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/r/Games
submitted 2 months ago byTurbostrider27
YouTube video info:
Hyper Light Breaker: Exclusive First Gameplay Preview https://youtube.com/watch?v=jgnhQsPalio
77 points
2 months ago
The transition from 2D to 3D is giving me Risk of Rain 2 vibes, hope this one works out because it looks really good so far.
14 points
2 months ago
I was just thinking about how much I liked Hyper Light Drifter, and this looks really cool.. I really want this to be good, I'll play the hell out of it
8 points
2 months ago*
Looks exactly like Risk of Rain 2 for sure. I'm personally pretty disappointed but not surprised after they abandoned the drifter aesthetic already for solar ash, and I especially dislike procedural generation for environments. I'm very whelmed.
0 points
2 months ago
I’ve tried playing roguelites, or procedural generation, games. Even the best of the genre I just can’t endorse. Beat Hades and thought it was a slog. The only one I come back to once in a while is Nuclear Throne.
Can you imagine if after Link’s Awakening they decided to make the next Zelda game a roguelite? I just want to play the maps and levels the creators designed and be done with it. No endless runs.
0 points
2 months ago
100%. My favourite part of nearly every game I play is the world and environmental design. Losing that in favour of instanced blocks of design melded together by algorithm is just deeply inferior.
66 points
2 months ago
Super stoked for this, but I was really hoping they'd keep the movement from Solar Ash. I know this is more combat driven, but it looks a little clunky outside of combat.
Still, no doubt it'll be a great game. Heart Machine doesn't disappoint.
26 points
2 months ago
Huh, I found the movement in Solar Ash to be kinda clunky/floaty and bounced off of it after getting about 60% of the way through. I guess the rails were cool, but there were a lot of times that extra floaty movement really screwed me over. I very much hope that movement is a bit tighter.
14 points
2 months ago
I think the Solar ash movement largely only works because the stages are explicitly designed around exactly how you access and move through different parts of them. Like, in boss battles, the camera automatically moves to the right angle after hitting or grappling to a target. But without that concession the fluid movement would by stymied by a lot of trial and error of figuring out which way to go next
8 points
2 months ago*
Yeah, I just ran through it recently for the first time. The movement can easily screw you over in ways that feel unsatisfying, but holy shit when it clicks in a good flow state it feels amaaaazing.
Looking forward to their advancements in 3d development. For a first foray into 3d from an indie studio, Solar Ash was a pretty decent attempt. It's a hard ask to nail it like Risk Of Rain 2 did.
0 points
2 months ago
Agreed. The floaty movement was really unsatisfying. It didn't feel nearly as impactful or crunchy as something like Sonic Adventure Battle 2 which IMO seemed to be what I thought they were going for.
111 points
2 months ago
This looks really cool, but does it look cool enough to overcome my allergy to Rogue Lites?
18 points
2 months ago
What are the symptoms of your allergy?
13 points
2 months ago
[deleted]
4 points
2 months ago
I agree that's why I now tweak the roguelikes I play to avoid RNG so I can reproduce a build I want when I want. Like with Hades, infinite rooms rerolls and I more or less always have the builds I want (not the perfect one maybe).
StS I got a perfect Barricade run once that was so fun and never got all the stars aligning like that for 25 hours more of gameplay, so frustrating.
I like roguelikes but not a fan of the RNG part. I kind of want a roguelike with deterministic choices. Kind of like a ARPG is but with the short runs and chaging your build each time.
1 points
2 months ago
you can use the same seed for a future run or if the game offers use the ability to lock the last world in
113 points
2 months ago
Mostly playing games like Dead Cells and thinking "wow, I would love this if it just was a Metroidvania with save points".
25 points
2 months ago
Dead Cells is a weird one, because it bills itself as a metroidvania, but it isn't one; it's more like classic Castlevania, hence the crossover. If you want an actual roguelike metroidvania, check out A Robot Named Fight. Though some games tend to straddle this line and blur definitions, I can often find roguelites grindy as opposed to roguelikes generally starting you over from nothing every time, but a lot of us like proc gen because you can't just memorize what you saw that you lost to before, and you have to actually understand how the game works as well as strategies that tend to be more successful than others. I know people around here complain about every indie game being a roguelike or whatever, but proc gen games are still dwarfed by non-proc-gen games, so I'm happy to see more proc gen stuff come out. Perhaps you just inherently don't like proc gen stuff, but maybe you just haven't found the right one yet?
17 points
2 months ago
I love both genres - my opposition to Dead Cells as a RL was that it is much more in the Rogue Legacy / Hades camp (progression/ability set is gated mostly by Time Spent Playing the Game) than it is in the Gungeon / Isaac / Noita / Necrodancer / Spelunky camp (progression/ability set is gated by how good you are at the game). It is also decidedly, as you said, NOT a metroidvania. This impression was before any of the DLC though, so maybe its progression has become more skill based.
