Friday, August 1, 2014

Always a little bit more

There was definitely some black magic and/or higher mathematics put into the pacing of Rogue Legacy. Just as the game begins to get too hard or when progress grinds to a halt something happens to pull the player back in. Last night's time was almost exactly the same as the first, and I mean that in a good way. I played for quite a while, began to get bored, found the boss of the next level, got crushed, but the beating kept me coming back for more. I beat the flaming skull and went to bed and spending all of my loot will get me to come back tonight.

Bigger, better looking games could learn a thing or two from this. The lack of any real death penalty teamed up with high difficulty, randomly generated areas and the ability to stumble onto things that you are clearly not prepared for is quite compelling. Exploration is fun. Being punished for doing so isn't. The worst that Rogue Legacy will do to the player is kill them, which is does all the time anyway, and it isn't that bad at all.

I am never satisfied, and I am a graphics whore, so my one wish would be to take this game and drop into a nice clean, new engine. See Shadow Complex or the Strider reboot for example. I understand that part of Rogue Legacy looking the way it does is financially driven. Not having to pay for the Unreal Engine probably save a few dollars. Nostalgia does nothing for me. It can actually be a turn off. The way this game plays is so new and unique that it deserves better.

Even better, have Vanillaware do up the art and animation.

I've got your attention now, don't I.

2 comments:

  1. I know it's bad of me, but I feel the same way. Like Mega Man 9 and 10. As if Capcom, of all people, couldn't do those up with some nice, sharp, high-def sprites.

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  2. We are spoiled. Noting wrong with that.

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