Roguelike is a term that has been tossed around a lot recently. Especially in the wide and wacky world of indie gaming, roguelike has become less of a genre and more of a gameplay element. It can mean a lot of things, but most roguelikes have at least randomly generated levels and permanent death. But as developers continue to experiment, even these generalizations are broken. Risk of Rain, a genre-defying platformer, is supposedly one such roguelike, but it looks nothing like the the original Rogue itself. So, without further ado, here's a brief look at how we got from there to here.
Rogue: We started here...
Yep. This is it- Rogue. It was created back in 1980, way before I existed, let alone started playing games. It seems to have been quite complex for its time- it had varied monsters, items, and many randomly generated floors of nine rooms each. But, by today's standards, it was rather simple, which makes its evolution into modern roguelikes that much more interesting.
Powder: Still the same genre
The first roguelike I had the pleasure of playing was a freeware game called Powder, developed for basically any platform the developer could get a port to. It's been around for a decade now, and is very much meant to be a roguelike above anything else. Take a look:
An example of bad play- this dude's already a lost cause.
It's not too hard to tell that this was supposed to be a 21st century Rogue. What makes it different is simply that it has more variety. The mission is actually the same in Powder as it is in Rogue- make it to the bottom of the dungeon, get a powerful magical item, and backtrack up the way you came to escape. It's horribly difficult to do so, and it's not just because of the random monsters who want you for dinner. Playing Powder, you are one of your own worst enemies. The items you find have different, undiscovered effects every time you play. This means a red potion can be a healing beverage in one game, but if you drink a red potion in the next game it might end up being a potent acid! Combine that with the possibility of cursed equipment binding to you with crippling effects and the numerous gods who reward or punish your actions on a whim, and you get a game in which nothing ever goes according to plan. And that randomness is what gives the genre it's immense replay value.
Rogue Legacy: The fourth cousin, thrice removed (or third cousin, four times removed)
Rogue Legacy calls itself a "Rogue-Lite". It's certainly not like the games mentioned above, and not just because it's a sidescrolling platformer like Castlevania. It has a progression system which persists between playthroughs, as you spend the hard-earned gold of your deceased adventurer to improve the skills of their equally adventurous next-of-kin. Rogue Legacy shows us what has become of the roguelike genre- it's an old genre that has left a legacy for other game genres, as it were. Developers are not creating "roguelikes", they are making games in other genres with "roguelike elements". Rogue Legacy in particular combines the replayability of randomized castles and character traits with the sense of accomplishment found in making your characters stronger the more you play.
Risk of Rain: ... and we got to here.
Risk of Rain has rapidly become one of my favorite games recently. It's an action platformer where the player has crash-landed on a hostile planet and must fight through each of the levels to find a teleporter to try to return to their ship. Along the way they must pick up items, dropped from enemies and salvaged from the ship's former cargo, to alter themselves and their weapons in order to survive. Surviving is a challenge due to the games most innovative and original mechanics- the difficulty increases not as you complete levels, but as time passes. Every second wasted means it's going to get harder, which adds a tension that is completely absent in the turn-based roguelikes of old. Risk of Rain is not a roguelike. Not even close. For one, the levels are pre-made and played in a set order. But many of it's key features are taken from roguelikes; the enemy spawns, items, and teleporter locations are randomized, and death is permanent. It even takes the replayability offered by these random elements a step further by offering characters and backstory unlockable via achievements, as well as a high-score system for those wishing to challenge their friends. And speaking of friends, the game includes online multiplayer. However, players must use the archaic system of connecting through the host's IP address, and even then the multiplayer suffers from various bugs such as desynching and massive framerate drops. The game is still in active development, though, so I'm holding out hope for fixes and perhaps steamworks integration. Problems aside, Risk of Rain is a great game that I would heartily recommend to anyone. It wasn't made with a certain genre in mind, but instead shows how developers can integrate the elements of roguelikes and other genres to create games that are more than the sum of their parts. And for us players, I think it means we're going to see more innovative games being made as a result. Not only will this be fun, it'll give me more to write about!
Thanks for reading!
P.S. Risk of Rain has a soundtrack equally as awesome and equally as genre-defying as the game.
Check it out here.
Risk of Rain: ... and we got to here.
Thanks for reading!
P.S. Risk of Rain has a soundtrack equally as awesome and equally as genre-defying as the game.
Check it out here.