This video was just a part of a years-long ploy to make me experience that Chaos pun twice, wasn't it? Great video, but you're a monster and I'll never forgive you for what you've done. (jokes, obv's (hopefully))
The replayability you get from procedural generation or randomization just pulls me in like nothing else. There're so many linear games I wished I could play more of but they just end, which isn't usually bad since the experience you get from the story is nice but I still wish there was more
I first found about randomizers through pokemon games, but what really made me fall in love with those was the Hollow Knight one. It's so intricate and well built, along with a game that was built with many unorthodox ways to solve situations, makes it incredibly fun to keep going for a new random run (the room randomization being crack). I've also had a lot of fun with the Elden Ring one, forcing you to encounter enemies and bosses completely differently, with different items and builds you couldn't plan for. Yeah, they have gained a lot of respect from me. Although not all games benefit as much from a randomizer, it's still a really potent thing to make a game fun beyond the 100% wring.
I wish this video would have more viewership, this video perfectly details why i like seeing people talk about obscure things. Even tho this game isnt nessecarily a genre im the biggest fan of, i highly respect this form of preservation as someone who also hopes his work manages to make it into the future, making games , animation etc is a incredibly involved process, id argue even more so then traditional art, the idea of these things just being lost and no one being able to expirience them, either good OR BAD i feel is a tremendously sad expirience, the idea of just NOBODY finding it ever again is just scary in a world where we see how people preserve and work hard to make sure the games that everyone DOES talk about are playable. Thank you for this video and i say this to anyone that makes videos of this type.
I love this video, however as a language nerd I have to point out one issue with your presentation here. "Bear" is not called a "bear" just because we decided it should, language evolution is more complex than that, and it's not just a random collection of letters either. The first word that it has come from in the past may have been somewhat random, who knows. But what I mean is: Words have etymologies, histories. Bear, if you go far enough back in its etymology, comes from a Proto-Indo-European word that means "grey" and "brown."
I have come across this game as a friend of mine told me this is her favourite game and it honestly is such an amazing game and probably the most unique experience I had with a game. Some things like Mae's dissociation I couldn't really relate to, which kinda annoyed me that the big twist was this because at first I was like: "Really? So a dating with ghosts causes you to see people as shapes and beat this guy with a baseball bat to a pulp? How tf does that work?" but this video the guy explained it in such a way that I really got the whole struggle she had with this and made me understand it more. However I could relate to things like her religious or existential crisis and her starting situation with her being very childish in a way, moving back in her parents at 20 which kinda gives me dread for my future, and not that living with my parents would be bad but me not being able to be a full fledged adult and have my money and fend for myself which could make me feel like a failure cause I have no clue where it is going. I am planning on doing a second playthrough to go down the Gregg route, so I can see how that looks out as well and complete stuff I miss on. The beauty of this game is really exploring every single bit of it and speaking with everyone in Possum Springs on every day, as it really just enriches your experience because that is basically what you are expected to do gameplay wise. As a narrative and gameplay this game feels very close and intimate, which is so much different to a lot of games I played. Also it's choice on focusing on Gregg or Bea is very nice as well, which kinda forces you into a second playthrough fortunately or unfortunately, depending on you as a person. I chose to focus on Bea on my first playthrough just cause she seemed like she had something going with her, as she seemed like this bitter and apathetic person stuck in a loop and feeling alone, and I really felt that Mae and her are very good for each other in the sense that Mae is very outgoing and fun but can be reckless and immature, and Bea is much more mature and grounded but can also be very cold and rejecting at points. I really wanna see how it turns out with Gregg, as with him I did like 2 hangouts and the ghost hunt and they were very fun, as they both can be some idiots in a good way and just do some dumb and fun stuff, like them shanking each other's hands and sometimes ain't really good for their wellbeing. But Gregg seems like a very good dude, like he is very reckless and kind of stupid lots of times but very loyal and has a heart of gold. Literally most of the characters in this game are so fleshed out and 3 dimensional, like there are so many great characters in this game besides the main ones. I don't really know what the message of this game was at the end, maybe like make the most out of life and today that you can, but idk. This game has so many layers and it is one of my favourite due to how unique it is to literally every other game I played. (Also DemonTower was hard asf but smoked that shit by the end and did both endings) Edit: This video is spot on its focus on how this hole, this nihilism can destroy a person, and how it can be overcomed by holding onto any meaning there is for you in the world. As it says: "At the end of everything, hold on to anything"
Roguelites aren't considered roguelikes because they feature meta progression which alters characters directly in all future runs. Not because they aren't exactly Rogue the game
!!!!!!! I DID NOT KNOW THAT OVERHEALING PAST FULL 4 TIMES GIVES YOU EXTRA MAX HP. I BEAT THE FUCKING HARD MODE BOSS WITHOUT THIS KNOWLEDGE. TTHHAAATS WHAT THAT LITTLE BAR BELOW THE HEALTH IS FOR. HOLY FUCK.
