Tag Archives: Rogue Legacy

Just can’t seem to quit Rogue Legacy’s random castles

gd more rogue legacy 256914-RR

It was actually quite easy to walk away from Rogue Legacy on Steam, addictive as it was. I only got far enough to beat the first boss Khidr, but I refused to play the game with mouse and keyboard; it’s very much a controller-driven action platformer, and it seems I run into more and more problems every time I plug in my Xbox 360 controller to my laptop. Sometimes it works, sometimes it doesn’t, and sometimes it only works if you plug it in after a game boots or before a game boots. I don’t know. All in all, it’s never reliable, and so I haven’t really played Rogue Legacy since my passionate burst back in October 2014 during my Extra Life stream–and a little distance afterwards.

True story time: I started writing this blog post a few weeks ago just as I got back into Rogue Legacy thanks to its PlayStation Plus status as a February freebie, but I’m only returning to writing this mess of words and paragraphs after beating the game a few days ago. Such is the way I work.

Okay, back on track now. This game is still and will always be freakin’ addicting. No, really–other people think so too. This person says it is Zelda 2 on mushrooms,” which is a fun description. Carolyn Petit examines the balance of internal growth and external rewards when it comes to scouring these randomly generated castles. Some good reading there. Return here when you’re done.

For those that don’t remember, the main goal of Rogue Legacy is to enter a castle and gather as much treasure as possible by killing every monster in sight, including mini-bosses and progress-blocking bosses. Here’s the rub–every time you enter the castle, the layout, which includes the traps, treasure chests, monsters, secret rooms, etc, is randomized. After your character dies, and you can guarantee he or she will perish at some point, you select an offspring of theirs from a list of three, all of whom are also randomly determined. Basically, it’s replayability to the max, with each next run a new chance.

Without the randomizing aspect, Rogue Legacy‘s difficulty would be without value. You could memorize the entire layout, know where every enemy is and know exactly how to play your leading hero. Each and every time. In fact, you could probably run it blind, and this astounding, addictive experience would get lost among a zillion other similar–if still pretty good–side-scrolling action platformers. That’s not to say that randomizing is everything; skills are needed, especially when it comes to fighting the bosses or learning how to survive on a slither of health until you find something to eat. Even after twenty-plus hours, I’m still no master of the down-strike attack you can do while jumping, often timing it too early and missing the mark, whether it is an enemy’s noggin or a needed platform over a floor of spikes.

Beating Rogue Legacy doesn’t mean the adventure is over. Naturally, there’s a new game plus mode, which you get dropped right into upon the credits finishing, and this saves all your progress, but ups the ante when it comes to room layouts and the strength of the base enemies. You can also go after the four door-blocking bosses again in hopes of seeing what that final fight is like, but on a whole new level. I’m doing this, but not with the same fervor as my first run complete run through the bosses happened, and that’s okay. Still, the addiction is there, and, like a bag of potato chips, I can’t just eat one; each time I sit down with Rogue Legacy, I lose an hour or so, making small increases to my character’s health and mana stats, and possibly finding a new blueprint. Right now, I need to be focusing on some art projects, so I expect to keep my distance from the game for a bit, but sooner or later it’ll suck me back in; one can only not scratch an itch for so long.

Hoping back into Rogue Legacy these last few weeks also rekindled my disgust for mimic treasure chests. I also had trouble dealing with the eyeballs that shoot red tears through walls, especially when they are out in numbers. Truth be told, just about every enemy in this game can kill you if you’re not careful or know how to take care of them, no matter what traits you are rocking. Generally, I tried to always go with the characters with the least vision-affecting traits as possible, which meant no colorblindness, no nostalgia, no upside-down POV, and such. I could handle the no 3D vision one, but everything else just distracted me and lead to a quick grave. The Lich King class is extremely powerful, with his or her HP growing higher with every kill.

If you’re ever looking for a game that is both punishing and immensely difficult to put down, search no further. Rogue Legacy will strip you to your core, but reward you for all your hard work, when you make the effort, that is. It’s a game I expect to continue nibbling at for the rest of 2015.

2015 Game Review Haiku, #16 – Rogue Legacy

2015 games completed gd rogue legacy

O’ random castles
Filled with gold, chests, runes, bosses
One more run, one more

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Rogue Legacy’s castle of chance keeps on giving

rogue legacy khidr boss beat

I don’t completely understand how this happened, but this is the first post I’ve dedicated to writing about Rogue Legacy, despite playing it off and on for the last few months. I mean, generally, save for some exceptions, I write about every game I’m playing–at least once. And yet, Rogue Legacy never really got in the spotlight despite accidentally eating up a few hours of my Extra Life stream; hey, it’s rather addicting. It’s also completely different than Rogue Galaxy, an awesome Level-5 JRPG for the PlayStation 2, but with both names being oh-so-similar I think I mixed them up a bunch when speaking. My bad. This post will now only be about the indie platform game with rogue-like elements, not the one starring a young, rebellious Jaster Rogue.

