Hands-On: Robocop: Rogue City – Unfinished Business

Dead or alive, you’re coming with me… again. During the 8th edition of Bigben Week in Paris, I had the opportunity to go hands-on with RoboCop: Rogue City – Unfinished Business, a new standalone expansion from Teyon and Nacon. Set shortly after the events of the original game, this compact follow-up puts RoboCop right back into the thick of Old Detroit’s criminal underbelly — only this time, the action moves up.

Scaling the tower

RoboCop: Rogue City – Unfinished Business functions as a completely standalone experience. You don’t need to have played the original game to follow the story or understand the mechanics. The events occur after RoboCop’s prior outing, but this new mission is self-contained, with its own arc, improved systems, and a structure that trades open patrols for tightly directed, linear shootouts.

Set entirely within the ominous OmniTower, the structure becomes a vertical battleground after a group of mercenaries seizes control. The part I played dropped me into the early stretch of the game, and immediately, the tone felt different from Rogue City. If Rogue City was a slow burn, this is a high-calibre siege in fast-forward. The level design reflects that shift: tight corridors, relentless enemy placements, and a more immediate sense of danger. The foes I encountered included standard gunners and armoured enemies on foot — no drones or bots (like in the reveal trailer) just yet — but the action was intense and unrelenting nonetheless.

Brutality Upgraded

This is RoboCop unchained. Enemies came fast and hard, forcing me to rely on a new suite of tools that fit right into the over-the-top action movie tone. The Takedown ability let me finish off enemies in gloriously violent fashion — whether that meant crushing skulls into concrete or turning vending machines into improvised execution devices. The Ricochet system allowed for smart, stylish trick shots, bouncing bullets off surfaces to hit targets hiding behind cover. And when things got too hot, the new Shield ability provided a brief but vital window to absorb incoming fire and push forward through the chaos.

It’s loud, it’s gory, and it absolutely leans into that ‘80s ultra-violence legacy — with heads popping, limbs flying, and zero concern for subtlety. Viewer discretion? Strongly advised.

Improved upgrades

The iconic Auto-9 still takes centre stage, and in Unfinished Business, it’s backed by a revamped upgrade system that builds smartly on the original. I had the chance to try out the first set of upgrades available early in the game, and while the PCB-style node system returns, it now demands a bit more forethought. You’ll need to be strategic about the nodes you collect, charting a path that maximises bonuses while steering clear of potential debuffs. It’s a subtle but meaningful tweak that adds more depth to RoboCop’s progression without overcomplicating things.

Alongside the Auto-9, enemies drop a variety of new weapons with limited ammo, offering short bursts of variety in how you handle encounters. And while I didn’t get hands-on time with it, the game clearly teases the introduction of a new cryo-based weapon — a piece of advanced tech that seems to play a key role in the story.

Same Murphy, Sharper Focus

With a shorter estimated runtime of 8 to 12 hours, Unfinished Business is more compact than its predecessor, but it seems to make smart use of that tighter focus. The action is punchier, the story more immediate, and the pacing feels smoother overall. Peter Weller returns once again to voice RoboCop, and it’s clear the team at Teyon knows how to lean into nostalgia without overplaying it. As a fan of the films, I experienced a few recognisable moments during my session, and I was told to expect even more — a mix of recreated scenes, iconic quotes, and subtle easter eggs for longtime fans, along with a few glimpses into Alex Murphy’s life before the metal.

Focused Follow-up

Based on my short time with the game, I felt the team’s intention to deliver a sharper, more defined, and more focused experience, one clearly shaped by feedback from the original. By cutting back on open-world elements and leaning into tighter mission design, Teyon seems to have created something that feels more immediate and more intense. Combat is refined, new abilities open up fresh tactics, and the polish is noticeable across the board.

If the full game maintains the momentum I experienced in the early section, this could be another satisfying outing for fans of the franchise — and a solid jumping-in point for newcomers looking to enforce the law, one floor at a time.