Sunday, July 6, 2014

Super Nerd Sunday Presents: The Perfect Rogue Mix in Rogue Legacy!



Respawn.  Spend.  Die.  Repeat.

Rogue Legacy is downright facile on its face.  It's a basic side-scrolling Rogue-a-like with strong platforming elements.  Nothing new there.  It has a cute little tech tree that lets you select upgrades that make runs progressively easier, literalizing the "repeat until easy" element that rogues usually keep hidden from the view of players by giving you buffers against future mistakes.  Well trod territory as well.  It has quirky pixel art that makes renderings of its oft horrifying foes cute and approachable.  Downright trendy, that.  It has a set of randomized traits that sometimes make your characters do unexpected things, like fuck other characters of the same sex, or walk on the world upside-down, or imagine monsters where no monsters exist.  Cute, and well executed, but also nothing new to Rogue-a-like audiences.

I don't mean to be derisive; all of these elements are part of what makes Rogue Legacy great, but on their own they don't necessarily make for a great game.  There's something more to Rogue Legacy, something that makes it more than the sum of its parts, something that keeps me coming back.

If I had to choose one quality that makes it exceptional, one thing that sets it aside from all of the other Rogue-a-likes out there in the overcrowded market, it's the way the intense, punishing difficulty can be adjusted on a strange, sliding scale.  See, Rogue Legacy is straight up Ghosts and Goblins hard on its own.  The sliders gradually move this difficulty farther and farther away from "insane" towards manageable, making deeper and deeper incursions into its constantly reforming dungeon possible.  There are ways to tweak this difficulty in various other quasi-lateral directions as well.  Equipment can be arranged in ways that simply boosts stats, or it can be arranged in ways that nebulously increases certain statistics at the cost of others.  If you want to equip a sword that helps you earn more gold you'll have to sacrifice your ability to do damage.  If you want to increase the amount of health you get back after each kill, you'll have to reduce the maximum amount of health you can have at any given time.  A similar economy exists within the Rune system, wherein you manage objects that give you access to abilities like flight, or simple things bonus gold or lifesteal.  Some runes directly tweak the difficulty, just making the game harder or easier, though this choice still requires a choice: the choice to sacrifice the ability to one of those other interesting things I mentioned earlier.

This leads to a system of interchangeable sliders that make the game's constantly shifting difficulty even shiftier.  That means that players who feel like Rogue Legacy is too unforgiving can make it a little more forgiving, or that players who have rolled up a particularly tough character - let's say a lich with no foot pulse and obsessive compulsive disorder who can summon hordes of crows to seek out his enemies and peck them to death - they can boost the difficulty of the game to try and get a little more gold out of their playthrough.

All this is built on a system that assumes you're going to die, frequently.  It's a system that lets you tweak your frustration level so that it's just where you want it to be.  I can't think of any other Rogue-a-like that lets you mess around with difficulty and adjust your somewhat-random character's experience in a somewhat-random dungeon to such a great extent.  Of course, it does so while keeping you at arm's length, preventing you from exercising total control over your Rogue-ing experience.  You might only have access to characters with IBS, or the character who can make a little more money might have glaucoma.  This is the meat of Rogue Legacy's gameplay, and it arrives not with the easy vanguard of snickering, simpering humor, but in a fashion that adds layer upon layer to an economy of factors split into two broad categories: those you can control and those you simply have to deal with.

Some Rogue-a-likes make themselves enticing by being especially funny or tongue in cheek - Dungeons of Dredmor, most prominently.  Some Rogue-a-likes make themselves enticing by being especially accessible or fast paced - Nuclear Throne and Risk of Rain instantly come to mind.  The first person multiplayer Rogue-like has also become a genre of late, as well as a brutal Darwinian social experiment pitting brother against brother until only one man remains standing in arenas like 7 Days to Die, Rust, and Day Z.  Some Rogue-a-likes are especially interested in building narratives, some are especially forgiving.  Rogue Legacy doesn't acquit itself especially well in any of these regards.  In fact, I'm hard pressed to point out any one exceptionally executed factor in its design that I'd usually seek out in a Rogue-a-like game, and yet I remain captivated by it.

Rogue Legacy makes its way in the world by meshing old school, punishing gameplay with a difficulty curve that adjusts masterfully to its players, not a particularly auspicious quality to advertise.  There's more to it than that, which is part of what makes it so hard to nail down.  Rogue Legacy is more than the sum of its parts.  It's something ephemeral, something difficult to nail down, something elementally constructed, unforgiving and uncompromising and simultaneously accommodating.  Readily accessible and possessed of tremendous depth.  Rogue Legacy is a collection of functional, fun contradictions that align in just the right way.

It's not a perfect game, but that adds something to it.  Uncovering odd issues and mistakes can add a great deal of depth to the already slippery gameplay of a Rogue-a-like.  It keeps things unexpected, and unexpected occurrences are the meat of what makes a Rogue-a-like great.  There's no real narrative, despite the off-beat/menacing journal entries that populate its world, which would normally be a huge knock against it for me, but there's something coursing and raw about the lack of narrative, about its conscious movement towards death, the ultimate narrative interruption, that makes its experience that much more engaging.  Any more story would distract from the important bits.  More complicated gameplay would remove some of the instantaneity of the play.  Between the sliding difficulty and the overarching metagame, grounding the action in a sense of real progress while simultaneously allowing players to fail readily, the mix seems to be just right.  Rogue Legacy has managed to combine the elements of Rogue-a-likes in just the right combination so that the sweet pattern of their play is tighter than its ever been before, and I find myself coming back to it again and again.  At its core, it's so simple.

Respawn.  Spend.  Die.  Repeat.

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