Rogue Legacy from Cellar Door Games is an indie platform game heavy on giving you one chance to win. Its biggest hook is that you are constantly playing as the child of the character you last played as, often gaining some of the previous parent’s traits while showcasing new ones. These greatly affect how you explore the randomly generated castles, as some traits, like blurry vision, only let you see so far ahead, while others, like two left hands, change the direction you normally cast spells in. There are also many other traits that have little to no impact on gameplay, just there for decoration. My personal favorites are dwarfism and ADHD, meaning you are both small and fast. Couple that with a good spellcaster, and enemies drop like flies as you zip on through.

While the early deep-dives into Rogue Legacy feel a bit aimless, there is an overarching goal to achieve: defeat four bosses, which unlocks that large door at the start of the castle, wherein you’ll find the final boss. However, beating those four bosses is no easy task. At this point, I’ve taken down one, namely Khidr, the Gatekeeper, in the opening section of the randomly construed castle, and that was only after something like 50+ deaths and enough money to level up my heir to fighting status. Khidr is difficult because it has a projectile attack that spirals around its eyeball body, and there are spikes on the floor to avoid. I did encounter Ponce de Leon, the Sentinel, in the Maya zone, but got my assassin butt handed to me swiftly.

The truth of the matter is that every run is actually more about getting as much gold as possible rather than taking on bosses before you are ready for ’em. All upgrades cost gold, and usually it is a hefty amount–think 500 and higher, at least. Plus, as far as I can tell, the prices continue to increase as you grow in skill. Whatever gold you don’t spend on upgrading the castle can be spent before heading inside. There’s an armorer for weapons/gear and an enchantress for runes, as well as a dude that will lock the previous castle’s layout for you for a price, though it does repopulate with enemies. You have to give up the remainder of your gold before venturing into the castle, though there is an upgrade path to go down that lets you keep a small percentage of it. Regardless, get that gold and upgrade each and every time you die.

Not everything in Rogue Legacy is fascinating. The “story” is told through sporadic journal entries you randomly stumble across, and even then, they aren’t the most exciting or illuminating to read. You’ll occasionally come across a statue in the castle, which you can pray to for assistance, often giving you a bonus ability for that single run; however, unless you know what each power-up is already, there’s no way to know what you got. It’s kind of The Binding of Isaac in that respect. There are also Fairy Chest and special rooms that are purposely difficult or obtuse to solve. Still, even in light of that, it is an internal struggle to not keep playing, to not make one more attempt at that boss or get enough gold for that vampire-themed cape that restores HP with every enemy kill.

Strangely, Rogue Legacy is a game I can play for hours, but I actually load it up rather infrequently. Part of that might be my brain warning me not to lose an entire night to castle raiding, I don’t know. I’m sure I’ll get back to it soon enough, and each run is progress, whether it is getting a new weapon to buy or a permanent upgrade to your MP or actually killing a mini-boss. I’ll get through this in due time. Heck, that’s what genealogy is all about.

The Half-hour Hitbox: January 2014

jan 2014 hitbox spelunky top pic

I know, I know. Technically, the month isn’t over, but I really don’t see myself dabbling in anything new over the next two or three days, and so here’s the newest edition of The Half-hour Hitbox. You’re welcome, and all that. Right. See, the dayjob has been pretty crazy these last few weeks, and I come home from work with only enough energy to do a couple of Spelunky runs and then pop upstairs for the heated blanket and some quick-but-quality Animal Crossing: New Leaf and Pokemon Y time. I think I’m nearing the finish line for that latter title, though Victory Road is proving to be a swift kick in the rear, as my collective team of pocket monsters is still not high enough to make it through in one go. I’m not worried. I finally caught a Garbador, so really, all is fine. I’ll get back to EXP grinding after I’m done stuffing its face full of colorful Poké Puffs.

But enough of that. Here’s a sampling of a few other games I played in January 2014, but haven’t gotten to talk about them yet here on Grinding Down. If we’re lucky, I still might further down the road.