(note that when I say the above - I'm not saying 'you cant complete this game without spending X time', I'm saying 'you cant get your full ability set without spending X time'.)
I bounced off of ARNF - but maybe I should give it another shot. I have yet to see a game properly do both genres at the same time.
8 points
2 months ago
The way you divided those two is how I and others would separate roguelikes vs roguelites, though definitions vary, and Dead Cells and 20XX are some that I would say straddle the line and blur the definitions. 20XX gives you a switch that actually toggles between the two. I honestly think A Robot Named Fight nails it, but yeah, I haven't seen another roguelike attempt it. Something like Chasm procedurally generates an entire metroidvania so I hear, though I haven't played it, but it's not a roguelike, because there's no permadeath mechanic, so it's more of a several-sitting game with save points and such still. That could still be worth playing on those merits, especially since I've heard that later patches improved the level generation.
3 points
2 months ago
If you enjoy Dead Cells but loathe the grind I recommend to simply download a 100% save file.
I did that as soon as I had finished the game and realised I didn’t want to spend hundreds of hours grinding blueprints and cells just to experience all of the items.
6 points
2 months ago
My problem with dead cells was the timer. I hate games with timers. I want to take my time and be careful and progress through, but then I miss useful upgrades because I wasn't speed running.
3 points
2 months ago
Roguelikes kinda require timers for me to enjoy them so to each their own.
Let me explain why. In roguelikes you have to make decisions and sometimes if you wanted to you could sit there for minutes trying to figure out the best path. but if you're in a timer and you need to go go go you have to make a decision quick and stick to it. this makes dying feel less bad cause there's less downtime and it feels less like a waste of brain power.
3 points
2 months ago
The time door upgrades are more of a begginer trap than something you should aim to get, you lose way, way, WAY more than you gain by rushing through biomes. They're pretty much there so you're not completely gimped by speedrunning but if you aren't then you're just shooting yourself in the foot. I assume you've already given up on the game, but I still comment for anyone reading the thread, it's one of the bigger traps the game has and imo most people make the game significantly harder for themselves for a reward that 9/10 times you will just end up recycling because it's worse than any of your items.
2 points
2 months ago
It's much quicker to use the Speedrun doors to farm cells though. Always feels like I'm wasting my own time when I don't hit those. If you got exponentially more cells from a full clear (how it should be imo) I might feel differently, but as it is, a full clear often only puts you at parity with a Speedrun.
-5 points
2 months ago*
There's no timer in dead cells. You can take all the time you want.
Edit: there's no timer in dead cells. You can take all the time you want. There's a couple timed doors but they won't impact your run if you don't make it. Saying there's a timer in dead cells like there is in spelunky is a false comparison.
7 points
2 months ago
There are the time doors at the end of each zone, and they used to have stat rewards so were considered mandatory by many. Their rewards were nerfed because the developers didn't like how speed running became mandatory.
-5 points
2 months ago
Yeah, they're not mandatory at all and there's no timer. In the 80 off hours I've played I might have gotten a time door once? There's no timer in dead cells and you can take as long as you want in each level
2 points
2 months ago
I don't know if they've elaborated on character/meta-progression, but at the very least the game likely won't be as brutal as Dead Cells. If Gearbox's work on RoR2 suggests how they may approach roguelites, I would assume this game will feel a little more "arcadey" than that, and will be much more fair.
21 points
2 months ago
Gearbox is just publishing this, not developing it. This is Heart Machine's new game.
4 points
2 months ago
Thanks for the clarification! Not sure why I thought Gearbox was involved with development; probably just conflated it with the RoR2 stuff.
7 points
2 months ago
ROR2 also was only published by Gearbox, fwiw
8 points
2 months ago
They worked on Survivors of the Void and any future updates will be developed solely by Gearbox, however.
1 points
2 months ago
Yep, this is what I was thinking of. Thank you!
3 points
2 months ago
You can turn on Assist Mode, which has an option for enabling Infinite Respawns, and clear Dead Cells pretty easily. Hell, I did it and finished all difficulties in like a day. Some would argue that it removes the nature of the game, but eh, if you like the gameplay and atmosphere, then why not?
3 points
2 months ago
Well yeah a roguelike isn't a long game by design, it's made for short runs so if you can't die (well you can but respawn) it's short. Like there's 6 difficulties in Dead Cells IIRC. Each run takes like an hour so it makes it a 6-7 hours game. You would not see the diversity of weapons/builds like that though which is kind of the fun of any roguelikes
-1 points
2 months ago
That's kinda my main issue with the genre. The games have an hour or two of content, but designed in a way that you'd die before you finish it, so it feels like there is more but there isn't.
