The only thing preserved is the bosses that have been defeated. Although the overall design-tower above, gardens to the right, dungeon below-always stays the same, the particular rooms and their connections get completely rearranged each time. Rogue Legacy avoids becoming stale by changing the castle's layout for each generation. Death is the moment of opportunity to improve, and so the player has good reason to immediately select a new character, upgrade, and head off into the castle again. Only after a descendant is chosen can the player start upgrading his manor and gear, and this is a key component of how the game draws him along into another try at Castle Hamson.īecause death in Rogue Legacy usually comes as a process of attrition rather than the character being totally destroyed in a single moment, it always seems like the ability to overcome more of the castle is within reach with just one or two of the right upgrades, one could get to the next boss and beat him. Others can be unexpectedly helpful (arterial disease prevents traps from springing) or devastatingly difficult to deal with (vertigo turns the screen upside down). Many are cosmetic-"gay," for instance, just changes the gender of some statues in the castle. Traits cover a vast range of possibilities. Most of the spells are just ranged attacks, like the ability to throw a dagger or chakram, though one may also get tactical magic like a teleport or the incredibly useful time-stop. The balanced set of classes includes traditional choices like a shield-wielding paladin and glass-cannon archmage as well as quirkier options like the spelunker, who earns extra gold. After the previous character expires, Rogue Legacy offers the player three choices (expandable to six with an upgrade), each with a random class, spell, and set of traits. So if all this dying is happening, how does the game go on? The player chooses a descendant to carry on the family legacy. The catch? Gaining access to these latter items also requires the player to die. Then, that character's cash can be used to improve the family manor for stat boosts and other upgrades, or to purchase new equipment and runes. To get a stronger avatar, the player has to let the one he's using die. Rogue Legacy doesn't have an experience system, so characters don't get better while they're in the castle. …But dying? Surprisingly, it's not so bad. Healing is limited, and after a certain amount of attrition, the player is almost certain to die. Its rooms are full of spikes, traps, and dozens of angry monsters out for blood. The controls are solid except for a dubious pogo attack that's overused to make large jumps, and the basics are easy to master-it's the castle itself that makes things complicated. Traversing Castle Hamson is just a matter of light platforming, all characters have the same sword strike, and the library of spells and special abilities is fairly small. Rogue Legacy offers a simple set of mechanics. Most importantly, it fosters this same obsession in its players. It's about a family's multi-generational obsession to conquer that same citadel. It's about one man's obsession to overcome the dangers of an evil castle for his family's sake. WTF My hero had IBS, so I ended up farting in the final boss's face right before he died. LOW Setting up a perfect set of runes and equipment and then forgetting to talk to the architect before entering the castle. HIGH Finally beating Herodotus after dodging the slimes for what felt like hours.
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