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NerfedFalcon

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Because they're always a little bit different and require more on the fly adaptation. Procedurally generated rooms/terrain is essential for a really great rouguelike in my opinion, and the more variety there is in the generation, the better. Hades also had a rather low number of rooms and you become intimately familiar with them long before you've finished with the story.
Emphasis on the 'little' in 'always a little bit different'. Pure procgen can easily end up feeling as artificial as limited bespoke rooms once you learn how the algorithm works. I guess it depends on sub-genre and intent, but I never had a problem with Hades's rooms.
 

Worgen

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Whatever, just wash your hands.
Because they're always a little bit different and require more on the fly adaptation. Procedurally generated rooms/terrain is essential for a really great rouguelike in my opinion, and the more variety there is in the generation, the better. Hades also had a rather low number of rooms and you become intimately familiar with them long before you've finished with the story.
Except not really, most roguelikes tend to use premade rooms, Binding of Issac used Premade rooms, Rogue Legacy used premade rooms, Deadcells used premade rooms. The ones that try and do the open world thing will randomly generate worlds, but most that have a beginning middle end tend to use premade rooms.
 

Drathnoxis

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Except not really, most roguelikes tend to use premade rooms, Binding of Issac used Premade rooms, Rogue Legacy used premade rooms, Deadcells used premade rooms. The ones that try and do the open world thing will randomly generate worlds, but most that have a beginning middle end tend to use premade rooms.
Yeah, but I said "really great roguelike." BoI is pretty good, but Deadcells kind of sucks, and Rogue Legacy isn't a roguelike. Nethack, Noita, and Spelunky all use proc gen and are better for it. The last thing I want in a game I'm going to be playing hundreds of times is to see the same rooms again and again until I know them by heart. Proc gen adds an element of exploration that helps keep the game fresh, because while you may have seen similar areas before, you've never seen this exact one and there might be something really cool in it. This is something that a lot of modern roguelites have really lost their way on because really good proc gen is hard to do and it's a lot easier to make a handful of rooms and just randomize their order.
 

NerfedFalcon

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because while you may have seen similar areas before, you've never seen this exact one and there might be something really cool in it.
After a long enough period of time, you'll still run out of entirely new and really cool things to see, and you'll definitely feel like you've seen that exact one before even if you technically haven't.

The last thing I want in a game I'm going to be playing hundreds of times is to see the same rooms again and again until I know them by heart.
On the other hand, learning the limited probability space allows you to better prepare for what might be coming up. Slay the Spire's a great example, where knowing what hallway fights are still in the pool because there's only 14 per act instead of relying on procgen to pick enemies lets you make long-term decisions when drafting cards. It also gives you enough different ways to approach those fights that the same fight can feel totally different, as opposed to only having one way to clear infinite slightly different rooms until they all begin to feel the same.

I'm not saying you're wrong and that leaning more into procgen is strictly bad, I'm just offering the other perspective - that having more bespoke content can be good.
 

XsjadoBlayde

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Hades 2
Is early impressions but so far have to say, as one of the weirdos who seemed less enthused by the first Hades due to disappointing soundtrack and overall level design appeal - specifically in contrast to their past work: music was merely occasionally interesting, and lava levels are just like, I dunno, I believe they're the unspoken sewer level aesthetic of videogames when it comes to how dull n dreary they feel to slog through - it's almost like supergiant games peered directly into deeply held criticisms am not even sure I ever vocalised, to tweak and tinker the flawed into the perfectly tuned renovation just for me personally*

No mincing around the word bush, this is goth, it's full on moody goth broody spoopy Halloween shenans. The soundtrack also instantly distinguishable an improvement. That's it really. But it's enough. "What about the lava levels" I hallucinate you ask. Bro, when was the last time you seen Goths and lava in the same room before? Exactly Dont say anime, we all know anime doesn't count!


*non serious neuroticism, is jokes leave me alone! You can't cancel me, I'm too insignificant!
 

