Hope you like this blacksmith, you'll be seeing him a lot. |
Story
In my last review I said that some games benefit from having a simple story, and this is exactly one of those games again. The beauty of Rogue Legacy lies in the presentation of its story, starting the game off in a sepia tone filter as if you are living an ancestral memory. The game gives you full control of the starting "cutscene" and lets you traverse the environment and slay enemies as you move from room to room. Finally you arrive in a throne room, with the King's back turned away from you. Why doesn't he turn and look at the intruder he surely heard coming? Your character is literally covered from head to toe in gleaming steel, there is no way he could possibly sneak around in that. Then it dawned on me that this character is trusted by the King, and he is about to assassinate his lord. Seeing no other options, I am forced to sprint towards the King and attack. As soon as my blade connects with the unaware lord the title screen pops up. Sudden and effective I must admit, so already we've barely started the game and we've glimpsed a brutal backstabbing. From there we are given a single character and enter a mysterious castle. Along the way you find various journals written by the King's assailant, painting him in different shades as his mind deteriorates from journal to journal. What seemed to be scum of the worst kind becomes a somewhat sympathetic figure the further you go, unraveling his descent into madness and eventual assassination of the King. As for the player, you take the role of many different warriors who enter and die inside the shifting castle, each death awarding you with three heirs to choose from. This pretty much sums up the story of Rogue Legacy, a tale of revenge and bravado, stretching through the ages as each heir becomes more powerful than the last. This effective method of storytelling suits this game to a tee, as you can continue raiding dungeons and cutting down monsters without fear of any extended cutscenes popping up and taking the reins away from you. The pace is consistent throughout and the story is challenging to fully unravel, providing hours of entertainment just figuring out what the hell is going on in this sinister castle.
There is something out of place in this picture... |
Graphics
The 2D visuals of this game are vibrant and crisp, like an SNES game running in 1080p. It doesn't hold a candle to AAA games when it comes to realism, but Rogue Legacy is anything but realistic. You don't need 16x anisotropic filtering and TXAA to make an aesthetically pleasing game, you just need a little heart and a lot of creativity. I must say though that I really love the level of detail given to the sprites and objects throughout the different floors, with almost everything able to be broken into or smashed apart in some way. Animations are surprisingly fluid and it is always satisfying to watch an enemy fly back after bringing down your hefty blade, or to watch as circling flames immolate everything that dares approach you. The floors and areas themselves consist of mostly a static background with the one notable exception being the forested areas, though this is likely a smart gameplay decision to keep the character focused on the task at hand rather than fancy effects twirling around out of reach. Rogue Legacy truly has an old-school vibe to it that I found utterly nostalgic in all the right ways, with a varied color palette that kept the enemies and environments from growing stale.
You are probably going to die here. |
Gameplay
Before I really flesh out the gameplay elements I cannot stress highly enough how important it is to play this game with a controller of some sort. The PC controls just do not suit this type of game, which does not rely on a mouse at all. I played first using the keyboard and found myself dying a ridiculous amount, so I switched to an Xbox 360 gamepad and found the experience was improved by leaps and bounds over my trusty keyboard. Once I had memorized the controls and gone on a few arguably successful runs I really started to feel at home in the game world. Jumping and slashing became second nature as I cut down hordes of monsters and hostile knights. Then after one run I upgraded my castle and unlocked a couple of new classes with interesting stats. Each class you unlock is built for a very specific play-style, such as the Paladin who can take loads of punishment or the Assassin who can score critical hits with frightening frequency. Each heir is given a random class from a selection of all the ones you have unlocked, whilst receiving one, two, or zero random traits. Traits can either make or break your character depending on how helpful or debilitating they are. A few examples include Peripheral Arterial Disease, which lets you walk on retractable floor spikes without activating them, Irritable Bowel Syndrome, which gives your character a chance of farting if they dash or jump, or even the supremely irritating Ectomorph, which makes you fly back whenever struck by an enemy or trap. There are many types of traits, though you can only hope or pray that your three heirs are not too badly crippled by the procedural generation system. Rogue Legacy contains a hub area that you always go to before re-entering the castle with your new heir and contains a blacksmith, enchanter, and architect once you have purchased them. The blacksmith can forge new weapons and armor from blueprints you find on your journey whilst the enchantress can insert various runes into your equipment that can make the game a