Robos in My Pocket
The Custom Robo series began in Japan on the Nintendo 64. It would then see two more releases, one on the Game Boy Advance, and another on the GameCube respectively. It wouldn't be until the fourth game in the series that developer Noise and publisher Nintendo would finally bring the Custom Robo series stateside. The final product is simply titled Custom Robo, and while the idea of fighting with miniature robots, armed to the teeth with destructive power and weaponry sounds awesome, the execution prevents the game from being nothing more than a slightly above average game in the GameCube library.
The story mode of Custom Robo has you playing as a gray haired teen, one whose father has mysteriously disappeared, leaving him with only a unique watch. Fast forward to the present, and your hero receives a letter stating his father has passed away. Taking this moment to fulfill his dad's wish for him to be a commander (i.e. one who commands a Custom Robo), our hero joins up with a ragtag group of bounty hunters known as Steel Heart. A lot of what is to be found in Custom Robo's story mode is menial errands to pad out the length of the game. It's only until about four or five hours in does the story start going somewhere interesting, and we're talking about a relatively short story mode of 10-12 hours to complete.
|Harry is a fellow member of Steel Hearts.|
He teaches our hero the ropes of robo battling.
|If you love customization like me, you'll|
love what Custom Robo has to offer.
|What do you call the retelling |
of a robo battle? A toy story.
|Equip parts to fit the battle.|
|Free-for-all battles mean every robo for itself!|
|Fire in the sky.|
|Some Holosseums feature unique obstacles.|
This one features conveyor belts.
|Did you say something? I can't hear|
you over this forgettable music.
[SPC Says: 6.5/10]