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Full Metal Schoolgirl Review — Wild Action with Camp Charm, but Some Rough Edges

2025-10-27 15:16:22

In Full Metal Schoolgirl, you step into the shoes of one of two cyber-schoolgirls—mechanised warriors tasked with storming the 100-floor headquarters of a ruthless corporation called Meternal Jobz, in a dystopian 2089 Japan where 24-hour work is the norm. The premise is unabashedly over-the-top: a mix of anime aesthetic, mass-enemy slaughter, and a streaming gimmick where you’re “broadcasting” your rampage to in-game viewers for upgrades.

What Works: Style, Action Loop, and Niche Appeal

The first thing that hits you is the style: bright visuals, absurd premise, two protagonists with distinct flavour, and a mix of shooting, melee and roguelite progression through repeated runs. Reviews from PushSquare praise the “addictive roguelite loop” and the fun of combining ranged firepower with close-quarters blade attacks.

Mechanically, there’s a satisfying blend of gunplay (hip-fire, heavy firearms) and melee finishers, along with dodge/backstep mechanics and the occasional slowdown effect that makes boss moments pop. The roguelite elements—material unlocking, upgrade trees, keys to bypass floors—do provide meaningful progression. As PushSquare writes: “You just need to be prepared for a bit of frustration and a pinch of jank… it has a “one more go” factor.”

If you like your action games with a healthy dose of weirdness, satire, and a light-hearted take on corporate dystopia, this hits the mark.

Where It Stumbles: Repetition, Control Quirks & Design Decisions

However, while the game has strong bones, it’s not without flaws. Several reviewers—including Shacknews and NoisyPixel—point out that the run design can feel repetitive, the randomisation of floors is limited, and some progression systems (such as checkpoint keys) feel more like artificial time-extenders than clever design.

A recurring complaint: the camera/controls don’t always feel as tight as expected for this kind of fast-paced action. For example, PushSquare noted needing to tweak camera sensitivity to get a better feel. The checkpoint system, where you must use consumable elevator keys to skip past bosses/floors, frustrates some runs because death means repeating large sections. NoisyPixel highlights that this “waste[d] time and just felt like poor design.”

The enemy variety and level layouts, while energetic early on, tend to loop in structure, which diminishes the novelty of each run. The game proudly leans into its camp-action identity, but if you prefer deep systems or highly refined polish, you’ll notice the rough edges.

Final Verdict — Works Well for the Right Audience

If you’re a fan of high-energy action, enjoy anime-style aesthetics, and don’t mind a bit of jank or repetition in your roguelite loops, Full Metal Schoolgirl is a fun choice. It delivers memorable moments, a strong premise, and genuine thrills in its shooting/melee mix.

On the other hand, if you expect elite refinement, deep simulation-level mechanics or super tight controls, you might find it a bit uneven. The progression loop is solid, but the pacing and structure could have been tighter.

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