little easier or harder depending on how masochistic you are. The architect can lock down the interior of the castle, preventing it from randomly generating floors from scratch. This is useful if your previous playthrough was incredibly lucrative and rewarding, though I preferred to just let the castle reset itself each time I died within it gloomy depths. Each time you die in the castle all of your previous gold is transferred over to one of your three heirs, allowing you to drop as much cash as you want on upgrading them from the rather extensive upgrade paths in your private manor. Many of these upgrades run the gamut of the usual, such as higher health and more mana, however some of them can be a bit more unusual. How would you like to purchase a tiny percentage chance that on death you will be revived? While not frequent, it is essentially a dice roll for a new life that is really worth investing several thousand gold in. Before you enter the castle you must forfeit all of your leftover earnings to the gatekeeper Charon, though there is an upgrade that lets you keep a certain amount of your earnings when you re-enter the castle. This forces the player to either continually improve their heirs or keep the game as difficult as they want it, which stresses the importance of player-choice in the game's design. Each class has an upgraded form which grants you a special ability, such as the Paladin's damage blocking shield or the Archmage's spell cycling ability. This, coupled with the random magical spell given to your appointed heir, turns your character into a formidable adversary whom will still no doubt be torn apart in the lower reaches of the castle's dungeons. Did I mention the difficulty? Yeah, this game loves to lure you into a state of self-confidence before shattering it with a room filled with absurdly high-level enemies. Traps will impale you, flying skulls will chew on you, and blob's of slime will consume you. Yet each time you will come back for more, confident that you can overcome any challenges in this run before being inevitably stomped down again. I've lost count of the number of times I've died in this game, but what I do know is that I'm looking at a level 114 hero brimming with powerful armor and weapons. Equipment that I earned through sweat and blood, rather than purchasable DLC from an in-game store. You earn everything yourself in this game, coming back a little stronger and a little better equipped each time. There is a massive sense of accomplishment in finally felling a grueling boss encounter after grinding through uncountable numbers of foes. It is essentially Dark Souls without the migraines or self-loathing afterwards. Difficult but not overly so, Rogue Legacy manages to balance challenge with reward quite admirably as it dangles new upgrades and loot in front of you, urging you to leap back into the depths of that well-traversed castle again for the 700th time. Learn from your deaths, study your foes, and plan your boss battles accordingly. A well-equipped warrior is a long-lasting warrior. Until you fall into a spike pit that is.
Prepare to sink a lot of gold into improving your manor. |
Sound
Fantastically catchy musical tracks abound in this game, each seemingly more well-crafted than the last. As you move into different areas of the castle the music changes theme to suit the environment, an immersive touch that really helps capture the feel of some of the more oppressively bleak sections in the castle. Weapon slashes and spells sound exactly how you'd imagine they would, with spiked balls clanging off surfaces and your character groaning in pain after they take damage. For all the praise I've given this game so far I feel that the sound department is lacking the most polish, with virtually no voice-acting or sound effects given to the enemies. They just die silently as you hack your way through them, yet every time you die you hear an exasperated gasp from your character's lips before they drop dead. The music, while fun to listen to, only highlights the overall silence that permeates the game's different environments. I just usually put on music or a show in the background while I play, though I wouldn't say the music is forgettable. This game sounds distinctly old school through and through, which can be a positive or negative aspect depending on what the player is expecting to hear.
You'll come to hate these guys early on, but love them for all the gold they drop later. |
Conclusion
Cellar Door Games have managed to craft an amazingly fun experience in Rogue Legacy, a game that truly rewards a player's skill and patience. Like me, you will spend a good chunk of time dying and improving your heirs repeatedly. But you simply won't care, you'll just lose track of all the times you've fallen as the thrill of entering a newly generated castle layout each time you die only adds to the immense amount of replay value. I've already invested about 24 hours into this game, and I plan on going right back into it after this review. It challenges you to improve yourself, altering its difficulty as you begin to feel overpowered and unstoppable. I would love to see the developers keep adding to this game, as more content would only further justify the meager asking price of $15. In a market becoming increasingly saturated with indie titles, Rogue Legacy manages to hold itself above the competition with its charming style and challenging gameplay. Just make sure you have a gamepad if you are going to play this on PC, unless you truly want this to be a 2D Dark Souls. 9/10 (PC version reviewed)