Annihilate an evil penguin regime in this cinematic platform adventure game offering full solo and co-op campaigns.
User reviews: Very Positive (1,429 reviews) - 80% of the 1,429 user reviews for this game are positive.
Release Date: Oct 15, 2012

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“Rocketbirds does everything well...”
8.5/10 – Destructoid

“Rocketbirds: Hardboiled Chicken is a blast to play. A title with a silly premise, satisfying action, plenty of content (15 solo chapters and 10 co-op) and a first rate game presentation is hard not to cluck about.”
9/10 – GamePro

“This brilliant follow on from the browser based game Rocketbirds: Revolution! Is truly one of the best side scrolling platform games I’ve played in a long time.”
– 5/5 N3rdabl3

Steam Big Picture

About This Game

Annihilate an evil penguin regime in this cinematic platform adventure game offering full solo and co-op campaigns.

Set out on a mission to assassinate the totalitarian penguin leader as Hardboiled Chicken. Destroy enemies with a slew of weapons and illuminate the secrets to his past while uncovering the real enemies of Albatropolis. Master fowl play in the co-op campaign as a pair of Budgie commandos on a mission to save the general's daughter. Many lives will be destroyed, countless penguins will die!

Key Features

  • Complete Solo Campaign - 15 chapters, variety of weapons and puzzles

  • Complete Co-Op Campaign - 10 chapters, 6 Budgie commando characters

  • Mini-stories – Uncover the truth about the totalitarian regime and Hardboiled's mysterious past through unlockable cut-scenes and music videos.

  • Exclusive Music – Gameplay, cut-scenes and videos set to exclusive tracks from indie rock band New World Revolution

System Requirements

Mac OS X
SteamOS + Linux
    • OS:Windows XP (with Service Pack 3), Windows Vista, Windows 7
    • Processor:Dual Core with 2.0 GHz
    • Memory:1 GB RAM
    • Graphics:256 MB RAM graphics card (GF 7600 GT / Radeon X1950)
    • DirectX®:9.0oc
    • Hard Drive:At least 501 MB of free space
    • Additional:Official Microsoft XBox 360 Controllers are supported.
    • Memory:2 GB RAM
    • Graphics:512 MB graphics card (ATi HD 3870 / Nvidia GeForce 9800 GT)
    • OS: OS 10.6 Snow Leopard or later
    • Processor: 2.0 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: 256 MB with Open GL 2.1
    • Disk: 550 MB
    • Processor: 2.0 GHz Dual Core
    • Memory: 2 GB RAM
    • Libraries: glibc 2.7+ with 32 bit compatibility on 64 bit machines
    • Graphics: 256 MB with Open GL 2.1
    • Disk: 550 MB
Helpful customer reviews
49 of 66 people (74%) found this review helpful
2 people found this review funny
1.6 hrs on record
Posted: October 9, 2015
This is an excellent game for the right kind of person, maybe, but I am personally not feeling it. The thing I love most about Rocketbirds is its art. It LOOKS amazing. I love everything about not only the quality of the art, but the cartoony style. I also love the theme of chickens vs penguins. In a game culture where so many things are grimdark or the same old human space marines shooting the same old badguy marines and/or aliens and/or zombies, there is something refreshing about a change of wallpaper. And what great-looking wallpaper it is.

I also was interested in Rocketbirds because it looked like it had some action akin to a metroidvania or possibly something a little bit more contra style. I typically enjoy those types of games, so it seemed like a safe buy. But ultimately Rocketbirds just didn't satisfy me. Here are the turnoffs:

1) Movement feels sluggish and stiff, like driving a tank that also has to peel itself off the linoleum every time it stops and starts again.

2) Shooting is incredibly simple. You can either shoot straight ahead or you can crouch and shoot straight ahead. That's it. You can't change aim direction while shooting, though, and HB controls and moves slow. So one of this game's favorite things to do is have 2 to 4 penguins come running in from both sides of the screen and attack you from both sides. If you only shoot one way, you'll get shot in the back. Ostensibly what you want to do is quickly shoot back and forth to keep enemies on both sides staggered. However, if you are shooting right and want to shoot left, you have to release the trigger, turn HB around, then start shooting again. Since HB also controls/moves very slowly, this makes it very easy to get ganked in the most frustrating way.

