Rogue Legacy is a genealogical rogue-"LITE" where anyone can be a hero. Each time you die, your child will succeed you. Every child is unique. One child might be colorblind, another might have vertigo-- they could even be a dwarf. That's OK, because no one is perfect, and you don't have to be perfect to win this game.
ユーザーレビュー: 主に好評 (9,320 件のレビュー)
リリース日: 2013年6月27日

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キュレーターによりおすすめされています

"A rogue lite dungeon crawler where the dungeon changes every time you die, as well as pick a new hero with his/her own perks, and flaws."

レビュー

"...a hugely compelling mix of 2D action-platforming and Roguelike game design." 9/10
--IGN

"Rogue Legacy is a must-play, and a steal at its $15 price tag." 90/100
--GameFront

"Rogue Legacy rewarded my patience and tenacity; that's a lesson any developer can take from its twisted family tree." 9/10
--Polygon

"This is a game that won't just eat up your time, but it will devour it." 8.5/10
--Destructoid

"... an immensely rewarding action game that strikes a terrific balance between permadeath and progress." 8.5/10
--GameSpot

Steam Big Picture

このゲームについて

Rogue Legacy is a genealogical rogue-"LITE" where anyone can be a hero.

Each time you die, your child will succeed you. Every child is unique. One child might be colorblind, another might have vertigo-- they could even be a dwarf.

That's OK, because no one is perfect, and you don't have to be perfect to win this game. But you do have to be pretty darn good because this game is HARD. Fortunately, every time you die all the gold you've collected can be used to upgrade you manor, giving your next child a step up in life and another chance at vanquishing evil.

But you shouldn't listen to me. You should check out the trailer. It explains the game better then I ever could.

If you really want to READ about this game though, then you should check out our bullet list below.
  • Here's what Rogue Legacy IS:
  • A procedurally generated adventure. Explore new castles with every life.
  • Rogue-lite. Your character dies, but with each passing your lineage grows and becomes stronger.
  • Tons of unique traits that makes each playthrough special. Ever wanted to be dyslexic? Now you can!
  • More than 8 classes to choose from (9)! Each class has unique abilities that change the way you play the game.
  • Over 60 different enemies to test your skills against. Hope you like palette-swaps!
  • Massive, expandable skill tree. Rack in the loot to upgrade your manor and give your successors a cutting edge.
  • Oh yeah, there's a Blacksmith and an Enchantress shop but we forgot to show them in the trailer...
  • Equip your heroes with powerful weaponry and armor. Or gain new abilities like flight, dash, and air jumping.
  • Tons of secrets and easter eggs to uncover... or are there? Yes there are.
  • Got a controller? Play with a controller. Big Picture ready.
  • Clowns.

システム要件

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS:Windows XP/Vista/7
    • Processor:1.6 Ghz
    • Memory:1 GB RAM
    • Graphics:X1950 Pro, 7900 GT
    • DirectX®:9.0c
    • Hard Drive:400 MB HD space
    • Additional:Only available in desktop mode for Windows 8.
    Recommended:
    • OS:Windows XP/Vista/7
    • Processor:2 Ghz
    • Memory:2 GB RAM
    • Graphics:HD 4770, 8800 GTX
    • DirectX®:9.0c
    • Hard Drive:400 MB HD space
    • Additional:Only available in desktop mode for Windows 8.
    Minimum:
    • OS: Snow Leopard 10.6.8, 32/64-bit
    • Processor: Dual Core CPU
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
    • Hard Drive: 400 MB HD space
    Minimum:
    • OS: glibc 2.15+, 32/64-bit. S3TC support is NOT required.
    • Processor: Dual Core CPU
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
    • Hard Drive: 400 MB HD space
参考になったカスタマーレビュー
23 人中 22 人 (96%) がこのレビューが参考になったと投票しました
記録時間: 200.1 時間
投稿日: 2014年10月31日
思わず何周もやりたくなる程やりこみ度が高くオススメです。
アクションゲームなので英語がわからなくても楽しめますが、実は裏で深いストーリーが進んでるので有志が作成してくれた日本語化パッチを導入するのも良いでしょう。