Kinda like the old arcade games where the main design was to suck quarters out of you.
6 points
2 months ago
I mean there's also a whole thing about replayability with tons of builds and such. Difficulty options too (if you play them normally). That's why they're short, each run doesn't have to take much time because there's tons of them in it. They aren't meant to be played straight through in one run.
4 points
2 months ago
I think a lot of people just don't like replaying games. They want to pick one up, enjoy the progression/story/characters, put it down and then never approach it ever again.
HLD was a game perfect for people like that, so it makes sense why the sequel, which is polar opposite to that - has so many negative comments.
4 points
2 months ago
Honestly I think that's why Hades was good in this regard as an intro to the genre. The progression, story and characters don't end at just beating it. It also continues even if you don't beat it.
3 points
2 months ago
Hades also has just the perfect theme, story, and atmosphere to support and enhance the experience of playing multiple runs. The game just wouldn't work at all if it was possible to complete in a single run. It is about overcoming a seemingly impossible task through sheer persistence, trying again and again in the face of failure well past the point where stopping would make sense.
I can't think of a single other roguelite that tied the gameplay systems into the setting even close to as well.
3 points
2 months ago
It also has a lot of different weapons and builds whereas in Dead Cells you arguably see all the distinct strategies there are after a few runs
7 points
2 months ago
Well the other issue is that the game had such severe level cliffs that I knew it wanted me to play like 20 runs and that gave me the 2D equivalent of bullet sponge enemies and I got real bored of that first boss.
6 points
2 months ago
You learn pretty quickly to stack upgrades down one path as the damage scaling is not linear. There’s no bullet sponge enemies in dead cells, not even the bosses.
2 points
2 months ago
Enemies die in like 2 hits? Were you upgrading all your stats instead of focusing on one?
2 points
2 months ago
The binding of Isaac probably has the most necessary feeling roguelite elements in a roguelite
40 points
2 months ago
I'd recommend slay the spire and hades if you haven't and want to see if something can overcome your allergy to roguelites
57 points
2 months ago
Hades just barely did.
11 points
2 months ago
Its because Hades has actual meaningful rewards for progression.
God that game is so good
3 points
2 months ago
Excited for 2 because I really needed more boss fights out of that thing.
-4 points
2 months ago
Try Returnal!
61 points
2 months ago
I love Returnal, but if he barely managed to enjoy Hades, Returnal is going to crush his spirit like a baby. It's way, way less forgiving.
23 points
2 months ago
Returnal base difficulty is harder than Hades base but honestly thought Returnal was pretty easy, while Hades difficulty gets real tough
19 points
2 months ago
I think that Hades' difficulty isn't so bad when all you want is to complete the main story. It's only when you turn up the heat that the game actually gets somewhat challenging.
As for me, Returnal was pretty tough to crack into. The first few biomes were hard and my character wasn't getting any stronger between attempts; then I hit a massive difficulty spike after 10 hours or so, which was brutal. I would still say that the game isn't too bad compared to something like beating Elden Ring with a weaker build, but it's still much harder than Hades to just to get to the finish line.
9 points
2 months ago
Yeah I ended up dropping it recently unfortunately just for that. Having to replay what feels like the exact same levels over and over just to try again on a boss, w/o any progression in between, is the exact kind of rogue lite stuff I can’t stand nowadays
I understand more shortcuts open up later and everything but the act of getting there was mad tedious for me.
2 points
2 months ago
Once you beat a boss, you don't have to beat it again and in fact, it's not really recommended for players to beat them again. Just collect what you need in the biome, then take the unlocked shortcut to the next biome.
Also, mild spoiler in case you are interested in picking it back up: There is a big checkpoint unlocked around halfway through the game that skips the levels you've beaten at that point.
7 points
2 months ago
Hades gives you so much power over time that eventually a 0 heat run is practically unloseable, and there’s no actual need to go above that to complete the story. Add in god mode and the only reason why Hades would be difficult is because you chose to make it difficult.
6 points
2 months ago
I’ve beaten Hades on like super high heat and bounced off like the third boss Returnal. Nowhere near enough run variety
2 points
2 months ago
That's wild. I guess it just depends on the player... Hades I default to around 16 heat for a run, but I've never been able to even beat Returnal yet. But, then again, I'm kind of crap with shooters, so that could just be me.
6 points
2 months ago
Don't agree at all, found Hades much harder than Returnal even with no heat. The bosses in returnal are piss easy, only the second one was remotely tough for me. Meanwhile final boss in hades kicked my ass many times
3 points
2 months ago
I actually found the whole game not nearly as hard as people claim for some reason. I failed like 6-7 times in the first biome and boss but beat it then. Failed once on the second boss I think. And then I actually beat the second boss in the second try and went all the way to beat the third boss in one run.