Old_Hunter_77

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Hades 2
Is early impressions but so far have to say, as one of the weirdos who seemed less enthused by the first Hades due to disappointing soundtrack and overall level design appeal - specifically in contrast to their past work: music was merely occasionally interesting, and lava levels are just like, I dunno, I believe they're the unspoken sewer level aesthetic of videogames when it comes to how dull n dreary they feel to slog through - it's almost like supergiant games peered directly into deeply held criticisms am not even sure I ever vocalised, to tweak and tinker the flawed into the perfectly tuned renovation just for me personally*

No mincing around the word bush, this is goth, it's full on moody goth broody spoopy Halloween shenans. The soundtrack also instantly distinguishable an improvement. That's it really. But it's enough. "What about the lava levels" I hallucinate you ask. Bro, when was the last time you seen Goths and lava in the same room before? Exactly Dont say anime, we all know anime doesn't count!


*non serious neuroticism, is jokes leave me alone! You can't cancel me, I'm too insignificant!
So you didn't like the first game but you paid full price for the sequel upon release?
 

Worgen

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Whatever, just wash your hands.
Yeah, but I said "really great roguelike." BoI is pretty good, but Deadcells kind of sucks, and Rogue Legacy isn't a roguelike. Nethack, Noita, and Spelunky all use proc gen and are better for it. The last thing I want in a game I'm going to be playing hundreds of times is to see the same rooms again and again until I know them by heart. Proc gen adds an element of exploration that helps keep the game fresh, because while you may have seen similar areas before, you've never seen this exact one and there might be something really cool in it. This is something that a lot of modern roguelites have really lost their way on because really good proc gen is hard to do and it's a lot easier to make a handful of rooms and just randomize their order.
Rogue Legacy is much more Roguelike then Noita, which is a roguelite. Procgen is a solution that makes generic levels and areas, it can work great if the level design doesn't really matter.
 

Drathnoxis

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After a long enough period of time, you'll still run out of entirely new and really cool things to see, and you'll definitely feel like you've seen that exact one before even if you technically haven't.
If the proc gen is good enough, there should always be the possibility that it will spit out something that you've never seen before. That's the ideal I'd like to see games achieve one day.

On the other hand, learning the limited probability space allows you to better prepare for what might be coming up. Slay the Spire's a great example, where knowing what hallway fights are still in the pool because there's only 14 per act instead of relying on procgen to pick enemies lets you make long-term decisions when drafting cards. It also gives you enough different ways to approach those fights that the same fight can feel totally different, as opposed to only having one way to clear infinite slightly different rooms until they all begin to feel the same.

I'm not saying you're wrong and that leaning more into procgen is strictly bad, I'm just offering the other perspective - that having more bespoke content can be good.
See that's the boring thing, It's much more interesting to have to react on the fly because you never actually know what's around the next corner. I'm sure part of our difference is that the current roguelike umbrella is so big as to be meaningless and most people haven't actually played a classic roguelike. I generally tend to prefer exploration based roguelikes to the 'defeat sequential rooms of enemies' style of game that has infested the genre. That's not to say that Hades is a bad game, because it was good and I liked it. But it was good for its story and themeing, not for its roguelike elements in particular which didn't push the genre in any particularily meaningful way.
Rogue Legacy is much more Roguelike then Noita, which is a roguelite. Procgen is a solution that makes generic levels and areas, it can work great if the level design doesn't really matter.
Rogue Legacy banks so heavily on its meta progression system that you basically cannot win your first run or even first dozen runs of a new file unless you are ludicrously skilled at the game. Conversely, you are basically guaranteed to win if you do enough runs due to the slow accumulation of power. This is so antithetical to the permadeath mechanics of a roguelike that I cannot consider it one. Noita on the other hand can be won on the first run, there is almost no meta progression system outside of spell unlocks. It also bears a number of other essential roguelike traits like:
-Your playstyle can change radically depending on the equipment you collect.
-Procedural generation
-Complex gameplay systems that allow emergent gameplay
-And, on a superficial level, the game is based on constantly descending deeper into a dungeon to retrieve an obscure treasure.

Like, if Nethack was a 2d sidescroller, it would sure as heck be a lot more like Noita than Rogue Legacy.
 

