Hello all, this is the first post in a series of posts I'll be making weekly to drum up some diverse discussion relating to all different aspects of gaming. I figured I would start with what I know, and so the first topic is thus: roguelike games. (If you think any of the below description is wrong or misleading, let me know - that's part of the discussion!)
The name of this genre is derived from the game Rogue, released in 1980. The exact definition of a roguelike has been a topic of discussion for a long time, but the core tenets are usually agreed upon to be random/procedural generation and permanent death (no saving and continuing a run, you have to start over). Many roguelikes have an additional increased focus on collecting items and assembling a "build" over the course of a run. A "pure" roguelike is often claimed to have no meta-progression (that is, no procedural unlocks) and focus more on the journey than the destination - seeing how far you can get, or how high a score you can achieve, rather than reaching a distinct victory condition (not that these games don't have victory conditions, but that it isn't the end-all-be-all). The secondary term "roguelite" is often brought out to describe games that deviate from this. Additionally, the term "traditional roguelike" is sometimes employed to indicate a more strict adherence to the older style of this genre, with grid-based dungeon crawling and high complexity. Ultimately, as with a lot of genres, pinning down a 100% ironclad definition is near impossible, but most people that like this type of game could tell you the general "vibe" at a glance.
Here are some questions and subtopics that I encourage people to discuss:
- What are some of your favorite examples of roguelike games?
- What roguelike games do you think stand out in terms of defying the conventions of the genre?
- Do you find there to be a meaningful difference between the usage of "roguelike" and "roguelite" nowadays? Which do you prefer? Where does the "traditional roguelike" fit into this?
- Do you continue to play roguelike games after reaching the "end" / reaching 100% completion? Why, or why not?
- What other genre do you most often enjoy seeing paired with roguelike?
- Is any game with procedural generation and a run-based structure a roguelike, or is there more to it? Where do you personally draw the line?
- What have been some of your best runs across all roguelike games? What's been memorable?
- Are there any upcoming roguelike games you're excited for?
Also feel free to bring up anything you like related to the topic! If you have suggestions for future discussion topics, leave them in the suggestion thread.
Additional Resources
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Roguebasin, a wiki dedicated to roguelikes (specifically traditional roguelikes)
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~~List of all Weekly Discussion Topics~~ (this is the first one, be patient!)
I'll go ahead and start off with responding to some of the points:
All-time favorites have to be Slay the Spire and Hades. StS was one of the cornerstones of deckbuilding roguelikes while still remaining one of the sleekest of all of them; mechanics fit together perfectly, with each loss leaving you working out how you screwed up rather than cursing the game for unfairness. Hades I like for entirely different reasons - it absolutely oozes style, with excellent presentation in terms of art direction, music, and copious dialogue. The rougelike nature of the game is woven directly into its narrative in a way I find very satisfying.
Enter the Gungeon should also be noted as one of the few games I've 100%ed. Although it has some flaws, the sheer amount of combinatory item synergies (both actual mechanical synergies noted by the UI and otherwise) gives it great replay value while not ballooning to absurd levels ala The Binding of Isaac (which, while still great, can be daunting in its scope).
Personally no, unless there is some sort of prestige mechanic that adds new challenges on successive runs (though one may consider beating all prestige levels part of 100%ing); I am still grinding out Ascension levels on both Slay the Spire and Monster Train. I find satisfaction in finishing a game that actually has a win state, and often lose interest after it's been achieved. Enter the Gungeon was one of the few exceptions to this, although by the time I had truly finished the game I was already very close to the full 100%.
Hades II, for obvious reasons of course. Other smaller titles on my radar include Wizard with a Gun, whose demo I played and (while rough around the edges) had an engaging and swift core gameplay loop with metaprogression (though one must question the fuzzy distinction between a roguelike and a run-based game in general, or if there is one at all) and Dungeons & Degenerate Gamblers, a tiny but funny little deckbuilding roguelike that smashes together a lot of different card games and concepts for a wacky time.
I have hundreds of hours in Slay the Spire of both IOS and Steam. Phenomenal game.
I struggled with getting past the first boss in Hades but I loved the art direction, story, and voice acting. I will probably give Hades II a try as I am sure there are a lot of improvements.
Steam tells me I've clocked 297 hours into StS. I've only barely reached I think A17 or 18 with Silent, ~A15 with Defect, and only 1-2 for the other two. Still got a ways to go!
If you really like StS, I can recommend Downfall, a fan expansion for the game on Steam. It is not as polished, and the mechanics aren't quite as tightly wound, but it offers a whole lot of very novel new mechanics and characters as well as an entire new mode where you play as a Boss working your way downward instead of the reverse.
I tried Downfall and I like it. Sadly it does not really work on Steam Deck last time I tried.