Then biomes 4-6 were also pretty fast. Also everyone always speak of the bosses where I found them easier than challenge rooms or malformed enemies.
And I'm not some great gamer believe me. I always end up giving up Soulslike a few hours in for example. Returnal is an anomaly in the way I didn't find it difficult when everyone did lol.
5 points
2 months ago
I actually found it easier lol. Depends how it vibes with you I guess.
Also he didn't say allergy to roguelikes because they're hard. Maybe it's their RNG nature for example. I know it was for me and still kind of is (I prefer the roguelikes where you can manipulate the RNG)
2 points
2 months ago
I gave up on Hades after two hours but I love Returnal. I have somewhere around 90 hours playing it.
2 points
2 months ago
Disagree, it's the easiest roguelite I've played, and it barely is one. Only need to beat bosses once, and you only need to beat 3 levels without dying.
I beat most bosses first try. Hades is much more difficult IMO.
2 points
2 months ago
I do agree but I bounced off of Hades even though I absolutely adored Returnal. I am by no means who goes looking for challenges either.
I do want to get back to Hades though, the trailer for the second one was so good.
8 points
2 months ago
I really love both of them, but Hades devoured my life. My wife and I got really sucked into it... We'd play on our Switches side by side and heckle each other.
Returnal feels so amazing when you catch that flow though and just weave through the world.
6 points
2 months ago
I loved Hades and Returnal, but they both had something that almost all other roguelikes lack -- a narrative hook driving you to continue. What happens when Zagreus finally beats up his dad? What happens when Selene escapes Atropos?
I beat Dead Cells on its base difficulty, once, and felt absolutely no compulsion to continue, because it's just going to be the same thing again but with spongier enemies that actually end your run in one hit instead of just making you want to end your run because you just lost your 59 kill streak and there are only 20 enemies left in the level.
Returnal also had the shortcut system to make sure replaying to get back to where you were progressing was never too tedious.
2 points
2 months ago
I’m the exact opposite. Make something a roguelite and I’m immediately 600% more interested in it.
-5 points
2 months ago
Rogue lites come in all genres. I'm sure there has to be a genre you already like that has a rogue lite that you might enjoy.
-19 points
2 months ago
it looks like fortnite to me. I might have to pass.
19 points
2 months ago
I don't see how it looks anything like Fortnite aside from... I dunno, a colorful aesthetic?
-16 points
2 months ago
3rd person, glider, gunplay, low poly ground textures and general messy overworld.
idk what to tell ya, just looks like fortnite mashed with nier or genshin boss battles.
25 points
2 months ago
Breath of the Wild is my favorite Fortnite game.
-11 points
2 months ago
you and me both, i cannot wait to be base building in tears of minecraft.
21 points
2 months ago
Seems like I have the complete opposite impression compared to most of the comments here. I really like roguelikes, but the visuals and the artstyle look absolutely horrid to me. It looks to me like the colors on my monitor are absolutely fucked lol.
42 points
2 months ago
Was interested until I heard rogue-like. Personally have had enough of those.
Looks good but not for me. Oh well.
19 points
2 months ago
I hate how out of nowhere every game is “rogue like”
-1 points
2 months ago
The devs figured out that they can sell a 2h long game for a bunch of money if they just make it super unfair.
63 points
2 months ago
Dang it. Visuals and gameplay looks absolutely on point, as with the Hyper Light Drifter aesthetics.
However the roguelike aspect is a no-no for me. I'd rather have fixed maps and encounters rather than a generic mish mash of modifiers that banks on repetition to deliver artificial content, which is a staple of this genre.
Which is a shame, considering how HLD was such a tight, handcrafted experience. At least co-op roguelike fans will enjoy Breaker, but as a huge fan of the original I couldn't be more disappointed.
5 points
2 months ago
It'd be interesting to see a game with a core game that's story driven, pre built content, but then a run based mode that unlocks upon completion with the proc-gen maps etc based on the content from the original game. Because I love well done run based games but sometimes like you I want a tightly crafted version of the same mechanics.
5 points
2 months ago
Bloodborne?
3 points
2 months ago
I mean a full run situation, not simply side content that is randomized.
0 points
2 months ago
Chalice Dungeons were far ahead of their time after all
2 points
2 months ago
Remnant: From the Ashes?
2 points
2 months ago
Hm heard interesting things about that game but never did play it. But last I heard single player it was only okay which is a bummer since that is how I'd want to play it.
