The Steam Going Rogue Sale

Steam is having a sale for a few days on roguelike and roguelite games, as well as “Souls-like” and “metroidvanias.” They published a page defining each of the terms, which I don’t entirely agree with, and by featuring all of them in a sale called Going Rogue they seem to be purposely conflating these terms, which annoys me a little, although there are plenty more concerning things going on in the world right now. (Especially metroidvania, which really has almost nothing to do with roguelikes.)

I give some better definitions down below, but in the meantime let’s have a look at some interesting items in their sale:

Rogue Legacy 2 (20% off at $19.99): The first Rogue Legacy was a surprisingly long time ago! It was an important exploratory action-adventure game with randomly generated areas. Player death was an intended part of the game: after a character dies, for the next game the player picks one of that character’s offspring, which has different, randomly-generated characteristics. They could also use money found on the last run to upgrade a town, to provide new characters services before they entered the dungeon. Rogue Legacy 2 looks like it continues the tradition.

Slay the Spire (60% off at $9.99): If you’re tired of buzzwords then you might be wary of a game that says it’s both a roguelike and a deck builder, but I think they’re two concepts that fit together pretty solidly-which recent years have proved well enough. This may have been the first of the type. It came out in January 2019 but is still rated Overwhelmingly Positive on Steam, and that’s worth something.

Peglin (10% off at $17.99): It’s one of the newest games in the sale, a combination of roguelite play and Peggle-like pachinko. In the future, all games will be defined by their likes, so we might as well get started now I suppose. The essence of roguelike games, I believe is in adapting to uncertainty, and a mode of pachinko certainly fits that bill.

Currently there’s also Dead Cells (40% off at $14.99), Noita (50% off at $9.99), Enter the Gungeon (60% off at $5.99), and Streets of Rogue (60% off at $7.99). There’s some interesting games in the metroidvania and Souls-like corners too, especially Bloodstained: Ritual of the Night (60% off at $15.99).

So, about those definitions

Roguelikes got their name during the formation of the Usenet group rec.games.roguelike, for being like the classic terminal-based RPG Rogue. At that time it was obvious what the term meant: turn-based tactical combat roleplaying games with random dungeons and randomized items, usually with ASCII graphics by necessity since they were played in a terminal. In the time since then the importance of ASCII graphics has diminished a lot, but the other aspects are pretty good identifying characteristics. Since roguelikes of this form are still popular in some circles, it feels right to let them have it. Although I should note that one of the people who made Rogue has said that they consider a “roguelike” to be a game that can surprise its creator. (I could well be misremembering this, granted.) Since the Steam page mentions it, I figure I should at least link to the Berlin Interpretation’s definition of what it means to be a roguelike.

Roguelites may have gotten their name from me, back in the days @Play was on GameSetWatch. It’s been like 15 years, I don’t remember that well. I used the term to describe games like Spelunky and Binding of Isaac, which wrapped action gameplay around a roguelike core. Another good term for these is action roguelike. The page on Steam states that the ability to bring elements across games is a factor that could make something roguelite, but there are roguelike games with that aspect: NetHack‘s bones levels, for instance, and Shiren the Wanderer‘s between-play progressions.

Souls-like games take after Dark Souls, which has some superficial gameplay similarities with roguelikes (especially the difficulty and emphasis on playing smart) but really shouldn’t be lumped in with them carelessly.

Metroidvanias are exploratory platformers set in a large world. There’s usually some kind of item-based movement advancement that gates access to later areas. The term was probably coined by Jeremy Parish. They get their names from the 2D Metroid games and the exploratory versions of the 2D Castlevania games-which don’t include the original Castlevania, despite what Valve’s page says.

Revita Takes a Gamble on Story and Difficulty

Revita is another action roguelike to come out of early access recently. And while it does feel like a greatest hits collection of action roguelike mechanics, the game’s principal twist does separate it from the pack but does so in a polarizing way.

Rebirth

The story of the game follows a young boy who keeps waking up in a mysterious tower that he is forced to climb. Standing in his way are various monsters and creatures that represent the stages of grief, hinting at some earth-shattering secrets going on. The basic gameplay involves running, jumping, shooting, and dodging enemy attacks on procedurally generated floors. While the game features set room layouts, what enemies can spawn is entirely random per area/biome.