※しかし日本語化パッチも完全ではなく、バージョンアップなどで新セリフが追加された際にエラーが起きて終了してしまうことがあります。
現在バージョン1.2.0b対応の差し替え用ファイルがありますが、城の門番に新アイテム(obol)を渡すときのエラーは修正されましたが、隠しキャラを操作してラスボスに会い最後の実績(Katagelasticism)を取る時に強制終了してしまうエラーはまだ修正されていません。
その時だけはsteamの整合性のチェック機能で英語に戻しておきましょう。
このレビューは参考になりましたか? はい いいえ Funny
25 人中 23 人 (92%) がこのレビューが参考になったと投票しました
記録時間: 80.9 時間
投稿日: 2014年10月13日
先代の無念を晴らすローグライク系2DアクションRPG
ランダム生成されるダンジョンでラスボス含む5つの区画のボスを倒すことを目的としている
目的はシンプルだが死んでもお金スキル装備を次回プレイする子孫に受け継がせることができるのでリプレイ性が高い出来になっている

先代のキャラが死ぬとタイトル画面に戻り

1 子孫を選択
2 スキルツリー解放
3 装備を強化
4 ダンジョン探索

世代交代する毎に強くなり攻略範囲が広がるこの一連の繰り返しがRogue Legacyの中毒性が高い所以なのではないだろうか

クリアまでのボリューム10時間程度
裏ボスや敵が強化される2週目以降も含めば更に遊べるだろう

このレビューは参考になりましたか? はい いいえ Funny
7 人中 7 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 13.7 時間
投稿日: 2014年11月1日
古風なアクションゲーム。
攻撃ボタンにジャンプボタンに魔法ボタン、そして職業別技能ボタン。
ローグライクな城の中を探検し、死んだら次のキャラにお金が受け継がれる。
その金で新キャラのレベルを少しずつ上げて、いつかはボスを倒せる強さになる。
キャラクターは生まれた時点で職業と装備魔法がランダムで決まり、三人の候補から一人選ぶ。

ローグライクの癖に装備が少ないしなかなか手に入らないので、基本的には金=次世代に継がれる経験値が大事。
稼ぎを意識しないと難易度はかなりのもの。フォーラムでは2、30時間かかるとの話。私は14時間でクリア。
500円ならオススメ。
このレビューは参考になりましたか? はい いいえ Funny
8 人中 7 人 (88%) がこのレビューが参考になったと投票しました
記録時間: 27.0 時間
投稿日: 2014年12月20日
メトロイドヴァニア+ローグライクの名作
単純なマップ探索の楽しさはそのままに、死ぬ度にランダム生成のマップに再挑戦するため、アイテムやフラグの回収のためにマップ内を何度も行ったり来たりする必要がありません。
リトライの際のストレスが無いのも○
アクションの操作性、テンポも良く、さくっと進んでさくっと死んでさくっとリトライ。

時間さえかければほぼすべてのアンロックを開放できるので、アクション苦手でもある程度無双も可能。
じゃあ進めば進むほど単調になるかとおもいきや、周回する度に敵の強さが1ランク上がる(最大3回まで)ので、ずっとゴリ押しはできないかと思います。
ギリギリの強さで最初の周をクリアするといきなり敵が強くて稼ぐ前に死ぬループに入れてオススメ。つらい。

2周目以降はどちらかというとやり込みや育成で、装備品やルーンを集めたり、実績を出すために城内を走り回ることになります。
もう周回も終わらせて無双だぜ!と思ってたら実績ボスでは指定のステータスに固定されて真顔に。ロックマンばりのパターン構築を要求されます。
僕ができたのでそんな難しくはないと思いますが!結構苦労しました…

全実績解除するまで堪能。楽しかったです。セール頻度も高いので、開発してないなら買い。
このレビューは参考になりましたか? はい いいえ Funny
7 人中 6 人 (86%) がこのレビューが参考になったと投票しました
記録時間: 15.4 時間
投稿日: 2014年12月25日
フラッシュゲームによくある
トライ&エラーでお金をためて
ためたお金でステータスアップやら武器やらスキルやらを集めて
自動生成される悪魔城風マップを探索するゲーム

ただ単に死んで繰り返すだけでなく
代々引き継がれる勇者?の血筋を受け継いでいくという一風変わった設定

その代ごとに職業や性格が違っていて
その性格がゲームプレイにも反映されるところが面白い

「目が悪い」ならマップが白黒になったり
「虚弱体質」なら敵に吹き飛ばされやすかったり
「ゲイ」もいるよ!