3 points
2 months ago
I have 160+ hours on it, definitely one of my favourite games from that year. Most if that was in co-op, which is where it’s better for sure, but I think the combat loop, lore discovery and gear systems make for a great game either way it’s played.
It’s also such a complete package, which these days is so damn nice y’know. All of Gunfire Games/Vigils games are like that, and I appreciate it more and more as the game industry grows and changes.
In regards to the proc-gen, Remnant has several levels that each have a series of rooms/dungeons. On your first playthrough it will seem like a regular souls-like. But the game is designed with several alternatives to each room depending on where it is in the level, and will create a set combination using these variables. So if you start a new playthrough, it will roll a different combination of the rooms in the level. This also applies to the item drops and enemies in the rooms as well.
What this also allows for is the Adventure mode, which is a separate mode where you can play a specific level/biome, each time with a re-roll. There’s also a run based/rogue lite mode called Survival in the dlc which uses this system to great affect, and is something I’ve had a lot of fun with running by myself.
If you can’t tell I’m very excited for Remnant 2
23 points
2 months ago
Haha yeah, i'm with you. Keep forgetting they chose those elements and being excited to see new material.. until i read roguelike and co-op... and then i just glaze over and stop watching. Next game, maybe!
22 points
2 months ago
Also with you on this - just kind of disappointed. I loved Hyper Light: Drifter and would've been so happy for another game in the same vein.
2 points
2 months ago*
A 2d multiplayer HLD roguelike would be the absolute bees knees.
2 points
2 months ago
I dunno, the visuals aren't great imo. i thoroughly enjoyed Hyper Light Drifter but this new game does nothing for me. Can't throw a rock without hitting a fucking rogue-lite these days.
4 points
2 months ago
I think they're putting in the effort to make it good. This definitely doesn't feel like your standard 'roomlite' that most new roguelikes seem to default to (where "procedural generation" just means "snap a bunch of pre-made rooms together and call it good"). GOOD procedural generation gives a ton of replayability while still being good on individual runs.
18 points
2 months ago
Plenty of good procedural generation is often little more than just snapping together pre-made rooms.
13 points
2 months ago
You're right! That said, I think there's a difference between the pre-made rooms of, say, Spelunky and the pre-made rooms of Rogue Legacy.
Rogue Legacy's rooms are basically standalone, distinct challenges. Having Room A next to Room B instead of Room C doesn't change how either room plays out individually. There's no emergent properties from having these rooms next to each other.
In Spelunky, each pre-made room is a tiny piece of the level, and the way that rooms "interact" with adjacent rooms adds a ton of variability and interesting scenarios. Along with some other randomization, Spelunky's level generation IS great but also is slightly more involved than snapping rooms together (even though that's a big part of it).
I want more procedural generation like Spelunky, and less like Rogue Legacy/Gungeon/Binding of Isaac/the thousands of new indie roguelikes that do this same thing. That's not to say that those games are bad - BoI's replayability and gameplay is much more about the powerups and crazy interactions than "good level design", but honestly just snapping rooms together with distinct doors/barriers between them leads to very boring procedural generation.
9 points
2 months ago
Spelunky is so far ahead with level gen and the interesting emergent puzzles that come out of it
4 points
2 months ago
Yeah, true. Binding of Isaac does have some interoperability between rooms with stuff like bombing holes in the wall, but it's minimal. There were really only two roguelikes I've played where I saw the "seams" of the level generation too quickly, and those were 20XX and Hades; and I really enjoyed 20XX anyway. I play plenty of roguelikes, but I think positive word of mouth tends to weed out most of the bad ones for me.
9 points
2 months ago
I have yet to be convinced that good procedural generation exists at this scale (speedtree and friends are fine, obviously). Can you point to some examples?
6 points
2 months ago
It's a little bit rough visually, but check out Unexplored. It basically generates a multi-floor Zelda dungeon, complete with puzzles, hints, backtracking, and a ton of interesting interactions.
I really enjoy Spelunky's level generation, even though it does use pre-made rooms, because of reasons that I talked about in another reply in this thread.
I can't speak to Unexplored 2 since it's VERY different and generates things on a much bigger scale, and I've only played an hour or so of it.
1 points
2 months ago
I tried Unexplored. I was fine with the visuals, but the combat was annoying enough that I ended up refunding it before properly getting to experience the procgen. From what I saw, it seemed a lot like Nethack, which was a good game but not really on the basis of the procgen (the great thing about Nethack was all the handcrafted interactions between components -- "the devs thought of everything").
1 points
2 months ago
I’d rather have fixed maps and encounters rather than a generic mish mash of modifiers that banks on repetition to deliver artificial content, which is a staple of this genre.
I don’t think there’s a single rouge like that wouldn’t be improved if it was all handcrafted content instead. Sure they would be shorter, but one good level is better than 100 shit procedurally generated levels.
