REVIEW: Death Quota R

If I’m going ahead and making grand assumptions1 here, I’m going to assume that the ‘R’ in Death Quota R ($1.00) almost certainly stands for Robots, as they are your main antagonist in the game. Which is a nice break from the usual zombie menace that developer Edelica Digital Bros. goes to whenever a new Death Quota must be met. Evidently, that quota is about to be reached, as this game represents the developer’s last project on XBLIG.

This also marks the third title in the series, an FPS buried under a Minecraftian layer of blocks. Yet you shouldn’t assume that you’ll be doing any crafting or remodeling here; the ‘levels’ in Death Quota R boil down to, more or less, collect-athons. Each stage finds you— or with a friend in local co-op— gathering a certain number of ‘powercores’, dodging flying drones and mowing down robotic patrols as you go (past games in the series had a similar objective). Once you’ve secured the amount that stage requires, a helicopter is summoned and sent for your extraction.

The entirely of this race to collect things takes place on a medium-sized island, teeming with alien structures and dark interiors, serene beachfront property, and… trees. Lots of trees. It’s also really familiar. Edelica has been getting quite the mileage out of that solitary map, as it’s been more or less the same since ZDQ 2 and the original Zombie Death Quota. Regardless of that familiarity, the map handles the task of hiding the powercores you seek in some out-of-the-way places without being overly annoying about it.

Combat remains as solid as ever. Besides your trusty, infinite-ammo-having handgun, you’ll have a handful of standard weapon types to switch up the killing (the loadout changes slightly for each stage), as well as scattered crates that appear periodically and / or get dropped from defeated enemies, netting you additional ammo, health kits, and powercores. If you tire of the short campaign (six levels), there’s always online battles for up to six players.

Death Quota R - Screen

That multiplayer will be hit and (mostly) miss, however, as XBLIG is perpetually vacant in its online lobbies. That leaves you with the single-player campaign, which gets highly repetitive after the first couple stages of collecting, and collecting, and collecting. Sometimes you collect more, sometimes less. The robotic sentries, too, will gradually get on your nerves, with their constant teleporting and shielding (more like taunting, the metal bastards).

It’s hard to shake the feeling of familiarity. The game looks great and handles just as well, but Death Quota R is really just more of the same idea already realized, under a semi-new coat of paint. Newcomers to the series will probably appreciate it for what it does, but if you’ve played a Death Quota game before this, don’t expect much refinement in Edelica’s XBLIG denouement.

  1. ‘Grand assumptions’ account for like, 85% of the decision-making in my life. You can probably guess how well that’s worked out for me. 

10 thoughts on “REVIEW: Death Quota R”

  1. They say assumptions are the mother of #$%^ups.

    And for some reason the robots look absolutely terrifying in this game. Well, their malevolent expressions do; they remind of a gleefully insane Tin Man.

    1. Then I should definitely not tell you that their eyes glow in the dark like insane Terminators when you’re inside the barely-lit, highly-claustrophobic corridors of their base / structure. No, I should definitely not tell you that. Also that there are these tiny, half-sized robots that are hard to spot, and that crawl freakishly fast on the floor and then immediately explode once they get close enough to you. Nope, really shouldn’t mention that bit either. 😀

    2. Suddenly this game sounds much more interesting … although I have the feeling that there may be some hyperbole mixed into that robot recap. Perhaps I shouldn’t assume the game is that bad …

    3. Nice job on those italics, sir! 😉

      I will say it’s not much hyperbole. They really do show up in the dark, and they really do have those creepy, crawly, explode-y variants. The game as a whole isn’t ‘bad’, just repetitive and familiar (you could swap in zombies for the robots and it would literally be the last game in the series). The collecting gets old, but if you were to play the local co-op, I’d guess it wouldn’t be that bad to split up responsibilities. The multiplayer I can’t really comment on, because no one plays XBLIGs anymore, but I don’t see that holding anyone’s interest for too long.

    1. Thank you, sir, for reading, as always! Well, until September 9th, that is. Then it’s no more new reviews for anyone, anymore. 😦

    2. That date is fast approaching. I remember us talking about it over a year ago. Boy how time flies and things change. I’m doing stuff today I never imagined back then. \m/ Peace \m/

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