Fountain

fountain terryc

Last month, I tried Terry Cavanagh’s Oiche Mhaith, and found it upsetting and disturbing. Fountain, made for Ludum Dare 28, is not so in-your-face depressing, but it is shrouded in inevitable sadness. You start out as an old woman near a fountain, which, when you touch it, restores you to a younger version of yourself. Now you can explore the map faster and push away the fog of war. Everything is also more vibrant, the music a bit bouncier, but after awhile you have to return to the fountain for more youth juice as age sets back in. With each return trip to the fountain, your youth fades faster, and you must be young and spry to find all the hidden items. I was not able to get many and found it frustrating that your first trip out into the wild is generally the farthest you can go before the fountain binds you to it until time stands still for our leading old woman. I guess something is being said here.

Heroine’s Quest: The Herald of Ragnarok

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Hmm. Heroine’s Quest: The Herald of Ragnarok is as old-school as the oldest school can get, and by that I mean that Bianca, the name I gave to our leading, blonde-haired warrior, froze to death in the forest in the game’s opening fifteen minutes. And no, I had neglected to save at any point. Yup, this is the sort of point-and-click adventure where you can die left and right, so that’s always hanging over your head, along with trying to puzzle out where to go next and how to get there. I’ll try again, as I love its look and the dry voice acting, but it’s not the easiest game to get into and stay in.

Kingdom Rush: Frontiers

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It should come as no surprise that my return to some casual time with the RTS genre is with the sequel to the only RTS game I’ve enjoyed over the last several years. Yup, Kingdom Rush: Frontiers, now totally available to play online, in your browser, for zero dollars. I’m down with that, and yes, it’s still a complete package, even if it isn’t technically complete, as some bells and whistles are only available for those that pay to play the game on their iThing or sign up for an online save slot. I’ll stick with the bare bones, thank you very much, because it’s still a fun, bouncy campaign built around constructing towers and fighting off pre-determined waves of enemies. The real trick is to learn when–and how–to spend your money, as a simple upgrade to a specific tower can be the key to victory.

Rogue Legacy

hitbox rogue-legacy

Last year, everyone was talking about Rogue Legacy. And playing it, too. Well, now so am I, but let it be widely known I’m not any good at it. Complete rubbish, actually. I think the longest I’ve stayed alive is two minutes, maybe three, but I’m slowly accruing gold, enough to unlock new parts of the castle and upgrade all the various helpful merchants. It’s a great game when you have a few minutes to kill and absolutely don’t mind getting nowhere fast. I have not yet found a specific build that works well, and the timing for jumping with your sword blade pointed down to activate those platforms is quite tricky.

Spelunky

hitbox spelunky freeware

Speaking of getting nowhere fast, yes…I’m heavily into Spelunky. Giant Bomb‘s Patrick has been playing it every day now for about three weeks, and at first, I watched the videos just because I always watch everything that goes up on the site, regardless if I’m immediately interested in the game in the limelight. It looked like fun though. I played a bit of the freeware version before finally biting the bullet and grabbing the PSN version for a sick three bucks in their 14 in ’14 sale. And now I play it every day, hopefully getting better with each run. I made it to the first level in the Temple section, which I’m pretty proud of. It’s a tough game, but very rewarding in its own way, and I like the Daily Challenges aspect very much. Also: bats are the worst.

Jet Set Radio

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Originally, I wrote Jet Set Radio as Jet Moto. My bad. Remember that game? Anyways, in this one, which is a high-definition port for the PlayStation 3, it is all about gaining control of Tokyo-to through graffiti and sick skating skills. The music is rad, upbeat, and heavy on pulsing drum beats and record scratches, and all I’ve done so far is skate through the tutorial, but I’d like to get back into this as it’s such a weird mix of mechanics and a fantastic use of cel-shaded graphics, the kind that tugs at my artistic heart.

EnviroGolf

envirogolf capture

This is a bad golf sim that attempts to make you feel bad about playing golf. The jokes are kind of funny the first time you see them, but the experience is lacking overall. By the time I got to the third hole, the jokes were repeating themselves. Also, could really use some copyediting.

Facade

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A small indie thing made for the MiniLD 48 jam. You basically walk to the right, read some words, go through a cave, open a door by collecting light-bugs, learn that you can’t go on the rocket that is going to get everyone off this desolate hunk of junk…and do it all over again. The second time gives you a more final reason why you can’t leave the desolate planet with everyone, but then that’s it. Game over. Some extremely iffy writing, but very pretty to look at.

