Game-related ramblings.

Tag: Roguelikes Page 2 of 4

The Name Game: Rebranding The Roguelike

As always, you can click on images to view larger versions.

What’s this? A Name Game post that’s actually serious? Indeed it is, but never fear, the Name Game will return to making fun of silly game names soon enough. Right now, however, the Name Game’s name-related talents are needed for something near and dear to this blog’s heart. I am speaking, of course, of the roguelike.

(If you are unfamiliar with roguelikes, you should read my introduction to the genre, and perhaps a few of the roguelike highlights that have appeared on this blog)

I recently read an interesting article (although the article itself is not recent!) arguing that the term “roguelike” is a rather poor one. It takes a genre of games and describes it entirely by its similarity to an earlier game, which is restrictive and often, to varying degrees, inaccurate. I find I agree with this reasoning, especially in light of the new and popular crop of games which borrow design elements from traditional roguelikes and expand them into new and interesting areas. I’ve used the term roguelike-like here on this blog mostly because I think it’s funny, but the reason it’s funny is it emphasizes the inherent absurdity of the original roguelike term.

Perhaps a new name is needed, then. Well, here at the Name Game, names are literally our game. We’ve got this.

In Space, No One Can Hear Your Roguelike Updates

Readers unfamiliar with roguelikes may wish to read my introduction to the genre, and possibly peruse some of my Roguelike Highlights posts. Also, as always, you can click on images to view larger versions.

Well, it’s been another long delay between Roguelike Updates posts, largely because I haven’t had much time to play roguelikes recently. But I do want to highlight a couple of big updates. First, Approaching Infinity has been at version 1.1 for a while, with another update imminent. Second, Dungeon Crawl Stone Soup forever marches forward, now on version 0.16.1. I’ve had a chance to play both, and offer some quick thoughts below.

Roguelike Highlights: Approaching Infinity

Readers who are unfamiliar with roguelikes may wish to read my introduction to the genre, and perhaps peruse a few of my previous highlights. Also, as always, you can click on images to view bigger versions.

Longtime readers may remember that I posted about Approaching Infinity over a year ago, when it was just finishing up its Kickstarter campaign. The campaign was a success and the finished product is now available from Shrapnel Games (the Kickstarter campaign funded the majority of development, with the publishing deal with Shrapnel signed later). I intended to write about the game sooner because I was enjoying the various pre-release builds that were available during development, but once I started playing the official release I couldn’t stop. I had to see what the next few sectors would bring, always afraid I was missing something cool that I would want to write about. Now, having reached one of many possible endings, I can take a break to tell you about it.

First things first: Approaching Infinity ditches the traditional fantasy settings of most roguelikes and instead casts the player as a starship captain, exploring new sectors of space, landing on planets, finding equipment and trade goods, and doing business with various alien races, all in a universe that keeps going forever, without limits. And it’s great.

Roguelike Updates: Let It Whip

As always, you can click on images to view larger versions.

It’s been a long time since my last Roguelike Updates post. Actually it’s been a while since I posted anything. I am running behind.

The biggest recent roguelike news (technically roguelike-like news) is that The Binding of Isaac: Rebirth, a remake/expansion of The Binding of Isaac, has been released. But I haven’t played it yet. I haven’t even bought it yet. That is how behind I am. What I have played, however, is the latest version of Brogue (v.1.7.4), which adds many things, including whips.

Roguelike Updates: New Crawlers and Redder Rogues

Readers who are unfamiliar with rogulikes may wish to read my introduction to the genre, or some of my Roguelike Highlights posts. Also remember that you can click on images to view larger versions.

One of the two updated roguelikes I’ve been playing is somewhat timely: Dungeon Crawl Stone Soup reached v0.14 a mere three weeks ago (and is now on v0.14.1 with some bugfixes). The other is not: Red Rogue (which is actually a roguelike-like) reached v1.0.3 over a year ago (and I even mentioned it an an earlier Roguelike Updates post), but I hadn’t gone back to try it until recently. And then I found myself drawn in once more, playing it far more than I expected and being impressed all over again. I decided it was worth adding to my original post about Red Rogue with my more recent thoughts on the game.

Read on for details on these two, plus a run-down of other updated roguelikes.

Roguelike Highlights: Sword Of The Stars: The Pit

Readers unfamiliar with roguelikes may wish to read my introduction first. Previous Roguelike Highlights can be found here. Also, as always, you can click on screenshots for bigger versions.

I have never played Sword of the Stars. Apparently it is a space-faring strategy game of the 4X variety. The four “X”s in question stand for eXplore, eXpand, eXploit, and eXterminate. So really it should be 4E. Anyway, the 4X game is a time-honored subset of the strategy game genre, one where building up armies and conquering the world/solar system/universe/general area is the only viable strategy. There are, naturally, many ways to go about this, so these games are no less tactically rich despite their focus on military supremacy. In fact, now that I think about it, Master of Magic (which I’ve previously covered in History Lesson form) qualifies as this type of game, so you can read my post about it if you want more details about the sub-genre.