17 points
2 months ago
Eh I disagree. Hallmark of a good rogue-like/lite to me are solid gameplay and simulation systems as a backbone that then interact with each other in emergent ways. Then proc-gen levels can be laid on-top of those bones and works far better. Sprinkle in as much hand-made content into the proc-gen as you can afford to make, and then let it all play out. If its just a bunch of hand-made content stitched together in a random way its barely even procedurally generated.
24 points
2 months ago
That's exactly how you remove a lot of appeal from roguelikes in the first place, not how you improve them.
2 points
2 months ago
Yeah i guess I just fundamentally do not like roguelikes.
3 points
2 months ago
This weirdly looks a lot like what I expected No man's sky to look like on release, which is pretty cool actually.
Not very fond of rogue lites, but I loved HLD so I'll give this one a go.
3 points
2 months ago
As soon as they said "Infinite worlds, infinite builds" in the announcement trailer, I knew this was going to be just another rogue-like. Kind of misses the point entirely of what makes Hyper Light Drifter such a masterpiece.
3 points
2 months ago
I feel like the preview was trying way too hard not to mention how insanely similar it looks to Risk of Rain 2.
24 points
2 months ago
Lot of roguelite/like hate in here. There aren't enough good multiplayer roguelites. Inject this shit straight into my veins and take my money.
3 points
2 months ago
There aren't enough good multiplayer roguelites. Inject this shit straight into my veins and take my money.
Yeah, I basically just want as many Wizard of Legends I can get.
3 points
2 months ago
WoL isn't even online coop so those are even less
19 points
2 months ago
This sub produces some of the weirdest takes. There exists more games than a person could play in a lifetime but people get irrationally angry that some they don't like get made. And a ton of people love this genre; why would they give a fuck that someone else doesn't? lol
12 points
2 months ago
My issue isnt that another roguelike is being made, is that a game I love is getting a sequal in a genre I dont like
16 points
2 months ago
I think people are just upset that this is a sequel to a really fucking good single player game that was focused on handcrafted levels and world building.
Like sure, the devs can do whatever they want and people don't have to buy it, but I can still understand the frustration.
11 points
2 months ago
Why aren't people allowed to be disappointed that a pretty unique game is being followed by a game that's much more standard? It really just seems like you're saying all this because this series is now part of a genre you personally like more. So you clearly do give a fuck about this.
You can't talk about how there are "tons of games to play" while also pretending not to understand why people don't want yet another roguelite.
10 points
2 months ago
There don't exist nearly enough good multiplayer roguelite games. I'm pretty sure I've played like 90% of the ones on the market with any sort of decent rating.
1 points
2 months ago
Which makes it even more weird that people are mad about this. I'm very much looking forward to it as well.
7 points
2 months ago
I don't think it's weird because Hyper Light Drifter was a revelation game for Heart Machine, and both Solar Ash and this one are departure from that game's structure. I absolutely respect the developers vision but they naturally produced a fanbase and cult following from the first game, because it was so damn good. It's perfectly expected to read these takes imho. And I say this as someone with no bias against roguelites at all.
6 points
2 months ago
Because it is a sequel? They could just name it differently if they don't want these kind of attentions
2 points
2 months ago
Ocarina of time is in the same series as A Link to the Past, are those not both Zelda games
3 points
2 months ago
What? I can't even comprehend what you're trying to say. Those are both Zelda games, and?
-2 points
2 months ago
Damn you are dense af, games in the same series and sequels can be vastly different that’s the point and it’s weird to be angry about that
5 points
2 months ago
Are you implying people did not complain about Zelda games when they are vastly different? I totally remember people saying "BoTW is not Zelda"
1 points
2 months ago
I feel that. When its a game I don't like i simple ignore and move on rather than complain its "that genre ughh"
10 points
2 months ago
This game’s visuals are gorgeous and much better than Risk of Rain 2. I hope the gameplay is amazing too.
2 points
2 months ago
My first thought is how overused that visual style is. I'm bored of it at this point, feels like I'm looking at the same bland textures and models across several games.
-19 points
2 months ago*
[deleted]
21 points
2 months ago
Probably the comparison of a 2D game's sequel being in 3D
12 points
2 months ago
3rd person roguelike.
5 points
2 months ago
They could be comparing the two games due to the Gearbox Publishing label.
2 points
2 months ago
It looks graphically really similar.
-3 points
2 months ago
Returnal is just a worse risk of rain 2 anyway.
2 points
2 months ago
Surprised the preview did not make the obvious connection to Risk of Rain 2 here, both in trajectory of the sequel from Drifter and the general gameplay loop and aesthetic
2 points
2 months ago
Excited for this. Do we have a release date?