Scaling the Sky

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Scaling the Sky could also be called Swimming the Sky, as you’ll be doing a lot of that, and it’s fantastic. I mean that from an enjoyment standpoint and a remote from reality kind. It’s a platformer at heart, but you’re going up, up, up, using clouds for a boost and rainbows to transport you to the next scene. The first few sections are pretty simple, with a clear path to follow, but the later ones ask you to puzzle out the best way to reach the rainbow, and you have to sometimes use the push of a chain of clouds to gain great height. That might sound kinda complicated, but it works wonderfully, and I found myself bouncing in and out of clouds, gaining momentum and playing with it. Eventually, all this climbing comes full circle in a moment that makes you smile.

Far Cry 3: Blood Dragon

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I will most assuredly being writing about this at greater lengths, as it took me by complete surprise, but let me just say that Far Cry 3: Blood Dragon is a hypnotic ride, one that seems to fuse some of my favorite elements of Fallout 3 and Deus Ex: Human Revolution, and I’m mad at the world because nobody told me that earlier.

The Half-hour Hitbox is a new monthly feature for Grinding Down, covering a handful of videogames that I’ve only gotten to play for less than an hour so far. My hopes in doing this is to remind myself that I played a wee bit of these games at one time or another, and I should hop back into them, if I liked that first bite.

The Top 10 Videogames I Didn’t Get to Play in 2013

2013 top 10 games didn't play Sad-Puppy

Well, I’m not gonna deny it–this year went fast. Except for June through July, but that always seems to drag by due to non-gaming reasons I won’t get into, but otherwise, the months really did seem to slip by. This was extremely noticeable once I began to actually work at my “five games I want to beat in 2013” checklist, and it seems like I was only able to polish off three out of five: Chrono Cross, Silent Hill 2, and Primal. I’m pretty proud of that, but I probably should have started much earlier than the summer. However, I did complete a good number of games over the past three hundred and sixty-five days, and one might consider some of them big AAA titles that are probably going to be on everyone’s final praise list, such as BioShock Infinite and Grand Theft Auto V, though they absolutely won’t make mine. Sorry, Animal Crossing: New Leaf is my game of the year; just deal with it.

Once more, here’s what I didn’t get to play last year, the year before that, and the year before that:

Also, do not worry: I have plenty of sad puppy photos to do this kind of post for many more years, so long as videogames keep coming out and I keep not playing ’em. That sounded more threatening than I originally wanted. But enough behind-the-scenes talk. Let’s get into the meat of this yearly post, shall we? The meaty meat, I mean.

10. Assassin’s Creed IV: Black Flag

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Sounds like this is a return to form, though the last Assassin’s Creed game I played was Brotherhood, so hopefully people are meaning that game. I’ve kept my distance from the franchise since then for good reasoning, as the later games have seemed repetitive, clunky, and sub-par, but I do enjoy pirates and the ship-based combat looks kind of neat. I wonder if the multiplayer is still there, as that is surprisingly an enjoyable slice of cat-and-mouse. This could be a really perfect summer time-sink for 2014, though I still also have an untouched copy of Assassin’s Creed II in my backlog to get to as well. Hmm.

9. Saints Row IV

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Originally, the Saints Row series was just another take on Grand Theft Auto, if a bit more ambitious and zany. I never got into it until Saints Row: The Third, and that was only after hearing the Giant Bomb staff praise and praise and praise it. I’m glad I finally listened to them, as I absolutely loved my role as the leader of the purple-clad gang on the rise, but I haven’t made the jump to Saints Row IV yet, as this year I gave my time and money to Grand Theft Auto V instead. I probably choose poorly. In this one, you can literally jump up to rooftops, thanks to alien superpowers. However, the console versions don’t sound up to par to the PC, but I don’t have a great gaming computer so I might just let this one slip by entirely.

8. Tomb Raider

Tomb Raider trailer - video

Here’s a little known fact about me: I’ve only played the original Tomb Raider. That’s right. Just the first one, and I remember it fondly, despite it probably aging terribly. My copy sits proudly next to Suikoden and Suikoden II. The sense of exploration was fully realized–for the time–and I loved how the game slowly revealed its supernatural hand with each level. Like Indiana Jones, a perfect mix of serious and silly. This 2013 reboot looks gritty and grimy and throws Lara in one terrible situation after the next, but sounds well done. Plus, she can use a bow for stealth kills. Mmm. Stealthy. Rhianna Pratchett wrote the script, which gives me hope that Lara, as a person, is more fleshed out here as well.