Anyway, I gather that Sword of the Stars (aka SotS) is a lighthearted take on the classic design, provided the roguelike spin-off game Sword of the Stars: The Pit is any indication. In the tutorial for The Pit, an obvious parody of a grizzled military officer taught me how to make a sotswich, which is of course “a fine, multicultural sandwich”, made from cooked meat and Tarka Warbread. When your universe has aliens who make Warbread, I suppose it’s not that weird to make a science fiction dungeon-crawling roguelike spinoff of your huge empire-building strategy war simulation game. But the tongue-in-cheek humor and science fiction setting are only two of many reasons why The Pit feels different from its roguelike kin.

Click below to read my thoughts on the game.

Clicking skill: 73
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lim x→∞: Approaching Infinity Will Be A Space Exploration Roguelike

Readers unfamiliar with roguelikes may wish to read my introduction to the genre here, or my other posts about roguelikes here. Also, as always, you can click on screenshots for larger versions.

Regular readers will know that I’m quite fond of roguelikes. Given the genre’s roots of fantasy-themed dungeon crawling, however, it’s unusual to find roguelikes with science fiction settings. This may be why I’m drawn to examples like Xenocide and Caves of Qud, but even these still follow a single character exploring locations on foot. Approaching Infinity takes the roguelike to the stars, casting the player as a ship captain who both explores space in their ship and explores planets and shipwrecks with an away team. The game is on Kickstarter and has met its funding goal already, but there are three days left (at the time of writing) to raise more money for some stretch goals. If you’re interested, the Kickstarter page links to an alpha demo to try, and backers get an updated demo to play with. I’ve taken the public demo for a spin, and even in its unfinished alpha state I liked what I found.

Roguelike Updates: Gargoyles Are Pretty Good

Readers who are unfamiliar with roguelikes may wish to read my introduction to the genre, or peruse the various Roguelike Highlights posts. Also remember that you can click on images for larger versions.

Only two of the roguelikes I’ve previously covered have seen updates since my last Roguelike Updates post. Brogue had been sitting at v1.7.2 for some time, but it’s now been updated to v1.7.3. I haven’t had a chance to play it much, but the major changes relate to the stealth system and the progression system for friendly allies. Given that the last major update removed player leveling from the game, making combat a completely optional endeavor, I’m excited to see how the new stealth system plays out. A sneaky adventurer who slips past enemies unnoticed would be fun to play.

The other big news was the release of v0.13.0 of Dungeon Crawl Stone Soup last month. I have had a chance to play with this one, and I tried the new playable species that came with it: the gargoyle.

You May Wish To Fund Dungeonmans

For those readers who are interested in roguelikes, I felt I should call attention to the Kickstarter campaign for Dungeonmans, a new graphical roguelike in development by games industry veteran Jim Shepard. There’s just about two days left on the campaign, and Dungeonmans still has to raise another $3000 or so to reach its $35,000 goal. The game has a silly vibe similar to Dungeons of Dredmor but takes place on a huge continent with a world map and many dungeons. But the real draw is that the various adventurers you will control (the titular Dungeonmans, and yes there are female Dungeonmans too) are all students at the newly founded Dungeonmans Academy, and their successful adventures can go towards improving the Academy and bestowing advantages upon future Dungeonmans. This type of persistent progress in a game with permadeath proved very popular in the recent roguelike-like Rogue Legacy (yet another game I haven’t had time to play yet) and it looks to be used to great effect here as well.

If you’re not convinced, there’s a pre-alpha build available to play right now. I spent a short time with it (actually, with the previous version) and liked what I played. It’s certainly on the simpler side as roguelikes go but it’s also still in pre-alpha and I’m sure it will be fleshed out tremendously if funded. If you’d rather just take a look without having to download anything, Craig Stern over at indierpgs.com posted a 1-hour gameplay video with commentary. Check out the pre-alpha and/or videos and see if you want to pitch in for this one.

Roguelike Updates: Axe And You Shall Receive

Readers who are unfamiliar with roguelikes may wish to read my introduction to the genre, or peruse the various Roguelike Highlights posts. Also remember that you can click on images for bigger versions.

Just because I spent four months playing nothing but indie platformers doesn’t mean that the various roguelikes I’ve covered on the blog have stopped updating. It’s time to catch up with the latest developments! The biggest news for me was the release of Dungeon Crawl Stone Soup v0.12 (it’s now at v0.12.2 with a few more bugfixes). While the nickname for this release, “High Vaultage”, refers to the redesign of the Vaults dungeon branch, I was actually more interested in another change: axes now hit up to seven targets around the wielder with each attack. This presented an excellent incentive to return to a race/class combination that I’d dabbled with before: the deep dwarf berserker.

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