Posts Tagged ‘rogue’

Roguelike, Roguelikelike, Roguelikelikelike, Or Rogue?

Rock, Paper, Shotgun have been on the cutting edge of the ludic lexicon since 1873. We coined ‘Minecraftbut‘, ‘Zachlike‘, ‘Uppie‘, and more ’em ups than is reasonable. We were there on the front lines, staring at trees, when ‘walking simulator‘ was seized as positive. And it’s only mostly for funsies that we/I distinguish between Roguelikes, roguelikes, and roguelikelikes.

Everyone calls their game a ‘roguelike’ lately, it seems sometimes. If you’re a developer concerned about the serious harm your flippancy may be doing, relax! Simply turn to Ben Porter’s tool How Roguelike is your game? and discover whether you’ve made a Roguelike, a Roguelikelike, a Roguelikelikelike, Roguelikelikelikelike, or just plain Rogue.

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A Pulse-Pounding, Heart-Stopping Dating Sim Round-Up

I do so love the blend of madness, sincerity, and unbridled subversion game jams often inspire. While genres normally build on themselves – ripping conceits and mechanics from compatriots like oily scrap from a spent machine – jams often operate in reverse: curious developers tear down everything that’s been established and rebuild, in their own image, from the ground up. I say this because – presumably like most of you – I don’t really play dating sims. Outside of obsessively wooing Tali and Garrus in Mass Effect, they’re just not my thing. But when I heard about the Pulse-Pounding, Heart-Stopping Dating Sim Jam, I was actually kind of thrilled. Here was an opportunity for new interpretations, new beginnings, new relationships. It did not disappoint in the slightest. These are some truly beautiful games. And yes, that’s definitely a T-Rex. 

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