Full Metal Schoolgirl - PS5 Review

Full Metal Schoolgirl by developer YUKE'S and publisher D3PublisherPS5 review written by Richard with a copy provided by the publisher.

 
Estimated reading time: 7 minutes

Do you need to get some workplace aggression out? Boss getting you down? Being overworked? Well, join in on Full Metal Schoolgirl to take down an exploitative enterprise in a robot/cyborg slaying adventure!

In the future world of 2089, super exploitation of workers has become the norm, where overwork and underpay is a standard, where the “working dead”, cyborg employees, are pushed to the brink by abusive bosses, awful work schedules, and superior harassment. In come our heroines, cyborg schoolgirls who have been “upgraded” by a former employee of Meternal Jobz, in order to take down the mega corp that’s ruling over the poor cyborgs.

Honestly, I’m pretty sure the distinction between cyborg and robot is rather lost somewhere here, but I won’t nitpick that. Basically, you get to choose one of the main characters to take on a raid of the company. A 100 floor company that changes its layout every day to keep employees from being able to find the exit. Yup, this is a roguelite-ish style game where every attempt at the 100 floor company there is a different layout, and you have to find equipment as you progress.

So, now it’s time to start a raid on the company! When you start off, you can select a gun and melee weapon from the lobby, and then off to the stairs you go! As you climb the building, you may get knocked out by the employees who now have the job of stopping you. No worries though! You manage to get out, leaving some of the parts and materials you harvested from enemies behind, and then you can get the professor to upgrade your body! More health? Done. New moves like being able to equip a shield? Also done. For a price. Oh, and did I mention that she started a livestream service for you, so people can watch you fight your way up the mega corp? Good news is they can give you the occasional bonus objective, and completing it earns you money you can spend on upgrades. You can also double down, making the objective harder, but earning a lot more.

As you make your way up the building, you’ll come across elevator cards, allowing you to skip to certain floors. While going up your first time, every new boss floor you’ll be returned from the run, but given a card to carry on from that floor. Good news is they give you a gear selection so you aren’t going back in too underpowered. Gear level is roughly based on floor number, and gear rarity dictates how many bonus effects the gear comes with.

So, let’s look at your violent rampage up the Meternal building. The game is a sort of weird combination of hack and slash and third person shooter. Most encounters will probably start at range, but you do have your melee weapon to beat off enemies when they get too close. You can also nab an autonomous drone and a shield. For your weapons, melee weapons will be fast but weaker swords that use little energy, chainsaws that are mid-powered and use a medium amount of energy, or axes that are really slow, but hit hard and eat a chunk of energy. And before you ask, yes, energy is your stamina. Run out and you can’t dodge or melee attack until it recovers. You can still shoot though.

Guns also come in a variety from rifles to gatling guns to grenade launchers or shotguns. Each have their own good points and negative aspects, so find what works for you. Personally I prefer the rifles, with the gatling coming in second. Now, you do have a dodge, and a perfect dodge if you dodge before you get hit, but for the life of me I could only activate a perfect dodge if I dodged while standing still to do a backstep. Either I’m just bad at it, or that’s a really frustrating design point. Honestly I just tried to never need it unfortunately.

The last equip types are shields and drones. Shields are useful for blocking bullets at the cost of a sustained energy drain. There are plenty of enemies, and turrets, willing to shoot at you, so the shields will definitely see use. There are different types, starting small with a shield directly in front of you, to having a shield fully surround you for the largest size. The bigger the size, the bigger the energy draw, so you need to balance what you need. The drones are automatic, you just drop them down and they do their thing. Some are buffs, some shoot, some spin in a melee attack. They recharge use over time, so don’t worry about using them often.

As you are fighting your way through unfortunate employees, you’ll also earn a resource for PP. PP is a bit of an interesting resource, as it’s primarily for using a special move called a punishment move, one for your melee and one for your ranged. You can get more of these that you can swap out as you progress through the game. PP is also used for “overclocking”, which lets you move faster and enemies appear slowed. In an interesting move, you also get modifications from chests sometimes, which will affect your stats normally, but one type increases your damage dealt if your PP gauge is full.

Worried your health is running low? Well, pop a battery to heal up that damage! You have a set capacity that you can increase, but you’ll collect these from the loot boxes as you climb the building. If you are full health and pop a battery, you get a very minor increase to your maximum health. Useful if you’re playing well and they start building up, but not that great short term. At least there’s a use for them if you find a battery and are currently full stock though, it feels nice not to “waste” a healing item.

During your battles, you will come across larger enemies, and bosses of the divisions. The large type enemies have a guard gauge in addition to a health bar, which the common enemies don’t. You decrease the guard gauge by attacking, with more value for hitting enemy weakpoints. Once the gauge is empty, you can perform a “retirement move” on the enemy, where you get rid of the rest of their health in a special attack, which actually changes based on enemy type. Normal enemies also technically have weakpoints, as almost all enemies do in the form of batteries, but normal enemies usually die pretty fast so you may not pay much attention to those.

Full Metal Schoolgirl is very much a roguelite type situation, with emphasis on the 100 floor trek, so you definitely should know what you’re getting into before you play. While the elevators do take you up to certain pre-registered floors, the initial slog to get there may take a while too. Also, while it is technically a roguelite, it leans less heavily on the upgrades, so your personal skill will probably be the more defining aspect rather than if you’ve unlocked certain abilities. The game is campy, and very much not a super serious deal, so it’s best to treat it as such. I’d definitely say keep an eye on this if you’re a fan of rougelite/Earth Defense Force style games, but I may wait for a sale before picking it up. 

Overall, Full Metal Schoolgirl is a rather delightful title for a roguelite/hack-and-slash/third-person shooter experience. It’s corny and cliché, but in a good sort of way. While the standard slash and gun gameplay is pretty decent, with only some clunkiness here and there, the dodging mechanic feels a little obtuse when used as intended. With an art style that makes me think of Saturday morning cartoons, and some interesting themes as you fight your way through the Working Dead, I can see a lot of people enjoying Full Metal Schoolgirl, although it definitely needs to be closer to your niche to get the full enjoyment from it.


Score: 7.5 / 10
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