ストーリーもなかなか秀逸なので日本語化MOD適用してのプレイをお勧めします
このレビューは参考になりましたか? はい いいえ Funny
3 人中 3 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 3.7 時間
投稿日: 2014年11月12日
これははまりますねー。おすすめの1作!
死ぬたびに次の子孫に金とステータスを引き継いでいくシステムです。
昔ロマサガでこういうシステムのあったような・・・
少しづつ強くなっていくのが楽しくてついついやり込んでしまいます。
結構難易度が高くてすぐ死にまくりですが最後までやるつもりです。
このレビューは参考になりましたか? はい いいえ Funny
3 人中 3 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 21.6 時間
投稿日: 2014年12月12日
超オーソドックスなジャンプアクションでプレイ感覚的には新味は何一つない。
にも関わらずこんだけ面白いのって要するに成長要素があるからだよね。
ドラクエでとりあえず漫然と戦っててもレベルあがって新しい武具を装備したら
今まで苦戦した相手を一撃で殺せるようになる快感をアクションで味わえます。
まあ、もちろんアクションだから自分自身の熟練の快感もあるにはあるけども。
俺のようなヘタゲーマーにはありがたい…。
このレビューは参考になりましたか? はい いいえ Funny
368 人中 351 人 (95%) がこのレビューが参考になったと投票しました
2 people found this review funny
記録時間: 134.3 時間
投稿日: 2014年11月2日
I first played Rogue Legacy at a friend's place, trading off the controller at each death. It wasn't much, but it got me instantly hooked on how fun it was. So hooked, that I downloaded Steam, bought the game for the full $15, and bought a $30 wired Xbox 360 controller... and I don't even have any Xboxes. All this for this one game... and it was worth it.

Rogue Legacy plays like Castlevania and Super Ghouls N Ghosts. You move, jump, attack, and use a secondary weapon. The uniqueness comes into play when you die, which you will... a lot. Once you die, you will be brought to a selection of three hiers to play as next. Each one has a random character class, secondary weapon, and set of traits. Classes determine certain stats and abilities. Secondary weapons, or spells as they are called, use up MP. That's all pretty basic stuff. But the traits are very interesting. Some traits are helpful, like a speed increase. Others are harmful, like giving your attacks no enemy knockback. And some are just... well... neutral things... like making everything black and white. Your heirs have a chance of having two, one, or none of the traits at random. With all the random factors, you have to really get lucky... or pick the lesser of three evils. Is getting your prefered class worth the traits? Are the spells to your liking? It also makes you think about the next area... skills.

After selecting your heir, you are then brought to a skill tree. You inhereit the gold of your dead relatives I guess, and you can spend it on upgrading all kinds of things, from stats, to passives, to new character classes. Do you want to build up a magic or melee character? Maybe focus on a specific class? Or do you want to play it safe and try to build up well rounded skills to work with the random factos? It's a lot to consider when purchasing points in the skill tree. And be careful. Every time you buy an upgrade in the skill tree, all of the others become more expensive. So plan accordingly. And try not to spend it all in one place because...

... there's another screen. Yes, another screen where you can do even more character customization. IF you buy them in the skill tree, you can open up three different shops outside the caslte: The blacksmith, the enchantress, and the architect. The blacksmith sells you armor and swords with different stats and perks, but you'll need to find the blueprints first so he knows how to make them first... some blacksmith, eh? The enchantress does roughly the same thing. She sells you enchantment of your armor and sword after you've found the appropriate runes. The big difference is that the blacksmith's wares have weight, meaning you can only carry certain pieces until your carrying capacity improves, while the runes are weightless. It give you lots of customization options between the two and the skill tree. The architect has only one purpose. He locks down the castle. The levels are randomly generated every time enter, but if you agree to give the architect a percentage of your gold on the current life, he will lock down the previous map so that you are not lost in a random new place. This can be helpful for retrying bosses, but be warned. Enemies will be back, chests will cannot be reopened, and as mentioned your gold gain is reduced for this entire life. So consider it for saving time and getting around.

