Key Takeaways
Created with AI - we're still experimenting, so apologies if it misses the mark
- Microids recent releases, including Cobra Space Adventure, have been met with criticism for falling short of their source material and contemporary standards.
- Budget constraints have significantly impacted the quality of Microids games, resulting in outdated graphics, unimpressive animations, and inconsistent controls.
- The decision to develop Cobra as a 2D shooter-platformer instead of a 3D narrative adventure or action game has led to concerns about its appeal to both existing fans and a new audience.
- The animations in Cobra Space Adventure are particularly poor, raising questions about Magic Pockets capabilities and their ability to deliver a high-quality product even with modern tools and technology.
Microids’ Repeated Misses: Cobra Space Adventure Strays from Terasawa’s Vision
Microids, a publisher once esteemed by gamers, has regrettably lost that trust through a series of missteps. A glimmer of hope emerged in 2021 when the company embarked on ambitious adaptations of popular French-Belgian comic book series and manga. However, these efforts frequently missed the mark, yielding games that failed to honor their source material. Following releases that tarnished the reputations of classics such as Goldorak, Tintin, Inspector Gadget, XIII, and The Blue Lunchbox, Microids has now turned its attention to Cobra Space Adventure by Buichi Terasawa. From its initial announcement, the game raised immediate concerns, a sentiment confirmed upon release: Microids has once again faltered. It is perhaps a small mercy that Buichi Terasawa is not here to witness this outcome.
Cobra’s Dissappointing Reboot: Falling Short of Nostalgia and Contemporary Standards
Microids’ take on Cobra, developed by Magic Pockets, falls short of expectations. Concerns began with the initial gameplay footage and continued after a demo at Steam Fan Fest in June. While the development team displayed passion for the project, budgetary limitations constrained the game from reaching its full potential. A team of 30-35 individuals from Magic Pockets’ Torcy 77 studio, alongside Microids’ production crew and approximately twenty QA testers, worked diligently to ensure a bug-free experience. Surprisingly, the game is indeed polished, devoid of annoying glitches or blocking bugs. Unfortunately, its other aspects fail to meet contemporary standards or the expectations of fans for a series as iconic as Cobra. As a cult classic, Cobra deserved a more compelling adaptation. While fans who grew up with Récré A2 and Club Dorothée might find some nostalgic elements, the game missed a significant opportunity to captivate a new audience, especially with an animated series in development. Cobra had the potential for a resurgence in popularity, perhaps not to the level of Goldorak, but enough to rekindle widespread interest. With a clearer vision, genuine artistic direction, and adequate resources, this universe could have been reignited. Regrettably, the spark never fully caught fire.
Cobra’s Mobile-Inspired Resurgence: A Budget-Friendly Reboot with Unreal 5 Challenges
Microids opted for a 2D shooter-platformer for Cobra’s revival, rather than the 3D narrative adventure or action game many fans might have preferred. This decision was largely driven by limited resources and the challenge of finding studios capable of developing games using Unreal Engine 5. Consequently, Microids partnered with Magic Pockets, a studio known for its ability to work effectively on tight budgets. Founded in 2001, briefly owned by Take-Two Interactive in 2005 before regaining independence, Magic Pockets primarily focused on portable and mobile games for platforms like Game Boy, Nintendo DS, iOS, and Android. As a direct result, Cobra bears a striking resemblance to a mobile title from fifteen years ago. While this outcome is logical given the circumstances, it represents a missed chance to engage existing fans and attract a new generation, particularly with the upcoming animated series.
Cobra’s Quality Quandary: Sensual Universe vs. Budget-Bound Visuals
Critically, Cobra fails to meet the anticipated quality for a game based on such a renowned license, despite the passion invested. The game’s budget constraints are evident in its visual presentation. Graphics are unimpressive, featuring simplistic 3D character models, environments that appear low-cost with repeated assets, and textures lacking detail. These aesthetics clash with the sensual universe envisioned by Buichi Terasawa. While some decent illustrations appear during dialogue sequences, they are often overshadowed by character designs that feel overly stylized and a monotonous level design that contributes to a dull and repetitive experience over approximately ten to twelve hours of gameplay. Aside from a few exceptions, such as a neon-lit city and a snowy stage, players largely navigate shapeless, gray landscapes that can be overwhelmingly boring.
Cobra’s Clumsy Controls Undermine Sleek Abilities in Space Adventure
Beyond the outdated graphics, the gameplay itself presents significant issues. On paper, Cobra’s abilities appear comprehensive: walking, running, jumping, high jumping, using a grappling hook, wall-walking with special boots, and performing ground or aerial dodges. Unique ideas emerge with the Psychogun (Delta Ray), allowing for normal, charged, or controlled shots to target multiple enemies. Cobra also wields a Revolver to break enemy psychic shields and can execute close-combat punches and kicks. These skills should enable a well-rounded video game character. The core problem, however, lies in the rough and inconsistent controls. Jumping feels awkward, leaving Cobra feeling heavy and subject to imprecise physics. Landing on ledges, which relies on finicky magnetism, is successful only about one-third of the time. The grappling hook system is similarly challenging to master, remaining clunky even after ten hours of play; it requires a jump followed by an airborne swing, a method that is peculiar initially and never becomes truly fluid. These inconsistencies negatively impact gameplay, often requiring multiple attempts to successfully execute a single maneuver. For a game involving platforming, precision in controls is paramount, a factor evidently overlooked during development by Microids and Magic Pockets.
Cobra Space Adventure’s Animation Blunders Raise Concerns Over Magic Pockets’ Capabilities
Effort and passion notwithstanding, the game’s animations are another area of significant weakness. The stiff, outdated, and virtually nonexistent animations raise questions about Magic Pockets’ expertise. While budget constraints might explain why Cobra is not an AAA title, the failure to deliver decent animations transcends financial limitations, suggesting a deeper issue. In 2025, with modern tools and technology, characters that move like wooden figures are unacceptable, especially for a game priced at 40 euros. The animations for allies and enemies are similarly unconvincing.
Cobra Space Adventure’s Visual Mishaps Underline Lack of Cinematic Mastery and Pixelated Animation Issues
The overall visuals further detract from the experience. The game presents a barren, uninspired landscape. Cobra himself often appears tiny on screen, easily lost in swarms of enemies, resembling “fly legs” more than a hero. There is a noticeable absence of visual techniques—varying shots, different angles, or improved focal lengths—that could compensate for these shortcomings. Instead, the camera remains largely static, with only a few subtle zooms at the start of missions, attempting to pass off as cinematic. Given the budget constraints, the absence of original cinematics is understandable. However, the decision to incorporate unedited old anime scenes between playable sequences is problematic. On a large screen, these scenes result in a visually torturous experience, with pixels clashing and image artifacts prevalent. The 4:3 anime format was also stretched to fit a 16:9 screen, exacerbating pixelation and reducing detail. This approach yields a diminished visual quality, highlighting disastrous production choices symptomatic of development undertaken with minimal resources.
Cobra Space Adventure’s Flat Soundtrack Undermines Nostalgic Promise
Finally, the audio aspects provide little redemption. While the Japanese opening theme was revived and re-orchestrated, it lacks vitality, sounding lifeless. A few snippets from the original anime are integrated, but they are insufficient to mask the overall lack of talent in the rest of the soundtrack. New musical compositions are flat, dull, often disconnected from on-screen action, and loop endlessly, creating an experience akin to elevator music rather than a dynamic score. Cobra ultimately fails to deliver a compelling experience, leaving fans and newcomers alike disappointed by its inability to live up to the legacy of its iconic source material.
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