Full Mojo Rampage

Game review by
David Wolinsky, Common Sense Media
Full Mojo Rampage Game Poster Image
Challenging voodoo-themed action doesn't go too deep.

Parents say

age 18+
Based on 1 review

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A lot or a little?

The parents' guide to what's in this game.

Positive Messages

Emphasizes cooperation, teamwork if you're playing online, but all that energy only put into shooting everything around you. 

Positive Role Models & Representations

Characters don't talk or do anything other than shoot, kill.

Ease of Play

Super-simple controls, but still considerable difficulty whether you play online or off. You'll have to log hours to level up for things to get slightly easier. 

Violence

Occasionally enemies will burst in a small mist of red, but otherwise they just cartoonishly blink offscreen after an explosion. 

What parents need to know

Parents need to know that Full Mojo Rampage is a downloadable team-based rogue-like fantasy shooter game, which means the overall goal is to see whether you can survive each world in one life because if you can't, you have to start all over again. There's not much of a story or of character development, leaving it up to players to discern deeper motives and reasons for why they're doing what they're doing. While there are occasional puffs of red, most enemies disappear in a cartoonish explosion when defeated. Players will also have to invest quite a bit of time before the game becomes easier to play, which could frustrate some players.

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What's it about?

FULL MOJO RAMPAGE is a throwback to older video games and even arcade games, meaning there really isn't much of a story there at all because it doesn't need one. Think of buying the game online and downloading it as all the quarters you would ever have needed to insert before pressing "start," because, really, there is that little of a story going on: You just walk around as a masked character and shoot, and the goal is to survive the level you're on so you can get to the next and do it all again. 

Is it any good?

This is a very challenging action game that unfortunately devolves into a lot of repetitive, and somewhat shallow, play. One of the main things this action game has going for it is challenge. This is by no means an easy game, nor is it intended to be: Part of the appeal of this more RPG-centric twist on a rogue-like game is you can collect coins and gain experience to, between lives, invest in different traits (speed, attack strength) or equip different pins (buffs that do anything from let you carry an extra item to attack slightly faster) or align yourself with a different deity (which dictates what your attacks do). Because there's so much different potential strategy at play, the game ratchets up the difficulty to make sure you need each ability at the highest level so you can last longer. Which means the game is incredibly difficult when you first start off -- especially if you're playing alone.

If you're opting instead to play online, the challenge is still there, and it's still very manic, but it doesn't really change the game that much. Because the main point of the game is to walk around and either shut down portals (by attacking beacons) or collect items (by attacking chickens or spiders), the game is still a matter of walking around and shooting. The type of deity you align yourself with will dictate the strategy at hand, but it's not by much. No matter how you play or who you play with, all you'll be doing is blasting, collecting, and leveling. So there's not much depth here, but if you like a good blow-off-steam game you can play with friends or by yourself, this might be well worth your time.

Talk to your kids about ...

  • Families can talk about violence in video games. Why does it seem that violence, even generic or tame violence, is the default action or activity in some games? What does that mean about us as audiences and players and humans, that we often tie that to our leisure time? 

  • Talk about games and other works that draw inspiration from other cultures. What are respectful ways of taking and implementing inspirations, and what are not? Why does it matter? 

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