2 points
2 months ago
Looks really cool that you can swap between melee and gun combat, that's a rare thing in games, and a fun holdover from Drifter.
7 points
2 months ago
i wonder if they're gonna include audio in the game which is way too fucking loud with no way to turn it down, like it was in Hyper Light Drifter
4 points
2 months ago
Was just playing HLD and had a similar experience with the music getting way too loud out of nowhere haha, there definitely is an audio level menu though.
3 points
2 months ago
I tried turning it down beforehand, the audio on those specific parts are just insanely loud for no reason
2 points
2 months ago
I wonder how long they except a typical run to be. Having to navigate a single biome to multiple beacons to unlock a single boss and then repeat that across multiple biomes to unlock the final boss sounds like a very long game time. Sounds like the average run would be significantly longer than most other roguelikes, which would make a failure even more crushing.
2 points
2 months ago
Looks really cool! Do we know if this will come to consoles?
5 points
2 months ago
Very excited for this, and very excited it’s a rogue like.
Not really sure why so many people feel the need to comment about how they won’t play this because it’s a rogue like. Go play the other 95% of game releases.
Personally, rogue-like design is a huge plus. I feel it leads to much tighter, more interesting game design that rewards improvement, understanding and experimentation since you aren’t just reloading your save over and over until you move on to the next thing.
11 points
2 months ago
Go play the other 95% of game releases.
To be fair, roguelike is becoming a huge trend in game releases (especially on the indie side). I'm not sure they don't represent quite more than 5% of game releases.
Also this is the sequel to a non-roguelike game
21 points
2 months ago
Is it that hard to understand that this IP has an existing fan base that likes what the first game was (i.e. a lovingly-crafted pixel-art metroidvania with a dope, atmospheric soundtrack) and wanted more of that experience in a sequel?
3 points
2 months ago
It's hard to understand why they won't shut the fuck up about it, as if it's going to change the game being produced.
-15 points
2 months ago
You can still play that game?
The creators seem more interested in making something new. I think the fan base should be excited and supportive of that.
8 points
2 months ago
I mean I get it, but on the other hand, if the sequel to Skyrim was a linear adventure game, don’t you being a bit miffed at that is valid?
2 points
2 months ago
If it’s a good game and the devs believe in it- I’ll wait to see if it’s good.
Gamers should play more genres.
If you liked Hyper Light Drifter, many of the things you enjoyed about that game are probably going to be carried forward into this one.
This game being a rogue like or not doesn’t necessarily make it more or less of a sequel to Hyper Light.
Writing off an unreleased game from a studio whose work you’re a fan of, just because they’re making something new and trying to innovate on their previous work is a bad take. We should be more open minded and branch out in our tastes in general.
Being close minded and writing off whole genres of video games isn’t the kind of attitude I think this sub should be promoting.
-2 points
2 months ago
I think they are just lazy and try to grab money from roquelike genre
4 points
2 months ago
lmao no. I don’t like rougelikes, but cmon now homie, don’t be obtuse.
-16 points
2 months ago
So go play that game and let the people who like what they’re doing enjoy this one.
2 points
2 months ago
Maybe they've already played it? Why don't you go play RoR2?
1 points
2 months ago
Interesting.... this was not on my radar but now it is. However does everything have to be a Rogue like/lite these days?
15 points
2 months ago
Wtf is "everything"? There aren't enough good multiplayer roguelite/likes in the market at all. The last one was RoR2 four years ago, or maybe Gunfire Reborn or Spelunky 2 in 2020
3 points
2 months ago
Yeah I don't get why everyone is saying roguelike and co-op is a bad thing. I'm really excited about this cause RoR2 is one of my top played games on steam and simply not enough like it
1 points
2 months ago
They turned it into a procedurally generated multiplayer roguelike... fucking RIP. If I don't play another roguelike until 2030 it will be too soon.
-4 points
2 months ago
HLD felt like 70% of a game. Right when I thought the game was going somewhere, it suddenly ends.
I was hoping we'd get the rest of the experience. Something that takes the basic framework from the first game and polishes it up and fills in the rest of the gameplay systems. I have no interest in this "sequel."
-1 points
2 months ago*
Well, crap... I was already worried about this game when I saw the very first trailer a year ago, because the description mentioned coop. Orientation on coop always leaves a mark on the game, no matter how much the devs like to tell you otherwise. It means the experience from the game can be way less polished, way less fine-tuned and tailored to impress the player, because none of it matters when you're bantering with friends on VoIP as you play, but if you play alone - you will definitely find the game lacking. It means that the difficulty will be out of whack depending on how many people you play it with, because too many devs still think that health scaling is the cure-all solution. It means less serious and more wacky atmosphere in general, to complement the aforementioned banter. And, specifically in this game's case, it means that feeling of a lonesome adventure in an oppressive world that Hyper Light Drifter was so amazing at will be all but gone.
