Michael Brough’s Zaga-33 is an excellent game and Tony Perriello’s Zagalike an excellent homage to said excellent game. And no, it’s not a clone; it’s an inspired and very honest remix. An homage that’s perfectly capable of standing on its own.
Posts Tagged ‘Roguelike’
Survival and crafting are strongly linked concepts in gaming. Here in the real world, I survive by writing about toys (and the occasional art-toy), an onerous duty that is deemed worthy of financial reward. I use the dosh to buy chips and fizzy pop, and somehow that seems to be enough to keep my tiny engine running. Truth is, I’ve never crafted anything in my life – I had to phone a friend to help me out last time I bought a piece of furniture from Ikea. If I found myself on a desert island, like the player character in turn-based survival sim Wayward, I’d walk around looking for a Wifi hotspot until the landcrabs ate me. The game is free, in beta and a damn fine example of the type.
Seems to me that many readers enjoyed the demanding action of hets, so here’s another tough action-platformer. Roguelight, like everything else in this world, is sort of a rogue-like-like too. In a way. It definitely takes place in 25 levels of procedurally generated dungeons, anyway.
RPS Feature Das Roguelike Boot
05:56: NEW ORDERS X LOCATE AND SINK SS Vancouver X TARGET SPOTTED AT 25S 160E
Sub Commander is a free roguelike submarine sim. I first learned about it from Tim’s Flare Path write up of the game, and since then I’ve been spending occasional afternoons sending crew upon crew to their watery demise at the bottom of the murky depths. Playing it this afternoon has proven the perfect antidote to the ramp-up of E3 bombast, and so I thought I’d talk you through my dynamically-generated mission to take out the SS Vancouver.
The purity of the term ‘roguelike’ has been debased and diluted. When I tell you that a game is a ‘roguelike’ you might expect to see platforming, first-person procedural dungeons or, I don’t know, a kart racing game with a cast of death-staring cartoon characters. It’s time to start a ‘Reclaim Roguelike’ campaign and Ancient Domains Of Mystery’s revival is a superb catalyst. The game never really went away but a development hiatus (2003-12) almost as long as Duke Nukem Forever’s actual development cycle (1926-2011) kept it out of the newsrooms for a good while. A successful crowdfunding campaign allowed creator and curator Thomas Biskup to return to development and the game is now riding high on Steam Greenlight and looking better than ever.
The roguelike-like spirit has meandered across video games history for a few years now, turning old things new with a little roguelike RPG kick, and now it’s hit the unusual host of wonky ’90s shareware FPSs. Rogue Shooter: The FPS Roguelike launched last Friday, looking and sounding like something from the dark corners of a 1996 cover disc but pleasing with procedural generation and oodles of items and stats crafting and all that.
A hearty launch discount brings it down to £3.49 on Steam and a demo’s that-a-way too.
Every morning, my inbox contains at least one email pointing in the direction of a less complicated and/or complex Dwarf Fortress. There was a time when I believed in the dream of an approachable Dwarf Fortress with a friendly interface but I’m starting to think that even the slightest simplification invalidates the comparison. Dwarf Fortress is complexity, of simulation and control, and the games that do have something in common with it often have far more in common with more traditional management sims or roguelike adventures. KeeperRL, sensibly and pleasingly, plays more like top-down Dungeon Keeper than Dwarf Fortress with the edges smoothed and the corners cut. The alpha is available and crowdfunding has begun.