Why Derivative Game Design Doesn't Matter

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BrawlMan

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I never played Sifu in the first place, so I'd probably want to do that before I tried any 'imitators', unless they got stellar reviews on their own. And while I'm not not interested, it's just never gotten to the front of my interest pile.
No problem. Do what works for you.

Basically the same for me. I have Sifu on the Epic Game Store, but haven't gotten around to trying it.
Great news, there is an easy mode that makes the game way less punishing and it takes more deaths for your character actually age. The update came out back in 2023. I remember from our previous conversation, that you weren't interested, due to the high difficulty curb. At least this way, you have better chance of playing the game, and it being less frustrating.
 

Old_Hunter_77

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Still doesn't make it a rouge-lite, and your description is almost any video game with huge difficulty curves or spikes in general. With your view, nearly every hard game or challenging game would be a "rouge-lite".

The only randomization SIFU has, is when certain mooks get turned into elite mooks/powered up state where they get a health boost, more damaging attacks, and some extra defensive options. Though certain ones aren't randomized and will almost always go into a berserk state. That's nothing unique to rouge-lites, and nor regular action games. All Sloclap did is the take the dynamic difficulty and random demon spawning mechanic from God Hand and enemies getting Devil Trigger on Dante Must Die. The only difference being in SIFU, the mooks do this no matter what difficulty you're on.
As you know I've played a ton of Souls and they are infamously hard but do not feel like roguelites because once you kill a boss it stays dead. There is real immediate progress. Going "back" to areas is open world stuff, not going through levels. Sifu and roguelites are repeatedly going through levels you already beat. It's a huge difference in how one is experiencing a game.
I get your point about randomization and yes that is a big part of rogues.
I grew up playing NES and it was all going through really hard levels but then once you beat a level... well, you beat it! And I guess that is so ingrained in my DNA.
 

BrawlMan

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Sifu and roguelites are repeatedly going through levels you already beat.
The same thing can be said when going through harder modes with DMC, Bayonetta, or Ninja Gaiden. Or even on their default difficulty.


I grew up playing NES and it was all going through really hard levels but then once you beat a level... well, you beat it! And I guess that is so ingrained in my DNA.
Similar case. I grew up playing NES, Sega Genesis, Game Boy, and Sega Game Gear.
 
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BrawlMan

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I played Rushing Beat X demo, and so far, it still feels like a Rushing Beat game. Though much better than the previous games in terms of combat and weapon variety. The characters do need a speed loosed, and there are some input delay when it comes to dashing though.

Would this new entry going to 2.5D it feels like a cross between an XBLA games and Demolish Fist. RBX itself feels like a sequel to that game, but so much better.