Clear
CliffyB's Cock Holster
The narrative also works against the roguelite design with the reset in the middle and there are other lacing elements (itemization, small variety in rooms, upgrade caps, etc.) that made for a weaker roguelite and showed some of the budgetary/time constraints to get the product out the door. Some of that can come down to a matter of preference and design decisions around the difficulty curve. It's certainly not a bad game and not a bad first effort for the genre, but it's easy to see why some can be critical of the roguelite implementations. It was also a little content poor at launch. Hats off for the post-launch support, but $70 is a lot more expensive than most other roguelites. I don't really blame Housemarque for that decision though.
I guess the difference is I didn't come in with a lot of baggage as to what a constitutes "a good rogue-lite". I literally could not have given less of a fuck about the points you mention because I was judging it in the context of the game as an experience in itself.
To be honest, even after loving Returnal I've never had the slightest inclination to seek out and play other Rogue-lites. I get the concept of it as structural device, but I don't find it a particularly appealing "hook" in itself. Its a framework or structural convention that can be applied lightly or in an all-encompassing way. What appealed to me was the execution of the combat-loop/traversal/etc, the audio-visual design, and it having a narrative that resonated with me to the extent I was thinking about it days later.
The point I'm getting at, is without the framing of expectations for a game in that genre, its "rogue-liteyness" is irrelevant beyond the way it reinforces the themes of the story.
Last edited: