with guns. From there, it becomes an underdog 'rags to riches' story as Kara rises up the ranks.

There are some brief but interesting interludes between the various leagues that take place in first person as you examine the locker room for information on your opponents and the larger goings-on of the world around the titular tournament. Despite how intriguing these segments are, they are largely superfluous and the wider plot implications in them never really go anywhere.

But still, Rollerdrome's biggest draw is its 'Tony Hawk with Guns' gameplay. For the most part, it does earn that title, with similar trick flow and satisfaction that those games give, only with combat thrown into the mix. It does the most it can with such a premise to decent results; however, it can get in its own way with how complicated it is at times. In order to reload all of your guns, you need to be doing tricks along the way, which might sound reasonable enough but as the encounters gradually ramp up in difficulty, you're going to need to pull off some split-second button combos in order to succeed in some of the later battles. It's an appropriate escalation in challenge; however, the finger gymnastics involved to finish, let alone getting a good score in the meantime, are just ridiculous.

However, I suppose one can't complain too much, as at least there are some quite generous accessibility features there to tweak and change the game's difficulty as you so choose.

The range of arenas (or lack thereof) throughout Rollerdrome might also be a let-down. There's a decent mix of environments here but not so much that you're not going to get bored of seeing the same starting arena in slightly different configurations each time during the competition.

Regardless, Rollerdrome's slick cel-shaded, Mœbius-inspired art style and satisfying core skate-n-shoot loop are almost enough to carry the entire thing, however a lacklustre story and some frustrating levels in the back-half hold the whole game back a bit too much.

7/10

This one might be a new favorite for me! It's basically a Tony Hawk style arcade skating game with guns and Max Payne bullet time attached to it

The game seems initially pretty simple with a fairly forgiving auto-aim, but it ramps up in complexity as the campaign goes on. More high skill ceiling weapons get added to your arsenal and by the time i was half way through the game I was pulling off some pretty cool tricks.

The game does suffer a bit with its boss fight(s) since its basically just one big enemy with a very obvious weakspot that you hit a few times like a Mario boss. They aren't bad fights but I don't personally think they add much to the game.

Would love to see this team explore a sequel


Tony Hawk with guns. Rollerdrome is a unique title, and I am so glad it exists. While a lot of triple A studios strive for modern gaming perfection through 100GB games and live service elements, a lot of indie studios have been crushing it. Rollerdrome reminds me of Hi-Fi Rush in the sense that it returns to that nostalgic point of the 2000s where games didn't try to make sense, they just tried to be fun. It is my absolute overall favorite era of gaming for that reason, and I love seeing love letters sent in the form of these newer games.

The gameplay loop of Rollerdrome is unique. Bullet time roller skating is super cool, and whoever pitched the idea needs a raise. The tutorial is quick and simple, and it feels like there are so many mechanics all at once, but they all flow seamlessly into each other.

That being said, the biggest thing that actually STOPPED ME from playing the game any further...seeing that you have to complete challenges to unlock later levels. Personally, not a fan. I am not a completionist. Will never be. I love that it is always an optional thing in games. Forcing your players into doing these challenges during fast-paced levels is a slog, and the levels, while super fun, do grow repetitive very fast.

By the time of the Quarter Finals I could see where this was going. Not that it's bad by any means. Just that the game grows very repetitive very fast. But hey, in a way it does reminds me of a more arcade-style game from the 2000s, like I said before. Does roller skating with guns make sense? No. Is it badass?! Hell yes!

I give Rollerdrome a 7!

an impossibly-solid foundation for what i can only hope is an absolutely stunning follow-up down the road. Rollerdrome's gameplay is its strongest asset by a landslide, and even that's underselling it. fluid, fast, and easy to learn with a skill ceiling that feels infinite, its mechanics are as simple, straightforward, and easy-to-pick-up as possible. everyone's already called this Tony Hawk's Pro Shooter, but i'd more closely compare it to the fluidity of Skate 3 combined with the visceral excitement of Doom 2016. it's a game built around getting you into a "flow state", and then doing anything it can to rattle you out of it.

despite all this praise, anything that isn't the gameplay feels woefully half-baked. the music and stages are interesting, but ultimately repetitive and blend together (not helped by the game only having eleven unique stages, all of which are variations on four basic concepts). the worldbuilding also feels somewhat flat, with the narrative segments before each leg of the tournament feeling tacked-on and ultimately hollow, constantly hinting at a wider, more interesting universe we never see enough of. the second campaign (a New Game Plus mode titled "Out For Blood"), stage challenges, and leaderboards all offer a decent amount of replayability, but most of your time with Rollerdrome will be spent practicing combos and tricks until you get them right. absolutely no unlockables is a let-down, too-- a game like this would benefit greatly from something as simple as unlocking a new helmet or jumpsuit color each time you complete every challenge on a stage.

ultimately, Rollerdrome feels like a lukewarm first entry that'll immediately be overshadowed and rendered redundant by a follow-up that improves upon it tenfold; a Portal or Left 4 Dead waiting patiently to be rendered nothing more than a pack-in bonus for its leaner, meaner younger sibling. but until Rollerdrome 2 comes out, this game is absolutely worth the dozen-or-so hours it'll take you.

An unexpected good gem. Similar to My friend is Pedro, so if you did like that one - you'll enjoy this one even more

Fun, stylish game with a neat hook and just enough room for experimentation to justify its runtime. After beating the main game, I turned all the cheats on to mess around in hard mode and clean up the remaining trophies. Surprisingly that was way more fun than playing the game legit. Having invincibility and unlimited ammo on, gave me the freedom to actually do what I had been trying to do in the base game. Music and story were also kinda cool but mostly half baked - wish there was a little more put into both.