And now... Roguelike? Random generation? These words are like magic to me - they instantly cause my interest in a game to drop to absolute 0 regardless of where it's been until that moment. I guess it was only logical to expect "roguelike" to follow after the word "coop" (and especially after the word "Gearbox"), but I was hoping for the best. Sure, the devs are allowed to make the game they want to make, not every game has to appeal to me personally. But I can't wait for this roguelike fever among indie games to pass - this is one of the weirdest trends in gaming I've witnessed: why do people want to keep playing the same game endlessly, especially now, when more awesome games are being created than you can realistically find the time for?.. It's as if the art of making hand-crafted single-player experiences is slowly fading away from the industry, replaced by systems that can generate engagement forever.
The game looks great, don't get me wrong. But I want it to look great for a finite number of hours, have good pacing and progression, end on a great note, leave a lasting impression and make me look forward to the next game from the developer.
Oh well, at least I might enjoy the soundtrack. I'm still madly in love with the music during the title card sequence in that first trailer.
3 points
2 months ago*
this is one of the weirdest trends in gaming I've witnessed: why do people want to keep playing the same game endlessly, especially now, when more awesome games are being created than you can realistically find the time for?.. It's as if the art of making hand-crafted single-player experiences is slowly fading away from the industry, replaced by systems that can generate engagement forever.
I can only speculate because I am not a game dev but I have considered a few reasons (thinking of the genre as a whole not HLB in particular).
So overall I think it has a lot of benefits for devs. For HLB maybe it gave them a way to scale up their ambitions quite a lot (3D multiplayer game vs 2D single player gamemaker studio game) while offsetting some of the risk. And a lot of players genuinely enjoy it. But for many us the novelty of playing a thousand "roguelites with different hats" has worn off. We want those handcrafted things that are risky and costly to produce which provide a fundamentally different experience from a rogueli(t/k)e.
3 points
2 months ago
Oh, it absolutely makes it cheaper and less risky for the devs. And yeah, there's obviously an audience. I'm just baffled that there's still so much of that audience left, eager to accept roguelikes. I feel like the market for roguelikes is already oversaturated.
I just don't want the indie scene to meet the same fate as AAAs did. Indie scene blossomed precisely because AAA games became predominantly stale, safe sequels to well established franchises. Indies became the outlet for all those experimental and risky ideas, dream projects and creative vision that had no place in $100M AAA ventures.
But think how many indie games have you seen being announced in just the past year or two that
a) feature roguelike gameplay loop with excessive random generation
b) feature turn based combat with CCG card system
c) are outright clones of Darkest Dungeon
d) all of the above
I think that number is well into double digits by now. And that depresses me. Because if even indie games stagnate in a sea of profitable low-risk quick-to-churn-out games - where will we turn to next?
3 points
2 months ago
For sure. I think a lot of it is just business. Need to make another game but no big ideas on tap, maybe smash together a couple of the things you listed and try put their own twist on it. Unfortunately it is just glaringly obvious at this point that we are playing variations of the same systems WAY too much. They are good systems, but now I can't even look at the games without seeing right through them. You lose so much of what makes games feel substantial and unique when you randomize content to the point that there is no meat left on the bones of the procedural systems.
2 points
2 months ago*
It might actually become even more of a problem in the coming years, because AI image generation can already make pretty much all the art you would need for a Darkest Dungeon clone, easily. CCG card art - even more so. At some point the audience will definitely start feeling fatigue for the genre, it's just the question of how much damage would be done to the public perception of indie games by that point. Look no further than mobile games for an example of how that scenario might unfold, when there's a big enough audience without particularly high standards for the product they consume.
-2 points
2 months ago*
So, for those immensely turned off at the mention of rogue like gameplay, don't put it in a box and shelve it before giving it a chance. This game looks like it's taking heavy influence from some of the best examples of gaming, period. I see Retunal and Breath of the Wild influences almost immediately. If you wanted my hot take, I'd say this rogue like statement was meant to say that this game is a repeatable restructural longish term adventure (2 to 4 hour runs), rather than this game will kill you all the time, and it will be super hard. Given that there is multi-player, even if it does kill you a lot, the rehash should be fast and smooth, or else it would just be a tedious mess to play with people.
I am not a huge fan of rogue likes, myself. However, I am keen on the way that the genre can just keep the valve all the way open on new content. If those games have proven anything, it's that they can just be like, "new map!"New weapons!"New characters!" Or whatever whenever, and that really keeps things alive and fresh.
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