Posts Tagged ‘roguelikes’

Interview: Ultima Ratio Regum, A Generated 4X Roguelike

By Graham Smith on October 18th, 2013.

Even the menu image is generated each time.

Ultima Ratio Regum is a “a semi-roguelike game inspired by Jorge Borges, Umberto Eco, Neal Stephenson, Shadow of the Colossus, Europa Universalis and Civilization.”

Ultima Ratio Regum so far procedurally generates a solar system, a planet and its continents, ziggurats, the riddles and block-pushing puzzles that allow you to explore those ziggurats, and the positions of the vines covering the blocks you’re pushing. It’s beautiful.

Ultima Ratio Regum is one of a few ambitious, long-term projects which I think represent the most exciting things about indie game development, about PC games, and about what technology can do for the games of tomorrow. I emailed Mark Johnson, the game’s solo developer, to talk about all of the above.
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Pull The Lever: Democracy 3 Is Out Now

By Graham Smith on October 15th, 2013.

It'll almost make you sympathise with other human beings. Almost.

If you live in the UK, you already know democracy is a roguelike: a meatgrinder for the human soul where flawed characters venture into the dark in pursuit of great treasure, subsisting only on potions before eventually being paralysed and eaten by a newspaper. Luckily, I love roguelikes, and that’s part of the reason why I’ve enjoyed the three hours or so I’ve spent with Positech’s Democracy 3, which is out now.
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Potions And Pitfalls: My Year In Roguelikes

By Adam Smith on December 15th, 2011.

If a Roguelike sent you a Christmas card, this is what it would say

It’s been a fantastic year for Roguelikes, with continued development of the stalwarts and plenty of releases that have toyed with the formula, sometimes reshaping it until it’s almost unrecognisable. I’ve even managed to have great roiling arguments with people about whether certain games should be called Roguelikes or not. That led to Roguelikelikes, which I am simple enough of mind to be pleased about. I also love that people care so much about these permutations of a thirty one year old game that they are willing to bicker about them with strangers. The dungeons and wildernesses are more populated than ever. So, scrolls and potions at the ready? Down into the depths we go.

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The Right To Bear Arms +4

By Quintin Smith on August 6th, 2007.

[First of our SPECIAL GUEST posts by friends of Rock, Paper, Shotgun. This time it's world-traveler and local-bemuser Quintin Smith, who I once spurred into hitting on girls in the manner of an Oblivion conversation. No, really.]

There’s a degree of masochism involved in playing roguelikes. As well as choosing to suffer through hideous tile-based graphics and razor-sharp difficulty spikes you have to deal with the total loss of progress with each death. But you know what? It’s just so hard to find the freedom and unpredictibility they offer anywhere else.

So that’s my excuse as to why, after swearing them off as a genre following a long hot summer where I was having my heart broken by Zangband on a nightly basis, I’ve started again. I’m playing Iter Vehemens ad Necem this time, which is a little less polished and forgoes races and classes but manages to squeeze in a plot and gets nice and specific with regards to body parts. Limbs can be lost (and replaced with poor-quality substitutes), heads can be struck (causing blackouts and brain damage) and groins can be melted away.

Man!

It is, naturally, just as rat hellbastard hard as all the others. The very first thing you’ll want to do is kill the pet dog you start the game with, because while it’ll help out in combat it’ll also chow down on any and all bodies you leave behind, contract leprosy from a zombie corpse and silently infect you. You’ll find out you’ve got leprosy when one of your limbs abruptly falls off. This happened to me. It happened during combat. And it happened to the arm I was carrying my sword with.

Not one to be easily licked, I proceeded to kick the kobold I was fighting with to death, which I managed in the nick of time because my legs fell off directly afterwards. Recovering my sword and boots from the pile of rotting flesh I left behind, I rolled around thoughtfully for a while before remembering I had found the holy book of the goddess of healing. I sent up a prayer and lo and behold, she cured me and granted me new limbs!

…quartz ones!

These worked out better than you’d think, right up to my encounter with a Dwarven suicide bomber. I might have been okay if the explosion had just shattered my limbs, but it broke all my potion bottles too. And so it was that Sir Quinns XIV bled to death trying to roll out of a room full of broken glass.

There are lots of lessons to be learnt from roguelikes, and not just ‘Buy cans of banana flesh from the starting village, eat the contents and put your potions inside them’. I’d like to see more games use the one-life structure. For something that can conjure up enough horror, tension and elation to leave you punch-drunk developers seem so damn scared of using it.

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