As with any action roguelike, you’re going to find a number of items that can change how your character behaves and do damage. The first twist of the game is that your health is also your currency. Shops, shrines, treasure chests, and other things will require you to sacrifice your health. As you kill enemies, you’ll accumulate souls that can be transformed into more health or give you more of a health pool.

The sheer number of unlockables is extensive, and I haven’t seen a pool like this since The Binding of Isaac. The different varieties of items can lead to crazy runs, but your skill is still going to be the main factor. As you play through the game, progressive difficulty unlocks will increase the difficulty of runs and add in new modifiers to deal with. Where the game goes with this is somewhat original for the action roguelike genre.

A Difficult Story

For most games, the progressive difficulty is simply there for expert players who are done with the story and just want to keep pushing up the challenge. With Revita, the difficulty is part of the story. Once you get to difficulty level 5, the game will challenge you to perform a specific task to move the story along and unlock even more difficulties and levels to play. This is like The Binding of Isaac which had its share of secrets and additional content. However, you cannot even get anything that would be considered a real ending without raising up the difficulty.Revita the progressive difficulty provides a lot of replay value for people who want the challenge

For those that do manage this task, they will find even more difficulty levels, secrets, and harder challenges to go after. At the time of writing this review, the developer has changed the conditionals for the first set of challenges, which is good due to their difficulty and RNG messing with it. However, if you find that unlock to be difficult, the game has far more in store, and while this does leave the game with plenty under the surface to find, I don’t know how many people are going to be motivated this way.

Pushing Through the Pain

Revita reminds me a little bit of Spelunky 2 and how there is more going on for expert players than there is for casual/core ones. While it does feel nice to know that there is a lot more to this game for someone like me, I do question if there’s enough to motivate someone to make the trek up the difficulty ladder.

The problem is that unlocking the many secrets to Revita is not just about getting good at the game, but also figuring out the conditions for its secrets and being able to execute it with randomly chosen items showing up each run. The base game, or level 0 of difficulty, is on the easy side compared to other games in the genre. If someone plays, beats the game and thinks that is it, they’re going to leave disappointed.

Even with the number of difficulty settings that you can unlock, and there are plenty, the base path through doesn’t feel like there is enough variance in the same ways as Hades or The Binding of Isaac. As with Hades, your starting weapon dictates a lot about how you’re going to be playing over the run. However, where Hades has the different god buffs, or The Binding of Isaac has items that radically change your build, Revita doesn’t have that many that would be considered that run-affecting. In total, there are five main biomes, and two variants of two of them that you will do per run. I’ve found that I was relying on the same basic strategies each run and that they were working.

From an expert standpoint, trying to get through challenges hitless can be frustrating as screen shaking, the camera zooms, and the bullet physics themselves can make it hard to gauge dodging. The bullet physics in the game varies from linear directions to those that have their own simulated physics to them. There were times due to the rng of how bullets behaved that there didn’t seem to be a safe way to dodge them.

One of the more annoying aspects of Revita’s progressive difficulty is that several levels introduce elements that increase the duration of the runs. By the time I was hitting level 10+, a single run would take about an hour, with the combination of the lack of variance, started to wear thin for me. I think I would have preferred fewer difficulty settings but make their differences more pronounced. Some, like increased bullet spawn and enemy speed were a big deal, but it took until shard 14 before I started to see more interesting ones that affected things.

Continuing the Cycle

Revita has a lot of charm to it, and the game makes use of a variety of action roguelike mechanics and systems. If you’re hoping for an example that radically changes the formula in the same way as Hades did, then this game doesn’t go that far. If you’re a veteran of the genre looking for another challenge to dive, or climb, into, then this is a solid entry for the year.

This was played with a press key provided by the developer.

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Link Roundup 5/3/2022

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

Bryan of Nintendo Everything brings us the words of the Mother 3 producer who thinks they know why it’s not been released in English: it has to do with the difficulty in bringing the special qualities of Shigesato Itoi’s prose to a language other than Japanese.