XsjadoBlayde

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So you didn't like the first game but you paid full price for the sequel upon release?
Come on dude, where did I say I didn't like the game lol. It just wasn't as peak in the couple of areas mentioned as everything they done before
 

XsjadoBlayde

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Come on dude, where did I say I didn't like the game lol. It just wasn't as peak in the couple of areas mentioned as everything they done before
Too late to edit, but I should've made clearer, I been a fan of the developers work since their first Bastion and would buy a sequel they made even if I didn't like the original. Certified ride or die right here! Their art and music is something special
 
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Drathnoxis

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Finished all the endings of Returnal. I might have been a little harsh on the game with my first post, it's not that bad of a game. The different biomes are pretty nice looking and atmospheric, and the gameplay is fine, though I still think bullet hell and over the shoulder shooter aren't the best mix. Sometimes there is just an absurd number of projectiles on the screen, including the stupid rings that move through floors and walls and can completely blindside you. If you are using the pylon driver it can sometimes be difficult to see anything at all. Some better colour coding of player vs enemy projectiles would have helped with that. The game gets significantly easier later in a run. I never died on the third biome in either act (though on my winning run in act 2 I did finish the second biome boss with a single pixel of health left). I still think that the main campaign is not a good roguelite and combing through the same rooms for pickups over and over is just not fun (especially with the money dropping roots in biome 4 that you have to spend minutes chopping up). The Tower on the other hand is a lot of fun, and made the fact that I had to go back to each biome to find a collectible and then refight the final boss to get the 'true ending' completely tedious. I have no idea why they felt they needed to pad out the game like that. Honestly, I was expecting that once I beat Act 2 I would have to do all 6 biomes in one run and beat all the bosses. That would have been worthy of an Act 3, but no.

Speaking of endings, after getting them all I can definitively say that the story is complete nonsense. There are no answers, just endless symbolism and drivel. Maybe she's really on an alien planet, stuck in a death loop, or maybe it's an endless trauma dream as a result of running into herself with her car causing her to crash into a lake and kill her child, and also something about her mother, whom she didn't get along with. You decide. Personally, I don't care, I hate this style of writing and find it amateurish. It's easy to come up with a mystery hook to spark interest, but resolving it in a way that is cohesive on retrospect is the hard part. An open ending just dodges the issue completely by not actually having a resolution. I don't care if it's supposed to be up to audience interpretation, I'm not going to put in the effort of figuring out a way that this all makes sense when the author couldn't be bothered to.
 
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meiam

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Hades 2. Its more Hades. I both love that (because I really liked the first one) and am kinda disappointed because they pretty much do nothing to change the formula, it almost feel like a victory lap.

But yeah, I got almost nothing to say because if you played the first one, you know what to expect. The game does feel like 20% harder, and there's more power up this time around, so its a bit harder to get the stuff that you really want. You can now charge your attack for a stronger version that cost mana, mana recharge very quickly so you can use these often, but the charging up take a bit of time, so I rarely use it. One of the new goddess give you a special attack that charges up over time as you use the charge attack, but most of them aren't that useful (except for one that's amazing, but good luck getting it).
 

Worgen

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Whatever, just wash your hands.
You can now charge your attack for a stronger version that cost mana, mana recharge very quickly so you can use these often, but the charging up take a bit of time, so I rarely use it.
You should really use it more, those magic attacks are very powerful and you get full mana after each room, plus there are lots ways to have mana regen. There are even powerups that make cast time faster and they can be 100% worth it.
One of the new goddess give you a special attack that charges up over time as you use the charge attack, but most of them aren't that useful (except for one that's amazing, but good luck getting it).
Most of them are much better then you give them credit for, especially once you power them up.


Anyway, I beat my first run through of Hades 2. No surprise that it kinda works like the first one, where you are intended to do multiple runs for all the story and such, but with 2 it still feels like I've only seen less then half the content and I don't just mean story stuff. So yeah, having a ball.
 
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bluegate

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Been playing Frogun these past couple of days and darn gosh, it's a cute little game.


For anyone interested, its sequel Frogun Encore has a free demo available.
 

meiam

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You should really use it more, those magic attacks are very powerful and you get full mana after each room, plus there are lots ways to have mana regen. There are even powerups that make cast time faster and they can be 100% worth it.

Most of them are much better then you give them credit for, especially once you power them up.