Lastly, at the gates of the castle, you are faced with Charon, the gatekeeper. He will allow you to enter at the cost of all of your gold. This is where a lot of the motivation is built for the game. You'll want to spend as much gold as possible between the skill tree and the shops since you'll be losing it all anyway. You can't simply keep amassing gold over a number of lives. If you want a nice, expensive upgrade, you'd better not die and keep getting that gold. It's a nice way to give death some gravity, as getting upgrades and new characters already seems like REWARDING you for dying, and that needed to be checked and balanced somehow.

The basic goal is to become strong enough to survive the four areas, beat their bosses, and then defeat the final boss. There are lots of cool extra things to find along the way, like super bosses, passive items, challenge rooms, and even some cool secrets here and there. The game CAN become grindy, and if you don't enjoy grinding, then you might get a little upset at the difficulty. However, you always have the option to not buy anything and just try to beat the challenges old school style. Nothing bars you from doing so. So it's a nice duality. The game also goes from being a platformer in the earlier stages to being more akin to a bullet hell in the later ones. Master your movements, improve your aim, and pick your battles.

No game is perfect, so I had a few complaints. My main gripe with the game, though it's not a HUGE one, is that it doesn't really give you much incentive to stay alive. There's the thrill of getting more gold to get more upgrades, but eventually you'll want to keep dying so you can actually purchase and USE the upgrades. The only reason you'll want to NOT die, aside from adding to your gold count, is to beat a boss or, in the case of the final boss, beat the game. There are a good number of different room layouts and enemy combinations within, plus the challenge rooms the pop up now and then. However, after playing for so many hours, especially if you're like me and get really grindy with it, you'll start to recognize all the room types repeating. Even though the four areas are supposed to be different, they are all pretty similar. They have the same room types with different skins, more or less. And the enemies aren't really all that different between areas. They're mostly just more powerful versions of previous enemies in the harder areas, with maybe one or two new ones added. More variety would've helped, but there's already a lot of different things to deal with that it may be too complex to have more of everything, so I understand. Also, there weren't a lot of instances of this, but a handful of times I found weird floor glitches where gold fell through and I couldn't get it. That, and every once in a while my character would fall through and start randomly appearing in all the adjacent rooms for a few seconds. Nothing game breaking nor frequent, but a little spooky when they happened. Also... the music will wear away your sanity, but then again, so will anything when you play the game as much as I have.

There are lots of customization options, lots of random elements, lots of strategy involved, lots of skill required... and lots of hours of playtime and replayability in this game. I got 96 hours in my first playthrough. I love Rogue Legacy. The gameplay, the music, the sound, the graphics... everything comes together to make a game that feels like it was made for ME. It's the first time since Banjo-Kazooie that a game has felt like it was made just for me. It's an amazing feeling, and I can't recommend this game enough. Easily my favorite game on Steam and has instantly worked its way into being one of my favorite games of all time. I'd really say to just buy it now. Sure, you can wait for a sale if you're skeptical... or cheap. But it's definitely worth the $15 price tag. I mean, I ended up esentially putting down $45 to play this game, and it was well worth it.

10/10 Would complete entire skill tree again
(And yes, I seriously did that. How else do you think I got 96 hours in one playthrough?)
このレビューは参考になりましたか? はい いいえ Funny
7 人中 4 人 (57%) がこのレビューが参考になったと投票しました
1 person found this review funny
記録時間: 20.7 時間
投稿日: 1月14日
「私が死んでも・・・装備やお金は全て次の世代に持って行って、私よりすごい子孫がお前を倒しに来るぞ・・・!」

ローグライクなのに、死んでもお金や装備を残して次に挑むという真逆のゲーム。
しかし、次に挑んでもすぐに死ぬという絶妙なバランス。一度ローグライク系触れてる方なら安心して遊べる。

箱コン推奨。

このレビューは参考になりましたか? はい いいえ Funny
2 人中 1 人 (50%) がこのレビューが参考になったと投票しました
記録時間: 31.3 時間
投稿日: 2014年11月15日
good game
このレビューは参考になりましたか? はい いいえ Funny
694 人中 492 人 (71%) がこのレビューが参考になったと投票しました
14 people found this review funny
記録時間: 34.4 時間
投稿日: 2014年10月28日
Me and my girlfriend didn't have any sex in june because we played this game all the time.

