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C Blogs of 07/09/13 + Sad-isms


I could gush about many of Rogue Legacy's fine qualities. I could praise the super satisfying gameplay loop that keeps you glued to the controller hours longer than you intended. I could go on and on about the art style, the lovely faux-retro sprites like an SNES game that never was (or could have been). I could talk about how Goddamn frustrating (satisfying) it gets in NG++. But I want to focus on one of the game's more charming and subtle elements.

Rogue Legacy is one of the most inclusive and life affirming games I've ever played.

You probably know the gist of the game already. Rogue Legacy is a roguelike that features a family line of heroes attempting to storm an ever changing castle. When your little Knight of Knave falls (and it will happen, again and again) that's it for him or her. They're dead and gone and the next attempt will star their offspring, and then their offspring, and so on. Each child has a randomly selected class, spell, and most interestingly, traits, they are born with.

These traits can be any number of things. Some of them can be seen as advantages, such as a peculiarly overactive gland that makes your blows knock enemies further back than most. Some are detrimental, like the world-flipping vertigo. A whole whack of them are either neutral and have little effect on the game, or come with a mix of up and downs. A hero afflicted with Dwarfism is tiny and will have a hard time hitting enemies while keeping them at bay, but at the same time their small stature will allow them to take secret passageways larger heroes can't. A savant is the typically "talented but troubled" soul, casting a different random magic type each time instead of being stuck with just one. On one hand the lack of reliability can be a real hinderence, but on the other, sometimes a puzzle can be solved by trying a few times for the right spell.

 The tagline for the game is "anybody can be a hero" and anyone can, even my ADHD-ridden Litch Queen with congenital Tunnel Vision. Sure she could never tell where she was going, but she got there FAST.

Maybe I'm just being a big softy, but the more I played, the more it got me in the feels. Sure, you can choose between three possible offspring and try to winnow out the bad traits like some kind of lame Cheetos eating Josef Mengele, but there are times when you have to make a choice between three flawed offspring, or have to put up with a bit of nearsightedness to get that sweet Barbarian dragon shout. And that's when the game get's really interesting. When you start with the cards stacked against you and play on anyway. When you be the best damn nearly-blind-hero-with-dyslexia you can be.

I've had a lot of great runs in Rogue Legacy, but the ones that stick out in my mind are the ones where I got deep in the dungeon with a less than perfect character. I've always been a sucker for the underdog, so maybe I try a little harder when I play as a endomorph Mage suffering from dementia than I do when playing as the hale and hearty Knight with no particular traits. Chubby would-be wizards have to stick together, you dig? Maybe I just want that unlikely hero to be "the one" to take down the castle. To be the first hero to ever make it back out of the dungeon with a smirk and a swagger.

The game is never preachy or in your face about it. It never tries to sell itself as some kind of super-inclusive, positive social message game. Rogue Legacy is just quietly, humbly, fucking decent and respectful. And that's pretty awesome.

- Dat manic intensity!

On a genuinely sad note, Giantbomb personality and noted Tuesday-enthusiast Ryan Davis has passed away.

You're on an internet gaming site so I'll skip the biography. Ryan wasn't just a core member of the Giantbomb staff, he was an amazing person. I've spent years watching him goof it up during protracted quicklooks, accidentally narc on ageing hippies at California Extreme, and host the ever living fuck out of the weekly Bombcast and I never once caught a wiff of anything insincere or phony about him. Ryan lived with his heart on his sleeve and a quick remark on the edge of his tongue.

His affable personality was infectious even over the internet. More than once over the years I've caught relating some bit of news to someone with a variation of "a friend of mine said..." only to realize a second later that I didn't actually hear that from someone I personally know, but from Ryan on the Bombcast. He was a regular fixture in my life and it leaves a pit in my stomach to know that he'll never ring in another Bombcast. I don't normally get sentimental about "celebrity" deaths, but I never thought of Ryan as a celebrity, I only thought of him as Ryan.

Gonna miss him.

* - I'd bet Pacific Rim would probably make a decent game. The Robot fighting is the plot!

* - Man I wish Demon Souls could have had an 360 release. I'd still love to play it.

* - Not done hearing how great Rogue Legacy is? Read this review from TheYouthfuls. (Spoiler: he liked it.)

A - Let it never be said that Sega didn't try a lot of weird gimmicks and risks.

S - Lost Odyssey seems to play the JRPG conventions for all they're worth.

A - It's not a crime to be an optimist! Jason Venter still believes in the Wii U.

D - Postudios has a demo for their game.

R - A review for Machiarium using the actual header image from Dtoid's review. Um kay.

T - Maybe I'm a sucker for Metal Gear, but the theme to Snake Eater gets me every time.

T - Playing Golden Eye on the couch with your bro within punching distance was the only way to go.

C - "The cloud is a lie, it's all DRM, smoke, and mirrors!" Yeah yeah.

V - A video look at GT Academy.

S - While I can appreciate the sentiment about hard games, I'm leery of copypasta. Why not write some original content for the C-blogs?

-Remembered like a boss.

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About CblogRecapsone of us since 11:27 PM on 07.02.2008

About Cblog Recaps

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Current "Bloggers Wanted" assignment

It feels like it's been a decade since we've seen the rise of the crowdfunded game. I'm always surprised when I remind myself that crowdfunding has been a thing long before the first crowdfunded video game, but nowadays a crowdfunded game seems like a dime a dozen.

Of course such a phrase is an incredible disservice to some of the great games that have come out thanks to websites like Kickstarter and Indiegogo. Games like FTL, Shovel Knight, and even Undertale are around thanks to crowdfunding; thanks to people gathering around and literally putting their money where their mouth is, a game they want gets funded and inevitably the greater landscape of gaming benefits from it. Most of the time the landscape gets to benefit from it anyways.

Don't worry though, this month's bloggers wanted prompt isn't an exploratory thesis on the effects of crowdfunding on video game development. We just want you to talk about your favorite games, as long as they were crowdfunded. This topic can be simultaneously broad and narrow, because you can talk about whatever game you want, however you want, as long as it was crowdfunded.
For me, FTL is the original crowdfunded game, and it was great. It was somehow minimalist and incredibly detailed at the same time, and it was all done because a man wanted to do it, but needed the money, and thousands of other people wanted to see where his idea would go. Shovel Knight to me feels like this natural evolution of the classic 8-bit gaming of yore without also throwing myself back to a time when gaming was honestly comparatively archaic. And everyone's talked to death about Undertale, so we all know where I'd go with that.

To participate in this month's bloggers wanted, just start a blog! Oh, and title it "Crowdfunded: [your blog title here]." I bet this month is going to be pretty diverse, since it's basically writing about your favorite crowdfunded game. So I hope to hear about some good games revisited or amazing games no one has heard about.

Remember: Persona 5 was not crowdfunded, but excuse me as I plow through it.

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