Streets Of Rogue
Streets of Rogue is a rogue-lite about player choice, freedom, and anarchic fun, developed by Matt Dabrowski. The game takes inspiration from fast-paced top-down rogue-lites like Binding of Isaac and Nuclear Throne, and adds free-form, experimentation-driven, emergent gameplay elements of RPGs like Deus Ex.
Streets of Rogue
Streets of Rogue is a rogue-lite about player choice, freedom, and anarchic fun. The game takes inspiration from fast-paced top-down rogue-lites and adds free-form, experimentation-driven, emergent gameplay elements of immersive sims and RPGs.Rather than taking place in a dungeon, the game is set in a functioning, procedurally generated city, where complex AI informs denizens from all walks of life, who are just trying to get by in their daily activities.In order to progress, the player will need to accomplish specific mission goals in any way they see fit through the use of their special character traits, items, and the environment.Will you play as a soldier who shoots first and asks questions later?A stealthy doctor who uses chloroform and tranquilizer darts to take down the opposition?Or how about a gorilla, rescuing other caged gorillas to form a small mobilized gorilla army?
Streets of Rogue is a roguelite video game developed by Matt Dabrowski and published by tinyBuild for Linux, macOS, Microsoft Windows, Nintendo Switch, PlayStation 4, and Xbox One. It was initially launched in early access during 2017, and was fully released on July 12, 2019.
You can also go rogue together with some friends in up to four-player co-op, split-screen or online. Mixing and matching the strengths and weaknesses of different characters together for all sorts of mayhem.
@Aneira Actually there are very few of these games. A lot of the games being called roguelike and roguelite contain very few of the elements that make up the genre. Mostly it's just procedurally generated levels and/or permadeath. It's like calling Super Mario Bros. a first person shooter just because he can throw fireballs at times.
I really wanted this to be a roguelike Streets of Rage when I read the name. Is this another one of these games where the bosses are obnoxious bullet hell spamfests? That killed Gungeon and League of Wizards for me the latter disappointed me so much with that I successfully got a refund from Nintendo for it.
Let's be honest, rogue-likes have always been a mediocre sub-genre featuring multiple antiquated mechanics that have aged very poorly compared to modern gaming, especially when they insist on using ugly 8-bit style graphics like are seen here.
I honestly wonder if some of the people commenting here read any further than the word "roguelike." This game is nothing like Isaac, Gungeon, etc, except for the fact that it has Permadeath and randomly generated levels. The levels aren't mazes where you walk into room, kill every enemy, and walk into the next room until you fight a boss, go to next level, and repeat everything. They're miniature open worlds, closer to GTA or Retro City Rampage than anything else, and full of main quests, side-quests, and completely optional stuff to do. See a safe in a building? Break in and rob it. Or don't. Want to buy an expensive item from the shopkeep, but don't have enough money? Go to the casino and try your luck. Or don't. Hell, depending on what character you play, what missions you get, what NPCs you meet, and what items you find, you may never have to throw a punch or shoot a bullet if you don't want to.
Streets of Rogue is a rogue-lite about player choice, freedom, and anarchic fun. The game takes inspiration from fast-paced top-down rogue-lites like Binding of Isaac and Nuclear Throne, and adds free-form, experimentation-driven, emergent gameplay elements of RPGs like Deus Ex.
Streets of Rogue is a rogue-lite about player choice, freedom, and anarchic fun. The game takes inspiration from fast-paced top-down rogue-lites and adds free-form, experimentation-driven, emergent gameplay elements of immersive sims and RPGs.
Streets of Rogue isn't the cheapest of rogue-lites available on the eShop, but years of developmental evolution in Early Access have resulted in the final product making it to Nintendo Switch, and while we do feel the asking price is a tad high, the amount of content you get far surpasses what you're probably expecting. RPGs are at their best when they give you a world where you can be anyone and do anything - Skyrim has built its legacy on that very concept - so if you want to be a werewolf, or a scientist, or a bartender, then this is the game for you.
Game Rant spoke to Dabrowski about the development challenges associated with crafting an ambitious sequel, such as changing graphical styles while capturing the soul of the original game. He also shared his insights on what makes playing and developing roguelikes so appealing.
Dabrowski believes that a tremendous degree of variance in a single playthrough is the hallmark of a satisfying roguelike. Every run feels different from the one before it, not only because a player refines their skills, but because the basic terms of the game change. Whether organizing divine boons into specific builds with Hades, changing classes and perk combinations in the original Streets of Rogue, or exploring a new permutation of perpetually changing environments in Returnal's Atropos, smart procedural generation allows developers to deliver on the promise of a fresh experience every time.
In a genre thick with competition, remixing content within the same constraints often won't cut it anymore. It takes a novel premise to elevate the now-common promise of endless possibilities. Fortunately, the open-world style of games like Skyrim and Stardew Valley merged with the anarchic energy and characterful classes of Streets of Rogue sounds like a winning formula. Yet to leave a mark on the industry as a whole, great roguelikes need at least one more ingredient.
Dabrowski said "if you can beat a game on your second run, you have a problem as a developer." While Souls-like games demand mastery via memorization, the development of hand-eye coordination, and a great deal of patience, roguelikes reward improvisation and tactical exploitation of the title's mechanics. If victory becomes a foregone conclusion, players have no motivation to experience the variety on offer. Failing is part of the appeal in roguelikes. Mastering their loops is (usually) less focused on refining coordination, and more about learning how to take advantage of the game's systems.
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