Anyway, I beat my first run through of Hades 2. No surprise that it kinda works like the first one, where you are intended to do multiple runs for all the story and such, but with 2 it still feels like I've only seen less then half the content and I don't just mean story stuff. So yeah, having a ball.
The charge attack are powerful, but they just take too long to charge, so the DPS isn't much better vs just attacking during that time, plus you're slow while charging, but mana is never an issue. Honestly I think mana should be much harder to recharge but the charge attack should hit much harder too. The only one I like is the dagger for gap closing and the fire stick, since they're just use as part of the regular attack.

The moon power are okay, but I find that I'd rather just have an equivalent number of god boon. Like the transformation one is kinda worthless since the DPS is trash in the form, I'd rather just have longer immunity and still use my regular attack. The massive crash is okay, but plenty of boss move every couple of second, so hitting them is a crapshoot, the heal is also okay, but I could also just have gotten an equivalent number of hearts for a massive boost to health (and de facto healing). The mininion summon is absolutely phenomenal, one of them almost soloed the third boss for me, but I rarely see it.
 
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There is very little traffic, with the few cars that there are blown away like crumpled paper.

The abundant tank battles confirm that Rocksteady never understood or cared about Batman. How convenient for the pacifist that the other tanks are unmanned, controlled remotely. How convenient for him that the city was evacuated. He can ram his tank-car into cars, public property and people, who are electrified and sent flying.
There might’ve been people in those cars who got hurt or killed too. WTF Batman? I’ve only play through Asylum and City, but can agree it’s a huge missed opportunity never implementing a more dynamic gameplay mechanic for saving/protecting the people of Gotham. Instead they poured most of their time and resources into scripted missions and making the surface level stuff look really good.


OT, started Skull Girls 2nd Encore. Got a majority of the tutorial done, and it’s kinda funny how it seems to play like a blend of traditional Japanese fighters via attacks/supers and recent MK games via combo strings. The animation is nice too. Will probably check out the story mode next.
 
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Ezekiel

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There might’ve been people in those cars who got hurt or killed too. WTF Batman? I’ve only play through Asylum and City, but can agree it’s a huge missed opportunity never implementing a more dynamic gameplay mechanic for saving/protecting the people of Gotham. Instead they poured most of their time and resources into scripted missions and making the surface level stuff look really good.
Right, they had four games (Well, Asylum had only the asylum.) to offer dynamic civilian encounters, but only ever filled the streets with criminals. It's another reason it bothers me when people say they want another Arkham game or it's time for another, as if Batman games can only be what is rigidly implied by the name "Arkham." Even saw someone say on Steam recently that they should do a Beyond Arkham game. So, what, Terry McGinnis will battle criminals in an evacuated futuristic Gotham City? They can't separate Arkham from Batman because they've only ever known 3D Batman games by the Arkham formula.
 

Worgen

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Whatever, just wash your hands.
The charge attack are powerful, but they just take too long to charge, so the DPS isn't much better vs just attacking during that time, plus you're slow while charging, but mana is never an issue. Honestly I think mana should be much harder to recharge but the charge attack should hit much harder too. The only one I like is the dagger for gap closing and the fire stick, since they're just use as part of the regular attack.
The flame one is part of the regular combo almost, the axe one is great for when you just really want something to be dead and the skull one is just good for doing a nice chunk of damage.

The moon power are okay, but I find that I'd rather just have an equivalent number of god boon. Like the transformation one is kinda worthless since the DPS is trash in the form, I'd rather just have longer immunity and still use my regular attack. The massive crash is okay, but plenty of boss move every couple of second, so hitting them is a crapshoot, the heal is also okay, but I could also just have gotten an equivalent number of hearts for a massive boost to health (and de facto healing). The mininion summon is absolutely phenomenal, one of them almost soloed the third boss for me, but I rarely see it.
Haven't tried the minion one yet but so far all the ones I have are pretty good, aside from the fling yourself at an area one, but I also might just not have understood that one. Transformation one probably gets awesome with upgrades, the massive crash one certainly does, the heal one is also really good and helped me get my first win. With upgrades the massive crash aoe is huge and it hits twice for like 1500.
 

Ezekiel

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Beat Spyro 2, the original, not the pointless remake. Liked it, but less than the first because of all the cute characters who interrupted and provided mini-missions that were a mixed bag, some of them good, some lame. Looking forward to the third game, but might wait until next year, since I beat Spyro 1 last year.