Noita is an example of a game that I think is extremely cool but I can barely extract even a modicum of enjoyment out of because it's a roguelite not because of any real structural imperative, but because it's designed to appeal to people who can't enjoy a game without staking a ton of time loss on it. For some other games it feels like there's a great game in there regardless of whether it's a roguelite or not, and in those cases, I almost never want it to be one. Some games like Slay the Spire are obviously fundamentally roguelites and couldn't be done any other way, and others like Hades do a good job of making each run feel fresh and making failing a run not feel like a kick in the teeth. The opposite extreme, the traditional rogue likes, the games that are just gameplay and no metaprogression. On the other hand you know what generally sells very poorly? Sold well enough to spawn it's own sub-genre. The game that's JUST the worst parts of the roguelite fad and NO gameplay. If you look at the extremes, you know what else sold loving gangbusters? Vampire Survivors. Sure, but Hades is an exception because it has executed well all of the aspects of itself. There's a vocal 3% who love the story/dialogue but it's really just the same game over and over and doing gooder at it. I think that's definitely why Hades (example of mainstream roguelite) is popular. This is fine and is fun, but if I can only make it to level 3 my only option is "git gud" and going back to try a different class isn't going to give me a particularly different experience.Īnyway I haven't played Returnal and don't know poo poo about it but I have a head cold and wanted to rant about video games ok bye ![]() ![]() Like, Tiny Rogues for example is a good game, but it's ultimately a bullet hell shooter and no matter which class you pick you're going to be shooting things and dodging bullets. If I'm playing Nethack or DCSS I can switch classes if I get frustrated by dying, which can give me an entirely different playstyle or at least a different set of tactical considerations. ![]() Modern roguelikes that don't give you different starting options, or lock them behind meta-progression, or even that do have different options but they all play the same way, those roguelikes get boring really quickly because the gameplay loop is always the same. I think a big part of the old roguelike formula is having different classes so that you have a lot of starting variety. I really like classic roguelikes, but most of the modern roguelike platformers and top down shooters and all get old pretty fast for me.
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