Talking about roguelikes I think part of the reason why the definition is so contentious is due to how If you give a person who likes metroid or castlevania any metroidvania, they will very likely like the game cause there is a set structure which makes it a metroidvania This isnt really the case with roguelikes since the different modern roguelikes are vastly different from each other and thus are so far from rogue you can barely see the resemblance, even more so cause the "permadeath" of rogue was more a product of the time with how saves never existed and so they added additional flair to losing a run by canonically making the player character "dead" This comes to a problem with modern roguelike as a definition also starting to include way too many games, or more specifically, it includes a lot of arcade games which do have random level generation and permadeath
I don’t consider myself a “roguelike purist” but I definitely would consider these roguelites and not roguelikes. I myself care about the distinction because it has become a major pain in the neck to try and find actual roguelike games on platforms like Steam when all it wants to show you are things like Hades and Slay the Spire. I think roguelites can be excellent games but often times I am not looking for those types of games
interested to see how Judas will fit into this picture, as it will have procedural generation, albeit tightly tied into the narrative of the game, and Ken Levine doesnt' consider it a roguelite.
I'm late for the video but I hope someone replies to this comment one day: In the first stage (Mines) sometimes you can start a level with a rare, sad nostalgic and mysterious music. To this day idk if there's an easter egg related to starting a level with that music !!!!
The major problem of defining Roguelikes as games with "permadeath with unlockables" and "random elements" is that it's too ambiguous. Minecraft, most famous example, becomes a Roguelite, after all you've procedural level generations and permadeath, because when you die you lose all your progress (items in your inventory and exp), but you keep the resources that you spent building. Another very famous Roguelike is Minesweeper: It also has Random Levels and permadeath. (Also, I don't agree we should call "permadeath" with unlockables that affect future runs. Even if it doesn't make you stronger, it adds progression that you should follow, plus, if I know all the available items, I can focus on the better ones to unlock and left the worse ones, thus making the game easier) About the Berlim Interpretation, I agree that it seems a lot of random rules without explanation, and it's hard to define what is complex game or Hack & Slash. Roguelikes are a subgenre of RPG, that's why neither Minesweepers nor Minecraft aren't Roguelikes. And, fun fact: Spelunky (Classic and HD), in fact, wasn't announced as a Roguelike when it released, although it was inspired by some Roguelikes.
I do feel doing whatever you can to grow your own food or produce your own energy is necessary to help reduce large scale productions and their consequences and enrich our lives and culture, even if you dont have much land or any, find ways to grow food in pots or use a bike to make electricity to charge your batteries, or even juat make your own clothes. My neighbor makes all his own clothes nowdays, he just copies brand clothes he likes and makes them to last. I really want to go back to local economies versus a large scale global economy.
You know, I'm not sure when or why I subbed to you, but I'm glad I did. Because you're putting out some bangers. Migrant workers and the condition in which they live and have to work are also often overlooked. In the UK, it got as worse as 'modern slavery'
I personally would be extremely concerned if someone answers that food comes from grocery stores and not from farms, or from abroad, unless they are a little child.
My favorite part of FTL's upgrade systems is the character stats, because if you find a fight that cannot possibly kill you, then you can use that time to just buff out your weapon and shield stats on all of your units if you feel like just sitting around and using weak weapons.
"roguelite" isn't a derogatory term. drawing a line between games which closely model rogue's mechanics vs games which only have permadeath and random level generation is useful because rogue's grid-locked, turn-based mechanics are so specific. if you spend a lot of time playing and talking about roguelikes, distinguishing between these two becomes pretty helpful. but there's nothing wrong with referring to hades or risk of rain as roguelikes. i personally use the term "traditional roguelike" when referring to games that have rogue's mechanics, but that's just a matter of preference.