10/10 would become celibate again.
このレビューは参考になりましたか? はい いいえ Funny
62 人中 53 人 (85%) がこのレビューが参考になったと投票しました
1 person found this review funny
記録時間: 7.8 時間
投稿日: 2014年12月30日
-
Click for Gameplay Trailer
-
>>>>>>>>>>This is my review account, because the low playtime.<<<<<<<<<<<
Graphics:
+ atmospheric retro look
- poor detail
- many opponents only re-inked
- spartan effects

Atmosphere:
+ nostalgic feel
+ humorous hero combinations
- sterile world

Sound:
+ catchy retro sounds
- music is repeating
- except fight grunt no speech
- weak effect sounds

Balance:
+ nevertheless every death brings progress
+ demanding, but with practice always possible
- difficulty varies by random hero and levels

Quests:
+ many secrets in the castle
+ tricky fairies cases-tasks
+ very hard bosses
- but really just very thick versions of the standard opponents are
- almost non-existent story

Character System:
+ always new random hero
+ unlockable and upgradeable classes
+ heroes across upgrades by free expansion of the family home

Combat System:
+ opponents with their own attack patterns
+ each class heroes and feature allows other strategies
+ useful skills
- weapons and spells can not be change at any time

Items:
+ weapons and armor with different bonuses
+ diverse runes upgrades and combinations
+ hidden disposable bonus items
- differences between weapons and armor are limited

Game Size:
+ on each pass random castle with four areas
+ new game plus
+ long-term motivational structure of the dynasty
- overall little variety

Multiplayer: no multiplayer

Death has never been so motivating Rogue Legacy sends our heroes after a few minutes into the grave, but we play with their heirs continue and build a dynasty in the test for millennia on.

In Rogue Legacy can measure the average life expectancy of a hero-digit minute range. Actually, our goal is to fight our way through the four sections of a sinister castle and kill four infernal bosses - only then will the golden gate opens in the entrance room and the walls reveals its secrets. So we hop fall through and castle rooms, and beat all kinds of monsters out of the way, both the design of the levels and opponents (bone-throwing skeletons!) While striking to remember old Castlevania times and provide cozy nostalgia chills.

Not only the heirs, and the prey Castle is newly generated randomly each time. And there's a lot to discover. Well, the story-thin shreds in the form of unset diaries of a previous adventurer let us rather cold. But the more eager we hunt new blueprints for the blacksmith or fairies boxes that we can only be opened when we reach under certain conditions. After a while, but we recognize certain set pieces over and over again, and the opponents are often re-colored and stronger varieties of old enemies - even the four bosses.

Can so often to die but not be healthy. Or it should at least be frustrating. And yes, sometimes it's that too, especially when I eyeball the tenth run on a handbreadth life points down to have blood splattering giant - and yet it going again at the last moment. But even failures motivate at Rogue Legacy. Because I have learned something out of it, because death was my fault and I can do it better next time. And because despite all the hardship and a carrot in front of the nose keeps me the game, because even my failures make my heroes dynasty stronger. If the motivation it out kinks, which is closer to the random number generator used but a bit too often the same blocks. But I really just do not have time to annoy me about it, I have to earn my heirs a new helmet. it's worth exploring Rogue Legacy's castle again and again and again.

Score: 86 / 100
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このレビューは参考になりましたか? はい いいえ Funny
50 人中 45 人 (90%) がこのレビューが参考になったと投票しました
記録時間: 16.3 時間
投稿日: 2014年11月10日
Rogue Legacy is a 2D platforming action game by Cellar Door Games, an independent Canadian studio. It’s categorized as a roguelike, which for the uninitiated, is a sub-genre that typically includes procedurally generated levels and permanent death (meaning once you die, you start over from the beginning). Rogue Legacy has both of those, but it adds in some RPG mechanics which make the imposing threat of death easier to swallow, while not altogether curbing the difficulty that fans of the genre have come to expect.

At the beginning of Rogue Legacy, you are a generic sword-wielding hero who is tasked to fight through a dungeon. There’s some reason for doing so, and there are diaries strewn about the world to help piece together exactly what’s going on, but for the most part the narrative is in the back seat throughout Rogue Legacy and that’s totally fine.

It’s hard to overstate just how much fun the minute to minute gameplay is in Rogue Legacy. Controls feel tight and the mechanics are all-around solid and enjoyable. Any fan of 2D platformers such as Spelunky will find themselves at home here. The dungeon is split into four separate areas, and while they are distinct in aesthetic and difficulty, they do tend to blend together after ten or twenty hours in the game.

