The announcement of I, Robot by Llamasoft filled me with excitement. Jeff Minter has a knack for reviving 1980s classics, and his VR adaptations have never disappointed me, as seen with Polybius and Akka Arrh. Now, with his latest project of re-imagining Atari’s iconic I, Robot infused with Llamasoft’s signature psychedelic flair, I couldn’t help but wonder if he would impress me once more.
Release Date: April 17th 2025
Developer: Llamasoft
Publisher: Atari
Price: US $14.99 / CA $19.99 / €14,99 / £11.99
Reviewed On: PlayStation VR2
* Access Provided For Review *
An all seeing eye has imposed a ban on jumping, prompting a small robot to rise up against Big Brother. Now, it’s your turn to guide this Ox-headed robot, which has gained self-awareness and independence, as it prepares to defy the rules. The challenge is, do you have what it takes to challenge Big Brother?
To begin with, I want to emphasise that I, Robot is not merely a straightforward remake; rather, I view it as a fresh reinterpretation of Atari’s arcade classic. While it may appear familiar to those who enjoyed the original in terms of gameplay, Llamasoft has introduced some new elements that should be easy for fans of the original to adapt to.
Your mission is to navigate the rebellious robot through various paths in each level, changing the tiles along the way to your colour. While this may seem straightforward, the paths are fragmented, and to progress through many of them, you’ll need to bend the rules and jump. This jump must occur when the eye is closed, as jumping while it’s watching will lead to your demise. Once you’ve transformed all the tiles to your colour, the level will explode and be launch into the eye. Additionally, some levels feature enemies that you can either dodge or eliminate by shooting, but they pose a significant threat; getting touched by one will cost you a life. Thus, you must balance evading these dangers while keeping an eye on the eye to determine the right moment to jump. Completing earlier jumps will provide you with assistance, creating a new route between the areas you’ve jumped. This allows you to utilise it at any moment during that level, minimising the risk of jumping when you need to gather any missed tiles.
Once you finish a level and progress to the next, you’ll engage in an exciting on-the-rails shooter where you control the robot, aiming to blast as many tetras as possible. Successfully shooting these will significantly boost your score for that level, aiding your quest for the highest score overall. Additionally, if you’re looking to enhance your score further from the second level onwards, there’s a hidden objective that can provide you with an extra bonus.
What makes the game truly exciting is that every level offers a unique experience. Small adjustments can significantly alter your strategy, and when you factor in the level objectives, your approach can shift yet again. The complexity increases not only with the layout of the paths but also with the introduction of new levels that present additional challenges. For instance, some levels feature hazardous tiles that are poisonous; you must jump to clear the poison, or it will become lethal in about ten seconds. Additionally, there are levels designed as arenas without jumps, where your goal is to defeat all the enemies. These encounters can become quite chaotic, as you must navigate through a swarm of foes while trying to take them down.
I must caution you that the game lacks a tutorial; you are only greeted with the message, ‘Do not jump while the eye is open. Remove all tiles to complete the level.’ What it fails to clarify is that there is no dedicated jump button. Instead, you can leap to adjacent paths by tilting the analogue stick towards them. This design choice adds a layer of complexity, preventing players from carelessly dashing through the levels, as a hasty move could lead to an unintended jump onto a path. This clever mechanic ensures the game isn’t overly simplistic. As I mentioned earlier, those familiar with the original will likely adapt quickly, but newcomers may need some time to appreciate the game’s true brilliance.
Similar to his earlier titles, I, Robot offers gameplay in both flat screen and VR formats, but I opted for the immersive virtual reality experience. What I appreciate about Jeff Minter is his ability to keep the VR modes straightforward, preserving the game’s original charm and aesthetic. In I, Robot, you’ll find the 3D environment hovering before you as you manoeuvrer the robot through it, and during the on-the-rail segments, you are positioned lower and behind the robot as it navigates the level – which is ideal for this game.
Originally launched in 1984, the game has been revitalised by Llamasoft, who have preserved its classic polygon aesthetics and early 3D gameplay. They’ve harnessed modern technology to enhance these elements, as seen in their previous titles like Polybius and Akka Arrh. Jeff Minter has infused I, Robot with his signature psychedelic flair, creating vibrant visuals that explode with colour when you maintain a fast pace and rack up destruction. For those who prefer a calmer experience, the ‘Ungame’ mode offers a more relaxed atmosphere with soothing synth backgrounds, contrasting the chaotic visuals of the default setting.
Jeff excels in audio design, tailoring the games for today’s players. He has successfully retained some of the original sound elements while updating others to better suit contemporary tastes. True to form, the sound effects are bold and loud, layered over a techno-inspired synth soundtrack, creating an atmosphere of oppression as the effects overpower the music.
Posture | Supported |
---|---|
Standing mode | Yes |
Seated Mode | Yes (Recommended) |
Artificial Crouch | No |
Real Crouch | No |
Movement | Supported |
Smooth Locomotion | No |
- Adjustable Speed | N/A |
Teleport | No |
Blinders/Vignette | No |
- Adjustable Strength | N/A |
Head-based | No |
Controller-based | No |
Dominant Hand Switcher | No |
Turning | Supported |
Smooth Turning | No |
- Adjustable Speed | N/A |
Snap Turning | No |
- Adjustable increments | N/A |
Input | Supported |
Tracked Controllers | Yes |
Hand Tracking | N/A |
Gamepad | No |
Jeff Minter has once again impressed with I, Robot, a reimagined take on an Atari arcade classic designed for today’s gamers and technology. This version beautifully blends visuals and sounds that pay homage to the original while enhancing them for contemporary tastes, all infused with Minter’s signature psychedelic flair. The gameplay revolves around a straightforward concept of colouring tiles to advance, but it comes with a thrilling challenge as the menacing eye watches over, enforcing a strict no-jumping rule. Each level is uniquely crafted, encouraging players to adapt their strategies, ensuring a refreshing experience every time you dive in. Fans of the original will quickly recognise the familiar elements and quickly adapt to the new features, while newcomers may need a little patience to fully appreciate the game’s genius—so stick with it!