7. Rogue Legacy

didn't play rogue-legacy

I enjoy rogue-likes because, for me, they don’t ask for much. You can do a run, and if things end terribly, then that’s it. Try again. Conversely, if you’re on a hot streak, every action, jump, and sword swing becomes stressfully vital. This is why I continue to poke at The Binding of Isaac, in hopes of hitting a lucky note and making it to Mom easily, brimming with powers and extra hearts. Alas, that’s not happened yet–but it totally could one day. Rogue Legacy seems to share a lot of that, with the neat mechanic of playing as the children of whatever character you just got killed. These kids acquire different traits–such as colorblindness and vertigo–which affects how you move through the main castle. It’ll probably end up in a Humble Bundle some time in 2014.

6. The Last of Us

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Look, I barely got through Silent Hill 2 this year. Horror-themed games are very difficult for me to keep my cool in, and it sounds like the majority of the combat scenarios have you creeping around enemies, trying not to make a sound. That sounds fine to me, actually, but the monster designs and sounds they make are very unnerving, and I just don’t think I could ever get through The Last of Us, which is a dang shame, as it certainly sounds like an amazing–if depressing–experience.

5. Mario & Luigi: Dream Team

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The last Mario-based RPG I played, Paper Mario: Sticker Star, kind of left a bad taste in my mouth, and so I remained skeptic when a new one came out, even though it lives in an entirely different franchise. However, according to some reviews, it sounded like this one was maybe too hand-holdy, which is funny because Sticker Star couldn’t lift a finger to help you out. When I bought Sly Cooper: Thieves in Time and Metal Gear Solid: The Legacy Collection, I also grabbed a used copy of Mario & Luigi: Bowser’s Inside Story on the Nintendo DS for free. I suspect I’ll give that one a go and if I love the mechanics and all that jazz will move on to the newer iteration.

4. Super Mario 3D World

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Super Mario 3D Land is one of the rare 3DS titles that I continue to pop back into the handheld and fart around in for a few minutes, always with the hope of earning a couple more stars. See, I’m in the post-completion content, but only halfway through it, so there’s still plenty more to see. And it sounds like Super Mario 3D World is all that and more…and on a console, which is where I’d truly rather be playing my plumber-based platformers. Throw in a silly cat theme, and I’m salivating from the mouth. Alas, no Wii U in this house, and still no interest in getting one any time soon unless there’s a big price drop or more interesting games in the pipeline. Sorry, I have no interest in the Smashing Bros.

3. LEGO Marvel Super Heroes

LEGO Marvel SHS_IronMan MK2-noscale

Love me my LEGO videogames, and I haven’t played one since LEGO Lord of the Rings, which means Tara and I are severely overdue for some co-op funtimes. Any will do, really, but I’d rather side with Iron Man and Wolverine over Batman and Superman. That’s right. I’ve always been a Marvel fan before a DC one. The formula doesn’t look to have changed one block–hub world, individual levels, a billion things to collect and unlock–but that’s okay, because at least I know what I’m getting here.

2. Brothers: A Tale of Two Sons

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The subject matter of Brothers: A Tale of Two Sons, two siblings on a mission to save their deathly ill father, hits a little too close to home for me, and so I doubt I’ll ever get around to playing it. It’s not a direct parallel to my life, but there are enough elements present to put more weight on my shoulders, push me closer to the ground. Yes, I suffer from depression and would rather avoid mediums that enhance my feelings of hopelessness. I do love the idea of controlling two separate players with both analog sticks, but ibb and obb showed me just how difficult this could be for my brain to wrap its mind around. Also, Ni no Kuni did it first. I suspect the Giant Bomb podcasts will end up spoiling the story’s key moments and ending.

1. Gone Home

gone home did not play

Sigh. My gaming laptop is really great for playing indie Flash games or point-and-click adventure games that don’t require too much in terms of software. In the past, I’ve been able to play bigger productions, like Red Faction: Armageddon, but only if I turned down every setting, and even then it’s a bit rubbish. Same goes for Fallout: New Vegas and Skyrim; there is no draw distance because I can only see a few inches in front of my character. All of that is to say that I don’t think I can run Gone Home at the required settings to do it justice. Evidently, the game is loaded with high resolution posters, pictures, notes, and so on, and a big part is exploring the house and looking at stuff up close. I have no other way to play Gone Home, so hopefully it’ll come to consoles at some point, but I kind of doubt it.

Well, there you go. Or rather, there I go, not playing all these games. Of course, there’s more that didn’t make the list, such as Papers, Please and The Stanley Parable, but I had to draw a line somewhere. Given that I still haven’t played a few games from the previous lists yet–hello, Portal 2!–I wouldn’t hold my breath expecting to see me get to all of these next year. Maybe one or two. Plus a ton of older games. Can’t forget about the PS1 and PS2.

Anyways, what games did you miss out on this year? Shout ’em out in despair in the comments section below.