Gabe Gurwin of Gamespot thinks he knows why the Castlevania game reboot failed: the first one fit into the prior story but “frustrated” fans a bit, but the second one sucked. Eh.

Tom Nardi of hackaday brings us the experiences and pictures of Vintage Computer Festival East 2022.

One entire internet has been posting about Ocarina of Time remade in Unreal Engine with a 60fps frame rate. I am told that I should at least acknowledge this. I do so with Marc Deschamps’s mention on comicbook.com. It mentions the fact that Sora from Kingdom Hearts is playable.

Slightly more heartening is a report from Joseph Luster, writing for Crunchyroll, that two tactics games set in the R-Type universe are being remade.

Isaiah Colbert on Kotaku brings us news of Twitch’s plans for improving profits from streaming. Hint: they involve reducing the cut that streamers receive and even more ads! All problems solved! The streamers themselves don’t appear to be thrilled.

Tyler Fischer for comicbook tells us Square Enix plans of reviving the Fear Effect series.

And Lowell Bell on NintendoLife uses speculation about bringing them to Switch as their excuse to mention ten Western RPGs: Ultima (why only the original?), Diablo (it’s already got Diablos 2 and 3), Fallout (Wasteland 2 is there), Might & Magic VI (bring us Xeen!), Deus Ex, Morrowind, Vampire: The Masquerade Bloodlines, Neverwinter Nights 2, Dragon Age: Origins and Witcher II.

Keep Nintendo Weird: Space Station Silicon Valley

The wonderful podcast Keep Nintendo Weird (PodchaserYouTube), which spotlights a lot of awesome and unusual games made for Nintendo systems, recently covered a doozy: Space Station Silicon Valley! One of a pair of games made for the Nintendo 64 by DMA Design before they became known as Rockstar North, SSSV is a clever and charming action puzzle game where you’re a microchip that can take control of robot animals in a rogue space station.

It’s notable for its trademark humor, its inventive gameplay, and a weird bug that, as I discovered personally soon after its release, actually makes it impossible to finish! While the main story can be completed, one of the optional trophies hidden in the levels won’t collect when you come into contact with it, and it was a couple of generations before software patches could be distributed after a game went live, so there is just no way to 100% the game without hacking either it or your save file somehow. Oops!

Gaming Hell: For The Frog The Bell Tolls

It’s awesome when a tile-based game uses huge letters like this.

Gaming Hell is great! It’s an obscure game investigation site with some serious Oldweb power. They recently had a look at the Japanese-only Game Boy title For The Frog The Bell Tolls, known in its home territory as Kaeru No Tame Ni Kane Wa Naru, the game whose engine went on to serve as the basis for Link’s Awakening. (EDIT: As the article points out and I skipped over, and discovered after I wrote the preceding, while Kaeru no Tame Ni Kane Wa Naru has a number of aesthetic and gameplay similarities to Link’s Awakening, under the hood people note that the engine does not seem to be similar!)

There is a whole world of Nintendo games that never made it out of their home country on release, and the company only acknowledges exist in other territories with reluctance. Games like Captain Rainbow, Doshin the Giant, and Nazo No Murasame Jo. Once in while one might get a Virtual Console release, or a mention in a Smash Bros. or Nintendo Land, but other that it seems like strict radio silence.

Ant Cooke of Gaming Hell speculates on why this game didn’t make it to the US, that it has to do with some difficult to localize content. There may be something to this, but if I might offer? Kaeru No Tame Ni Kane Wa Naru also only got one rerelease in Japan. Maybe Nintendo saw its not featuring one of their large stable of marketable characters as a weak point? Likely it’s a combination of many factors that edged the game over into possibly-unprofitable territory on some obscure spreadsheet, somewhere.

(Source) We in the US never get cool box art like this.

One could spend hours speculating on why Nintendo does or doesn’t do a thing. Ultimately they are a huge company, not a monolith but composed of hundreds of people, and many people could doom a project if they chose. It is a shame in For The Frog The Bell Toll’s case. It’s not just their loss, but all of ours.

