![]() ![]() Given the themes, I couldn't help but compare Rogue Legacy with Shovel Knight. That's when you know you went overboard with projectile spam. I also had some weird issue where I entered one room that seemingly had so many enemies firing projectiles and exploding that the music and sound stopped playing, the game crashed the system when I tried to quit to the dashboard to relaunch it, and I had to reboot my PS3. There are small things here and there (enemies getting stuck, as the Spelunker you can see chests on the map that don't have rooms connecting to them, tiles not lining up, enemies you can't hurt, etc) but its main problem is that it kept crashing my Playstation when I'd go to quit or turn off the system. The blurry filters for when your hero has vision problems are fine, but there are monochromatic ones, neon, or sepia toned filters that make you squint and it makes the game a pain to play. ![]() Given the nature of the game where it's designed to make you play it over and over and over, you tend to play quickly, so changing the enemy levels across rooms without giving you any kind of an indication feels cheap. So you could fight a skeleton in one room and kill it in a single hit, but then you go one room over and now it takes multiple hits. The enemy types all look the same, even if they're different levels. New Game++ is disheartening because having the screen fill up like a bullet hell shooter isn't fun. Dying in a fight with a skeleton or a knight or even a wolf still leaves you with some satisfaction, but dying because an off-screen enemy snagged you with a bullet always feels anti-climactic and a bit of a rip off at times. The normal melee combat is great and fun, but so many of the enemies are only a threat because they can fill the screen with bullets. Not just with the mages, but the game really leans heavily on projectile spam. Some enemies are designed to fire through the walls and that's annoying enough, but the mages' projectiles are normally destroyed by hitting something, but if the enemy is right up against a wall, the spell will travel through it. You take a lot cheap hits from enemies firing through walls. Gameplay-wise, there were a few things that rubbed me the wrong way, but nothing that can't be cleaned up in a sequel. Even if I was having a lousy run, if I came across a new story piece, that made the whole run worth it and made me happy again. The story pages are found in order so you don't have to worry about missing any and they can be a nice bonus to stumble across. I normally despise games that tell their story by the player having to find audio logs or dropped documents, but given RL's random nature, it makes sense. It's a light and un-intrusive narrative, but it manages to keep you guessing and looking forward to seeing it unfold. ![]() The story is really good and I like the way the game tells it. There's immense satisfaction in having a good run and amassing some gold, going back to town, sinking all your money into upgrades, and then hitting the castle again and slaughtering rooms full of enemies that were pushing you around minutes ago. You're weak, you can't give or take hit, you don't feel like you're making progress, and your attempts are over in a few rooms, but as you start unlocking equipment and upgrades, the game becomes a lot of fun. The way it's designed, the beginning of the game is awful. I'm a huge fan of Symphony of the Night and Rogue Legacy is basically SotN where the castle rearranges itself every time you die.
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