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I really enjoyed that style of rogue lite, which was briefly the standard before the genre morphed somewhere around the time of rogue legacy. Which I also quite enjoyed to be fair, if for its novelty more than the change in philosophy it came to represent.
Games start out close to impossible to beat, so you need to play more and more, unlock things, learn things, find things until you can beat it.
Just as a minor correction on a point of fact, this is not accurate.
The games that popularised the rogue lite genre (and term) were things like FTL: Faster Than Light and The Binding of Isaac. These do not have the system of meta progression based on upgrades. You unlock variants, not explicit power ups.
The term "rogue like" means what it says on the tin - there was a 1980 video game called "Rogue", which was typified by certain features, such as:-
- Permadeath
- Turn based
- Square grid
- Resource Management
- Procedural Generation
A "rogue like" is a game that is like rogue - it more or less has these features.An often quoted, but non-authoritative codification of these factors is the so-called "Berlin interpretation".
Hades 2 has some of the core features - Permadeth, resource management and procedural generation and lacks others. So it falls into the not quite a rogue like, but nearly a rogue like bucket - "rogue lite".
Meta progression is very commonly found in rogue lites these days, having been popularised by games like Rogue Legacy, but it is not in any way inherent to the genre or design. You can find the occasional rogue like that has meta progression too, such as Dungeonmans.
yeah FTL is an other good example, unlocks, progression, but the game is very possible to beat the first time you play it (while you will probably not beating it, it is possible and every run can be cleared).
not really, it's not the point, the point of a roguelike/roguelite is the replay value, and the huge variance between run, that require global knowledge and skill, and you have a very satsifying sensation of progression all along the way.
With new roguelite design style, it's not the case anymore, many roguelite are pretty easy but impossible at the start, because you have to grind on and on then you are able to clean the game, then the content expand and the game become more difficult, but the first "clean" is most of the time a huge stats/grind check and i really hate that because I feel like it's a pure waste of time and there is no real progression exept a stats grind. Because the game is balanced around maxxed stats and it's stupid. You should start with maxxed stats and having to learn and actually get better instead of just a stats check.
Dead cells is an other good example, and better balanced, because you have unlocks and stats check, but the game is pretty easy at the beginning, and becomes really hard after with big difficulty modes, alternatives routes and bosses.
Sorry if I sound salty and very passionate about it, I'm more and more exhausted of seing good games or good base idea ruined by laziness or poor games design. Recent video games are really disapointing and I hoped for a big change for hades 2 but at the core the game stay the same, very difficult at the start because of stats checks and you have to farm to be able to pass the first run.
I don't understand, as roguelite are mostyl gameplay based and the point is to do runs and trying to do win streak, challenge runs, get hard unlocks etc...
I know hades is very story based but it's not the case for a vast majority of roguelite but they have the same issues lol (game is impossible to beat and you have to pay the grind tax)
The definition at this point is up to opinion old school gamers that played rouge-likes before they became super popular might feel like u and newer once that started with binding of isaac will see it as most people where upgrades is the diffrence theres some smaller diffrences too but gatekeeping the whole genre when most people agree that the old definition off what makes a rouge-like is outdated is just weird
Even as you are gaining upgrades, there is an implicit challenge - how few of these will you need to win?
It lets you actually learn the game and practice as you advance before it expects you to be a master of it. Whereas a pure rougelike expects you to be a master out the gate and you better beat your head against it before you can get there.
If you want the pure hardcore challenge of beating it with pure skill alone, you don't have to ever buy an upgrade. Its not an impossible difficulty level, people do win fresh save file runs.
It's understandable if you don't like it, but to not understand why it's popular is to be dense.
Ironically, I'd argue that FTL is far more impossible to beat the first time you play it.
I mean, I still haven't beaten FTL.
Meanwhile, you can technically kite to victory in every encounter in Hades 2.