3) The platforming feels very bad. The jumps are sluggish as the rest of HB's movements, for starters, but the other weird thing is that HB will auto-grab any ledges he jumps toward---and he will do it at a fairly far distance. This is great if you are actually trying to get up on that ledge, but if you don't want to auto-grab that ledge, then having him auto-grab it is annoying. The same goes for dropping over the edge of a ledge or precipice. If you are standing on an edge and press down, HB will automatically climb down that ledge. This is annoying in situations where you climb up onto a ledge, then an enemy runs on screen, and what you WANT to do is press down to crouch and shoot, but instead HB crawls down the ledge. Sigh.

4) Trying to line HB up with a buttons and switches can be awkward due to jerky movements. Likewise, there are also lots of light puzzles involving pushing crates around, but pushing the crates also feels awkward due to jerky movements. This is the "sticky" aspect of controlling HB. Because while on one hand he feels sluggish, he is also difficult when trying to make more fine/precise movements, because his movement/animation tends to "pop". When pushing crates, they don't just slide across the floor in a smooth, consistent motion. They jerk and lurch forward as you push them. When trying to make fine movements, such as to line HB up with a button, he will jerk to the left and right of the button.

5) There are different guns in the game, but it largely doesn't matter which gun you use. They all pretty much control the same, and for the vast majority of enemy encounters, one gun does not provide any advantage over another gun. There are power differences and rate of fire differences, but due to the way the combat works, it doesn't really change your tactics in any significant way.

6) You can use mind control on the penguin enemies to take over their minds and make them go shoot their friends, but they control exactly the same as HB (except in the rare case where you can mind control a bazooka penguins), so the gameplay doesn't feel different. This still makes for good puzzling, however.

I got frustrated once I got to one of the ships where you had to flip the self-destruct button and escape the ship in time. (Time challenges. Always thrilling.) I was struggling with the controls but eeking by up until that point, but at that point it was just asking for more than I was willing to fight the controls for.

Final Verdict: A beautiful looking game with a great heart, but the controls just don't feel very good, which brings the rest of the experience down.
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27 of 45 people (60%) found this review helpful
2 people found this review funny
10.6 hrs on record
Posted: November 2, 2015
I'm really not the one to write negative reviews about anything, but this game sure deservers a hell of a warning. Since I know that many of you have this game (bundles/sales/free giveaways) I just want to spare you the trouble of ever starting this below-par platformer.

First I would like to start with the good things, because it's not all that bad.
Shooting is fun. Humour is OK. Political conotations are appreciated. "Brain bugs" are a decent mechanic all around.

Now with the bad.
Level design which is so tightly crammed leaving you no room for outmaneuvering your enemies - meaning the games is linear as linear gets. Really, no paths to chose whatsoever.
Puzzle sequences, which are actually not puzzle sequences at al as all you need to do is move some boxes around - going from A to B, then from B to A, then from A to B again, try to jump up a few times and flick the switch that leads to C...
Checkpoints, which will often leave you between a rock and a hard place.
Lagg in online co-op. Sometimes gamebreaking (probaly not everyone has experienced this, but we did).

Co-op was the thing I really hoped will save this game from it's mediocrity. But it didn't. Infact, co-op is probably the worse segment of Rocketbirds. Why? You see, there is a unique mechanic that is essential in co-op mode, the one featuring one player jumping on-top another mostly used for reaching high ledges.

There are two major issues with this.
The first one is that it is not optinal - you just jump next to your partner and you are automatically on-top of him, which leads to HUNDREDS of falls, fails, repeats, backtraking instances.
Second one is that there is virtually no room in those tightly squeezes corridors for this mechanic to actually work properly, leaving you with a sorrow grim on your face time and time again.
You know the game is bad when you and your partner laugh about how bad this really is.

If you allready own this game, sure, give it a try, why not. You might like it, you might actually love it for some strange reason.
If you do not own this game, you are not missing out on anything.
Even for 7,99€ (in the time of writing) you can find dozens of better and more polished platformers in steam store.
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8 of 10 people (80%) found this review helpful
3.3 hrs on record
Posted: January 15
After playing through Rocketbirds and reading some reviews I feel the need to defend this game.

The biggest problem of Rocketbirds may be the way it presents itself. Most people expect a Run'n'Gun with this kind of presentation. A simple, yet satisfying chaotic shooter...but what you get is a game, which is more challenging on your mind than on your trigger finger.

But one thing after another. The first thing you'll notice is the amazing artstyle, which is depicting a cartoony approach, with some gory elemtents sprinkled throughout. The graphics are mostly very clear and easy on the eye with some additional eye-candy effects, which in most cases don't obscure the players view. Slight variations in the colorpalette throughout the game give every level a distinct feel and provide a certain variety. The big selling point for the graphics is the 3D-effect. Instead of having a flat view on the scenery, like you would expect with this style, every scene has at least some aspect to give it some depth. And it looks amazing in motion.