Link Roundup 5/1/22

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar drebnar!” – your faithful reporter

Late submissions for juried independent game festival Indiecade are open until May 15th.

C.J. Wheeler for Rock Paper Shotgun: Perfect World Entertainment absorbed by Gearbox Publishing.

Mitchell Clark for The Verge tells us that Apple claims right to remove software from App Store if they aren’t downloaded recently.

Brian of Nintendo Everything reports that Aspyr is open to ports of Star Wars: Rogue Squadron, including unreleased Wii versions. The source is this tweet.

“Dreadknux” of Sonic Stadium writes of fan art that adds the movies’ Agent Stone to images stills of other Sonic properties.

Brendan Hesse of Gamespot, speaking for site staff, offers a ranking of 14 Final Fantasy games. From worst to first, the ranking, all according to original Japanese numbering and not including the MMORPGs:
2 < 15 < 13 < 3 < 1 < 9 < 4 < 8 < 7 < 5 < 7 Remake < 10 < 12 Zodiac Age < 6

This is a little towards the technical end of things, but Sudden Desu on Twitter has created a framework for developing Mega CD (a.k.a. Sega CD) games, available from GitHub.

I’ve seen it elsewhere, but I’m linking to Eric Van Allen’s report for Destructoid, on Disney Dreamlight Valley, a lifesim with Disney IP. I’m imagining it as being like Animal Crossing, but with Disney characters. Do you know how annoying a neighbor Tigger would be?

Dennis Payne of Gaming On Linux tells us of a Dungeon Crawler Jam hosted by dungeoncrawlers.org, with some interesting output!

Ian Walker of Kotaku tells us of a mod for Final Fantasy VII Remake that brings Yoshitaka Amano-like designs to the generally un-Yoshitaka-Amano-like Barrett!

8 Eyes (image borrowed from MobyGames)

Alex Donaldson of VG247 snidely and suitably mocks the Denuvo DRM in the upcoming Sonic Origins for protecting the digital virtue of the original Sonic games, which have long been widely traded on the web.

Adam Conway at XDA lets us know of Skyway, a work-in-progress Nintendo Switch emulator made specifically for Android.

Christian Donlan, writing on Eurogamer, lets us know of Playdate games available on itch.io!

It fell to Sean Hollister at The Verge to inform us of a hack of a Fischer-Price toddler game controller to make it suitable for playing Elden Ring. Was it made by foone? It wasn’t, it was Rudeism? Cool.

And Steve Watts, writing for Gamespot, has, to mark the 35th anniversary of the release of the original Castlevania (the game not the anime), a listing of games not-too-subtly inspired by it, like 8 Eyes for the NES. Although this reviewer feels compelled to note they left out The Transylvania Adventure of Simon Quest!

Sleep Baseball

We here at Set Side B are about computers, and we’re about games, and we’re about the intersection between the two, which happens by accident to include Northwoods Radio Sleep Baseball, available as individual files, and also through Google and Apple‘s podcast systems.

People have remarked about the powerful soporific effects of having a baseball game playing on the radio when you’re trying to fall asleep at night. But there are several difficulties with using baseball for sleep-producing: there’s not always a game on, when the game’s over there could be any loud thing on afterward, and there’s always the chance something exciting might happen that would rouse you from your repose and briefly cause you to care.

Sleep Baseball solves all of these issues. The games played are not on a radio but on your phone or computer, as audio files. The Sleep Baseball league is entirely fictional, so there is no actual drama. And the announcer is pretty relaxed and low-key, as are all the ads (for fake products and businesses), so you don’t have to worry about sudden bursts of interest.

If you’ve followed Sleep Baseball before, you should know now that they have recorded their third game, and have recorded some new ads. If you had gotten tired of the same game and events between the Big Rapids Timbers and the Cadillac Cars, it might be of interest to you to give the new recordings a try. Sweet dreams!

Sundry Sunday: Strong Bad Plays Marzipan’s Beef Reverser

You made it through another week of life in 2022! Here is some video silliness to congratulate you, and encourage you to keep on keepin’ on!

I’m always down for an excuse to link new Homestar Runner content, but this here’s a gaming blog! It’s gotta be about games Mr. Strong Man.