The main distinguishing factor of Rogue Legacy is the way in which death, and subsequent life after death, occurs. Upon dying (which will happen -- a lot), you get to choose a new “heir” among three choices to attempt another run through the game. Each heir can have all sorts of randomly assigned genetic traits which affect how the game plays. Discovering the novelty of some of these traits is fun in and of itself, so I won’t ruin them here, but I will say the traits are pretty well balanced, creative, and occasionally good for a laugh.

The other unique aspect of death is that your character continually gets stronger in whatever way you choose. As you traipse throughout the dungeon, your character collects gold from chests and enemies. You can invest gold after dying in a huge amount of ways; you can boost stats such as strength and armor, unlock new classes, or buy new equipment. It’s almost impossible to beat the game during the early hours because of the upgrade system, and how weak your initial character is. Having to rely on more than sheer skill may be a problem for some, but the feeling of progression through boosting your inherent power is pretty satisfying (as in most RPGs) and makes the whole experience very addicting.

Toward the end of Legacy, when your character is strong enough to make it most of the way through the dungeon before dying, each run can take about 30 minutes or more, and I found it becomes a bit of a grind. Luckily the grind doesn’t last too long (at least it didn’t for me) before you become powerful enough to beat the final boss and finish the dungeon. There is a nicely done New Game+ option, and it’s a telling sign that I immediately dove back in upon completion my first time around.

Overall, I really enjoyed my time with Rogue Legacy. The RPG mechanics do an excellent (or evil, depending on how you look at it) job of cranking up the “Just one more run” factor that roguelikes are infamous for. Blending rewarding and difficult gameplay with a really smart way to make death a little less punishing goes a long way to make Rogue Legacy one of the best games in the genre.
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60 人中 50 人 (83%) がこのレビューが参考になったと投票しました
記録時間: 15.9 時間
投稿日: 2014年11月11日
At $2.99 right now, buying this is borderline criminal, considering how much fun it is, and how much replay value there is. If you like Rogue-likes, buy it. If you like indie games with fun mechanics, buy it. If you like Metrovania-type games, buy it. If you enjoy games at all, buy it!!
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34 人中 29 人 (85%) がこのレビューが参考になったと投票しました
記録時間: 35.4 時間
投稿日: 2014年10月17日
Absolutely fantastic game. It is so good, that I, a random person on the internet, took 15 minutes out of his schedule to tell people to play it.

The premise is simple and engaging, progressing through a randomly generated castle. Enemies are varied and can get challenging. The story is hilarious, and while not groundbreaking, tends to fix a smile firmly on my face. Gameplay is simple in theory, but with the Equipment and Runes system, can get some nice depth going. It is one of those games you sit down to when you have 30 mins to spare before a big meeting, and end up just deciding to miss it.

Got this during the Steam sales at a discounted price, but would willingly pay full price again.

9.5/10
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21 人中 19 人 (90%) がこのレビューが参考になったと投票しました
記録時間: 3.0 時間
投稿日: 2014年11月9日
Wow, this is a lot more fun than I realized it would be. I'm going to need a gamepad to last at this level of difficulty! There's enough randomness here to keep me hooked for a long time.

The succession lines are a really neat concept. It's a very simple platformer, but tough to survive for very long. This is just an excellent game.
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12 人中 12 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 47.2 時間
投稿日: 1月13日
Rogue Legacy is a game about risk, chance, and a little bit of luck. It harkens back to the days when Simon Belmont could only take four hits before succumbing to sweet oblivion, or when Arthur's armor burst off his body upon simply touching a defiled zombie. Modern conventions and some wacky characteristics keep Rogue Legacy feeling fresh despite its old-school charm, though these sources of intrigue can prove a bit frustrating at times.

Following a short prologue and introduction to death, Rogue Legacy tasks you with exploring a castle with four distinct areas, dispatching bosses as you proceed towards the ultimate goal of defeating the final evil locked behind a gold door. There's a little bit of story told in journal entries scattered about the environment, but mostly this is a tale about killing monsters and gathering loot, and the game is better for it. We didn't need much explanation back in the NES days other than, "Dracula has risen, now go kill him good!" With the recent glut of cutscenes and dialogue in today's big-budget AAA world, Rogue Legacy comes across as a breath of fresh air with its focused and directed nature. "Explore the castle, get stuff, and power up" are reasons enough to scour the corridors of this huge deathtrap.

