Not bad, it was enjoyable.
There was one problem at the very beginning, when after a cool first level, you are thrown into the Detroit neighborhood, and you have to deal with boring back-and-forth activities and issuing tickets to citizens for minor violations; perhaps this is a very authentic depiction of police work, but it's not fun at all, and Robocop can barely move, and you have to run back and forth a lot. This was a moment close to quitting, but thankfully, it didn't happen again.
Otherwise, the shooting is very satisfying, the maps are cool, and you can see them in the movies, there are a million references for fans of the film, and even the smallest "ported" details from the film, such as meticulously copied interiors, sparks under the bumper when leaving the station in a car, and so on.
However, if you don't count Robocop himself and a couple of similar moments, I can't distinguish what is shown from everyday life in the USA. I was also amused by the moment of "political choice," "affecting" the ending - to support the CEO of OCP in the mayoral elections, or the current corrupt black mayor, under whom criminals are killing people in the streets and burning houses. Democracy as it is.
Also, for some reason, Robocop can't crouch or jump - maybe it's the console players' fault again, there weren't enough buttons on the pad.
mullet madjack
"Boomer" shooter, in which the only thing "boomer" is the cyberpunk vibe (which wasn't really in the games of that time, but rather in the movies, and even then, not in many, and in TV commercials), and otherwise it's like an ironic parody of zoomers, because the whole point of the shooter is that you run down the corridor, and you have to kill at least one enemy every ten seconds, otherwise the viewers of the stream will get bored and you will die. Even if someone thinks that this is intense but interesting, and not everyone will think so, - in reality, it's not. You just hold down W and periodically click the left mouse button for a dash, sometimes shooting enemies or dashing into them when they are standing next to an electrical outlet/fan/etc. to kill them "beautifully" and earn more bonus, there is no talk of any tactics, weapon selection, or anything similar, let alone exploration. Moreover, the same assets are reused everywhere - textures, the "structure" of the map (a corridor), in general, XYNTA.
battletech (2018)
Imagine a typical Firaxis-XCOM-turn-based game, only about robots from Battletech, all crooked, clumsy, and awkward, with an overloaded, strange interface (have you seen the interfaces of both MechCommanders from the 90s? Why do they look adequate, but this one looks like vague attempts by a zoomer in cyberpunk or something like that, with stupid triangles-rectangles, some non-functional lines, pseudo-buttons, etc., it's a real schizophrenia) and a plot about the feuds of noble blacks. It's scary to say, but even XCOM: Chimera Squad will be more interesting.
Ultra-bad.
last train home
A cool "darkest dungeon" tactical game in a cool setting - globally, you travel with a squad of Czech fighters on a train through the Russian Federation of 1917 from Moscow to Vladivostok, fighting redcoats in separate combat missions, but not as a political statement, but simply because that's how fate turned out. That is, in this case, the darkest dungeon is Russia of the 20th century.
In the global mode, you need to manage the train and the fighters - repair and upgrade the cars, distribute the soldiers to the engine/boiler/kitchen, etc., research and produce something, periodically loot forests, lakes, abandoned villages, trade with locals, calculate fuel and food, make sure that no one freezes while you are traveling through Siberia, escape from the red threat, make some small choices in events, and so on.
And the missions are similar to something between Commandos and "Behind Enemy Lines" - where you can stealth, and in other moments, you fight. There are various classes of fighters, such as a machine gunner-grenadier, abilities (sort of like in turn-based games, but mostly not as much). I completed the first couple of missions almost entirely in stealth, and it took me a lot of time; then I thought - will it be like this all the time? But no; after a couple of missions, I roughly understood the mechanics, and I acquired some other possibilities, and then it became much more fun, and most importantly, more flavorful - here we quietly take out someone so as not to raise the alarm, there we throw a grenade, here we set up a machine gun and set up an ambush for the patrol, in general, it's quite cool.
And also, while I was doing combat missions, I had a thought: all the combat takes place in real time, but there is a free pause on the spacebar; but they could have made all this in a pure turn-based game (or even a regular one), as most indie developers do today. How much more awkward it would all look - completely overloaded for no reason, slow, tedious, stupid, unatmospheric. But they made real-time, and it all looks organic and lively - I respect them for that. For "just not doing it badly" - yes, for our time, this is already a plus.
An 8 out of 10.
chrono ark
Perhaps the best card-battler of all the ones I've played, even better than Inscryption; it gives all possible "spoilers" and the like on the first try due to top-notch art, a cool mechanic of hiring a team - each character has their own strategies, equipment, consumables, upgrades, and bonding with them, with a large number of good and well-presented plot and dialogues. There are many things you can interact with on the map, you can upgrade these characters in many different builds, and at the same time, the mechanics - for a card game - are quite interesting, but not overloaded, there is no such thing that you spend several minutes trying to read a canvas of description of some card, yawning and losing focus every second because of the stuffiness of this descriptive canvas. In addition, it is quite simple, not in the sense that it is casual, but simply if you understand the mechanics, you can upgrade so much that the default mobs will fly away with half a kick, except that you can sometimes fail on bosses, but still there is a noticeable degree of challenge even in very easy runs, and in addition, in terms of interest, this is compensated by the variability of possible builds. And it's very good that it's done this way, because if they made a hardcore roguelike, in which you have to sweat through dozens of runs until you get some super-imba, with which you can finally, with great difficulty, pass the next section of the plot, then this would largely kill the charm.
A 10/10 card game.