Rogues owes a lot specifically to the Mystery Dungeon series: it's the same kind of streamlined roguelike that adapts the format to a controller without the excess of very specific keyboard commands. The constant risk of death, the way you're constantly scrounging for any little edge you can get, is exactly what makes it exciting. Rather than the empty feeling of conquering the world at the endgame of many RPGs, this keeps things fresh throughout. Death is permanent: you lose everything and have to start over from the beginning. The goal of the game is to venture as deep into the dungeon, kill as many monsters and grab as much loot as you can before dying. The roguelike is the earliest form of the dungeon RPG: a player ventures into a randomly generated and extremely dangerous dungeon alone. I haven't talked about the roguelike genre here for a really long time, but I love these games. Support comes really fast, though (it feels like you're playing a beta), and about the time that I was done writing that piece, 100 Rogues became a working videogame and I had to throw the whole damn thing out. A small mountain of technical issues rendered a promising game nearly unplayable. I actually wrote a scathing review about this game a while back when I first got it because I was so let down by the gulf between how good it looked and how badly it played.
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