Rogue Legacy takes advantage of a distinct 16-bit graphical palette that adds to its old-school charm. Your on-screen avatars are pixelated and slightly deformed, holding his/her sword awkwardly as they run through the castle on short, stubby legs. Giant skeletons, headless horses, robed mages, and various other nefarious creatures attempt to halt your progress with colorful attacks and old-timey patterns requiring a great deal of memorization. Rogue Legacy isn't going to blow anyone away with amazingly intricate environments. You have a castle area, a forest area, and dungeon-y areas. Familiar almost to a fault, you'd be forgiven in thinking that this game is quant and simple... until you actually play it and get your ♥♥♥ handed to you.

I died on the second room on my first castle run. This was my first real death, and there were many (...many) more before I finally started to get my bearings and understand the mechanics at play. Enemies hit hard and fast, barely giving you any time to figure them out before they fill the screen with large area-based attacks ranging from fireballs to ice blasts and everything in-between. Controlling your character feels almost too precise and tight for this type of game. You can easily change direction mid-jump, and you'll probably overcorrect and hurt yourself if you grew up with the Belmonts. Within an hour, though, the controls feel great and really open you up to pulling off some intense maneuvers and stunts, though the downward strike necessary for some traversal mechanics never feels quite right.

I didn't really understand Rogue Legacy when I first started playing and grew frustrated quickly as a result. Dying so early without any real progress felt odd, and I was rolling my eyes with some of the "gotcha" moments with spike traps and large enemies hitting me immediately after a screen transition. Death, however, reveals the wonderfully modern conventions of RL that make it stand out amongst a sea of "old-school" games released during this massive indie boom in the industry. Every time you die, you select a new character from a list of three, and then you get the opportunity to spend your ancestor's hard-earned loot on upgrades for your family. These range from the ability to lock the randomly designed castle into its previous incarnation to new character classes and stat boosts. Better still, Rogue Legacy incentivizes you to spend all of that money because you go back down to zero upon reentering the castle. Leveling your family yields huge results that fundamentally changes the way you play the game and perceive death. Dying results in initial disappointment, followed by the joy of selecting skills and stats, and then finally a return to the castle to find more loot. It's truly wicked game design, provoking you to play just one more character before turning the game off. You're almost always unlocking new pieces of gear or abilities, and you even get to tailor your play style with runes and special skills. Maybe you like to focus on double jumping, or perhaps you want to lower the level of your enemies but receive reduced rewards as a result. Rogue Legacy feels deeply personal and meticulously constructed, never coming across as a tedious affair.

Character selection quickly becomes the driving force when you venture into the castle. The classes all perform differently and most are best suited for certain situations. The speedy, hard-hitting ninja makes regular enemies feel like a joke, but he is probably too squishy for some of the more terrifying bosses. The miner gets a huge boost to gold pickups, making him an essential part of your family's economy. Still, some classes feel a bit useless if you haven't invested enough of your family's fortune into their chosen stat. My mages felt horribly underpowered, making some runs more frustrating than others. This becomes truly detrimental when trying to tackle one of the game's bosses. I waited nearly six generations before finally getting a paladin capable of taking out the last boss, which proved more aggravating than exhilarating. Sure, I was able to power level a bit, but I wanted to get something done, and it's hard to break from that line of thought when you die waiting to accomplish a goal. This was the one time Rogue Legacy frustrated me, but that comes with the randomization of both the castle and your family tree.

Nearly every selected character brings along some kind of trait to liven up the gameplay a bit. One guy might be colorblind, leading to a black and white screen, while another character may have irritable bowel syndrome, resulting in a great deal of fart noises coming from your speakers. Usually, these traits provide little more than entertainment and a bit of individual flavor for each excursion, but they can sometimes prove beneficial or outright disastrous to your forward momentum. I was never a fan of getting characters who are giant, for example, as this made them an easy target for some of the nasty projectile attacks enemies like to spam.