The soundtrack is also unique. Most of the times you won't notice the music, but in some instances, vocal tracks are played. The rock band New World Revolution provided some tracks for this game and they fit just perfectly. Sound FX are nothing particularly amazing, but they did their job.

The gameplay is where it gets really interesting. As I wrote above, this absolutly is not a Run'n'Gun. The stiff movement of your character forces the player to be really aware of the enemys movement and position. The battles are challenging but doable, if the character is in the right position and prioritizes which enemy to kill first. Rushing from screen to screen will punish the player. The enemys are attacking very quickly with very little windup time to their attacks, so caution is needed. This approach to combat is, in my book atleast, absolutely legit, if it weren't for the big battles with many enemies attacking in waves. I found no way to complete these section without dying. You will bombarded with bullets from both sides that will stunlock you. In most cases I just tanked through these battles. This is made possible by the checkpoint system, which allows the waves to be winnable. A new checkpoint is reached after every wave and if you die, you'll get resurected with full health and ammo. The checkpoint system in general makes the whole game very forgiving. If the characters health is depleted and the player has to restart from the last checkpoint, he will be where he/she died in less than a minute. This makes the whole challenge very forgiving and counters frustration.
Some light puzzles also made their way into Rocketbirds. But describing them as puzzles is an overstatement. They mostly consist of finding a certain path and evading enemies in time. Three times (or was it four) the game lives up to its name, the player gets a jetpack and leaves the planet to go dogfighting in the sky. A nice diversion, but these sections are short and few.

Another game I was constantly reminded of during my playthrough was Abes Odyssey. The carefull aproach you have to take and the stiff controls reference the early oddworld games. I wouldn't be surprised if the developers of Rocketbirds would cite Abe as an influence.

After my playthrough I was left with an experience which was perfect in lenght, it did all it wanted to do and didn't stretch itself further than it needed to be. I would recommend this game to everyone who likes Oddworld or is looking for a very unique game.
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12 of 23 people (52%) found this review helpful
1 person found this review funny
1.2 hrs on record
Posted: August 24, 2015
I wasn't expecting a masterpiece - just a few hours of fun - but it didn't take long to realize that this game would be disappointing.

Immediately from the main menu, there's music that doesn't really create OR fit a mood, and when I ventured into the options menu I found practically nothing but a list of resolutions. My Xbox 360 controller worked on the menu, but input failed to register once I entered the game. I won't make it that big of a deal, however, since I'm fine with keyboard and mouse. The gameplay itself is much more of a cause for worry.

The fist thing you notice is that jumping is stiff, like the infamous Castlevania jump: you can't change direction in midair. There's also a painfully slow windup time and hang time for each jump, making platforming a pain and breaking the flow of transitioning from run to jump. You can grab onto ledges and pull yourself up, which would be kinda cool if the game didn't completely depend on this SINGLE MECHANIC for 100% of platforming from start to finish. Every time I jump or pull myself up I sigh at how slow it takes. But hey, you might wonder, isn't the game also focused on combat? That should be a nice refresher. Well, guess again.

Rocketbirds has a ridiculously shallow form of combat. You shoot directly forward, or you crouch and shoot directly forward. You can't change direction while shooting, so you have to stop shooting and turn around if enemies appear on either side of you. The different weapons seem to be there simply for necessity rather than variety, because the only difference between weapons is the amount of time it takes to kill the enemy. You can throw grenades, but it breaks the flow of the game with its clunky behavior and no way to tell where exactly your mouse is aiming so that you can affect the projected trajectory. There's also the ability to take temporary control of an enemy instead of Hardboiled Chicken, but that feature is COMPLETELY POINTLESS because gameplay doesn't really change at all.

There are cutscenes, but they're awful, especially the voice acting. The game also tries to be kinda funny, but I had to double take to make sure that certain lines were ridiculously pathetic attempts at humor. Anything I actually like about this game? Well, the artstyle isn't too bad; I kinda like it. There's also a section early in the game that works like a 2D dogfight minigame which I definitely enjoyed, but the rest of the game is just boring, even painful, to play.

TL;DR: Rocketbirds brings nothing new to the action platformer, while also managing to ruin the basics of the genre.
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1 of 2 people (50%) found this review helpful
0.4 hrs on record
Posted: January 27
sluggish controls and repetitive gameplay. not my type of game unfortunately
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