What’s that you say? It is a game? Well fine then, I will gladly accept that flimsy excuse! It’s Marzipan’s Beef Reverser, and it’s on itch.io. You play Only Girl in the Homestarniverse Marzipan as she whips mobile steaks with her Shantae-like hair in a Game Boy setting, sending them careening into a cow skeleton, helping to reconstitute it back into a cow. I’m sure it works that way in real life too. And notice, it’s not a Flash game, it’s an actual Game Boy rom file, playable in your favorite homebrew-capable Game Boyish setting.

And as a special extra, they recorded Strong Bad, in VTuber style, playing through it and unlocking all the bonus extras. It’s a bit slight, but in the grim darkness of the far future, we accept all the H*R stuff we can staff.

Devlog of Cross Breeder X

A short devlog from RujiK the Comatose about a monster breeding sim they’ve been working on. Dismayed as a kid by the fact that breeding in video games tends to be done according to tables rather than truly from combining the attributes of the parents, they set out to create a procedural version that matched what they expected when they were young. The results seem to be satisfactorily freaky, although, possibly to the dismay of some, we get no renditions of monster mating.

A quick digression. They’re basically redoing what was done in Spore some 14 years ago now. Why is this interesting, while Spore is old hat? My guess it’s that the tech is being put in service of a Pokemon-like game instead of Will Wright’s extremely generic simulationist gameplay.

Memory Machine 57: Preserving 70s Arcade Machines

The Memory Machine podcast has a new episode talking about the preservation of 70s arcade machines. Guests include Ethan Johnson, Kate Willaert, Dale Geddis, and Kevin Bunch of Atari Archive.

Games from the classic (Space Invaders onwards) and later eras of arcade machines tend to be preserved fairly well, or at least have MAME watching their backs, but there was a whole era of arcades before that time, that pose special challenges for preservation. Atari/Kee’s early release The Quiz Game Show, for instance, their first game using a processor, read questions off of special data tapes that may not even exist nowadays. Many games from that era had no processor, and were constructed out of discrete logic components.

When I wrote part one of We Love Atari Games, I was surprised by how many games from this era are so little known now. Atari’s Football, for example, sold extremely well, even keeping up with Space Invaders for a little while (until Super Bowl season that year ended), but I barely even heard of it before I started working on the book.

These games are important to preserve too, but the difficulty in emulating them, their great rarity, and the inescapable arrows of time and entropy present huge challenges. Please listen to the podcast for more information, from people who know much more about them than me.

Even More Indie Games to Showcase

With all the indie games I play these days, I tend to have to double up with my showcase videos I edit this week. This means more indie games for you to check out.

Link Roundup 4/29/22

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar drebnar!” – your faithful reporter

Cian Maher for IGN, on players who obsessively chase rare “shiny” variants of Pokemon.

Ted Litchfield for PC Gamer, on the disappointment of FFXIV‘s producer on player taunting.

Morgan Park of PC Gamer tells us Call of Duty has lost 50 million players in a year, a third of their base

Andrew Kiya of Siliconera noticed a tweet in which Kirby creator Masahiro Sakurai revealed facts about the origins of the Kirby Dance (what dance? this dance).

Keith Stuart of The Guardian (wow, drebnar!) on why Sonic the Hedgehog is great.

Michael McWhertor for Polygon tells us that Yuji Naka was kicked off the Balan Wonderworld project six months before it finished, partly for bringing up quality issues. He mentioned possibly retiring from the games industry.

Steven Blackburn of Screen Rant informs us that some fans are working on a third season of the old Saturday Morning Sonic the Hedgehog cartoon show. That’s the “darker” one, with Princess Sally and Bunny Rabbot. The other one from the time, made for syndication, was sillier, and the podcast What A Cartoon did an episode on it with Ian Jones Quartey.

Jody Macgregor for PC Gamer on the D&D Gold Box games coming to Steam, and why they’re great.

And Jason Fitzsimmons of Ghostbusters News points us to a tweet about a fan project to hack the character of Winston Zeddemore into the Sega Genesis Ghostbusters game, where he had been originally excluded.