Rogue Legacy makes a lot of really smart decisions to keep it feeling fresh while maintaining some pretty old-school game design. "Hard but fair" usually comes to mind whenever you finally fall victim to the onslaught, but randomness brings both variety and some frustration to the proceedings. You have to go with the flow and understand that maybe you won't get the right class for a given situation, that some people just aren't meant to vanquish evil. Some of your offspring may be simple cannon fodder, while others are little more than accountants looking to build up your future heroes. Death is almost a reward in a way, and perhaps more designers should look to keep things fresh and interesting even when the dreaded "Game Over" finally appears on screen.

Highly Recommended

Be sure to check out Nerd House Gaming for more reviews!
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32 人中 23 人 (72%) がこのレビューが参考になったと投票しました
記録時間: 28.9 時間
投稿日: 2014年10月21日
the best and most fun Rogue-like MetroidVania game and by far, it had me glued to my seat playing it non-stop and this is something really rare in recent games. highly recommended for sure
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16 人中 14 人 (88%) がこのレビューが参考になったと投票しました
記録時間: 33.5 時間
投稿日: 2014年11月11日
A beautiful addition to the roguelike genre. Random generation of levels AND characters ensures that challenges remain fresh, and the incremental progression keeps it addictive. A must-buy for people who enjoy this type of game.
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13 人中 12 人 (92%) がこのレビューが参考になったと投票しました
記録時間: 22.4 時間
投稿日: 2014年9月11日
Rogue Legacy is the sort of modern retro classic that dreams are made of.

Entering the looming castle, entering unaware what awakes you inside, it quickly becomes apparent that this is not the simple 16-bit platformer it first appears. It cleverly blends genres, from roguelikes to RPGs to traditional platformers and bullet hell shooters, into a consistent and dangerously addictive blend of beautiful originality that feels fresh yet instantly familiar. It's also consistently and abundantly rewarding, making sure your many, many deaths feel worthwhile instead of frustrating as you continually rush back into the castle hoping this run will bring greater victories.

The concept is deceptively simple. You are the descendant of a dying king, embarking on a quest to find what lays inside this castle that will allegedly cure the king. But within moments you are struck down long before you can make it anywhere near the deepest layers of the castle. Thankfully you were rather, ahem, "friendly" in your life and know it's up to your incredibly large number of offspring to take up your sword in your place.

This then leads into RL's incredibly broad progression system, which incorporates a level of randomness while also allowing you to level your hero to better confront the monsters within the castle. No two children are ever the same, with each being a random combination of a huge amount of classes, traits, and special items they can use. For instance you could be a giant colorblind mage, or an ectomorphic shinobi that gets sent flying with every hit. It's a tad disappointing that some of the traits are merely for laughs (for instance one that causes you to pass gas with every jump), but there are enough of them that drastically alter the gameplay for it to be considered a success that plays largely into how you approach a given run.

These runs are what I love most about RL, because they take the most compelling elements of roguelikes (such as randomized level designs), and combines them with a more approachable leveling system and patterns that can be learned and mastered. Although you lose all your gold each time you enter the castle (at least at first), what you manage to attain can then be used to buy better gear, equip skill runes, or level your skills and unlock more classes. This leverages the difficulty away from the impossibly hardcore, into something far more approachable and enjoyable. You constantly feel like your making progress even when you die, and it's this drive that makes finally overcoming a particularly challenging boss or section so satisfying. Overcoming RL's obstacles was easily some of the most rewarding feelings I've ever had while playing a game, and beating the game felt like the epic accomplishment it ought to have.

Don't take this to mean RL is an easy game, because rest assure you will get pounded into the dirt more times than you can count. But it's not an insurmountable challenge, and it's in this that I feel it most succeeds at turning hardcore design philosophies into something everyone can enjoy. It makes the difficulty something you can realistically see yourself beating if you just try one more time; upgrade one more stat; find one more blueprint. It's the best sort of "hard" game that knows when to reward you and when to hold you up, only long enough to keep the hunger for victory ever present and relief just out of reach.

Even though I've conquered the castle, beaten the bosses, and discovered what lays within I don't see myself putting Rogue Legacy down anytime soon, and that more than anything is what sets it apart as a brilliant experience that I want to play over and over again. Every element of its design is polished to a glorious sheen, glued together by it's fantastic artwork and mind blowing soundtrack, and it's relentless attempts to empower you while always leaving you something more to accomplish. Everything about it is just freaking rad, and hopefully you realized that already and are now metaphorically running to pick it up.
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