Do you want something simple, straightforward and action-packed? Something that may not look the best, but especially let it play well? This is the game the British developers from Ground Shatter have decided to bring. They set out to create a procedurally generated shootout from the perspective of the first person, which will also be playable on a split screen and in online cooperation. In such a composition you get into the game in the skin of a cop, who with the help of a teammate must face several waves of criminals. What the game really builds on is communication and tactics. Just surround the room, kick the door, and embark on a bloody shootout in which the wound is caught only by your enemy.
The creators have thus decided to pursue properties that are less and less frequent on the gaming market. Such a combination could mean a quite interesting title that could very well reach its target audience.

It should be noted that Rico is only the second title from the workshop mentioned. The first was released in 2015 under the name SkyScrappers and did not cause much fuss. Maybe that's why the creators made all the effort to come up with a game this time. Already now, a long time after the release, it can be said that the game has gotten more into the consciousness of the players, but I am afraid that it is still not fame in terms of quality. Although the game is visually tuned into a comic book style, it is not a graphic design to warm up. It is actually understandable. This is about playing and having fun. Cooperation in the game is set so that you can already in the menu to connect with a random player in the world or your friend. Thus in the game you can then enter the free game or mission, but also the daily challenge. There are five challenges, and you earn RP points that you can exchange for skins. Of course, their number varies for each of the challenges.
In terms of missions, your one-day journey to resolve the case is quite challenging. Because if you die during any mission, it is a definite death for you and you need to start the case again. Therefore, you have to really depend on how you approach the shootouts. Whether you play "Rambo" or you are more sensible and leave the room for error, artificial intelligence. Every hit can be a big loss for you. Although there are occasional bullets or first-aid kits in the rooms, they are too few. which you can prick to save your life, but you only have to enter the game with one. You have to perform multiple tasks, such as collecting evidence or defeating bombs, but not all are mandatory, but if you want to be precise, the game will reward you After that mission you can buy various upgrades, but also new weapons or regenerate your health.
So if you don't play in the game, you really don't have a chance to win. That's definitely fine, so it would be if everything around it was not boring. The individual environments are unimpressed on a single hoof, and after a few hours in the game you will feel like they are still spinning in the same way. You run the same rooms, shoot the same enemies, get the same evidence and try to destroy the very same bombs. You will feel as if you know in advance what is behind the other doors that have not been dug up. I played the game on PlayStation 4 and the gameplay itself is similar. Control seems chaotic, inaccurate. I spent most of the slow-motion scenes after the door was kicked, struggling with accurate aiming. As if the controls were too sensitive and not perfectly tuned.

The technical side of the game is also not very good. It runs on PS4 without major problems, but occasionally smaller fps drops. However, it behaves quite strangely when playing in split screen mode. Control as if it had a smaller lag at the moment when the other player also controls the character. You can get used to it, but it is certainly not pleasant and partly affects the game. When you combine this with a very simple visual, it is all the more strange that the game has such problems. Procedural generation is usually tempting, but to be meaningful, it must actually work. The game has predefined locations in which rooms, objects or enemies can be randomly installed. Although it works without major errors, the changes are such that you basically do not even notice them.
Perhaps it would be better if the authors nevertheless focused on creating more locations. Worst of all, the generation also brings different comic situations. Enemies can be built exactly behind each other, so they can kill each other in a firefight. Likewise, a couple of times, things have gotten to places they might not be able to - for example, a first aid kit on the TV. The game, however, has a minor problem with passing characters through objects - especially at the door, but once it happened to me that the enemy peeked from behind the wall so I could kill him through it.
Rico is perhaps an ambitious project of the Ground Shatter studio, but still just a shot into the void. The game seeks to attract action, offline or online cooperation and very often mentioned randomly generated levels. All this is in the game, but nothing is done to the end. Every single element has a minor or a major flaw, the flaws that make a game that looks good on paper make it a very shallow pastime that can keep your attention for a few days, even if you're playing it with a friend in collaboration.
