>Returnal
I watched a bit of gameplay footage, seems like it could be cool. IDK though, it's really hard for me to get a sense of the difficulty from just watching people, and bullet hell patterns in full 3D are kinda weird. I don't have a PS5 so not getting it anytime soon anyway.
>roguelite
I am 90% sure they are doing this to "sneak in" the arcade structure of short-ish attempts, high difficulty, and so on. In this article they talk about having to drop arcade style shooters because the sales weren't enough to pay for development.
For whatever reason people will buy roguelites even if the gameplay, pacing, etc. are worse than an arcade equivalent, so thus you see this type of roguelite with relatively low randomization and smaller power gaps between items. I call this the "I hate that I'm a roguelite" style, Monolith is another example of it.
>put off by roguelite mechanics
Yeah same here, they are really annoying most of the time and have the potential to assassinate any sort of thoughtful level design or pacing. Traditional roguelikes (nethack, DCSS, etc.) seem like they would be fun though, I think the problem is this splitting of the difference where you get the downsides of the heavy randomization without the benefits.
I watched a bit of gameplay footage, seems like it could be cool. IDK though, it's really hard for me to get a sense of the difficulty from just watching people, and bullet hell patterns in full 3D are kinda weird. I don't have a PS5 so not getting it anytime soon anyway.
>roguelite
I am 90% sure they are doing this to "sneak in" the arcade structure of short-ish attempts, high difficulty, and so on. In this article they talk about having to drop arcade style shooters because the sales weren't enough to pay for development.
For whatever reason people will buy roguelites even if the gameplay, pacing, etc. are worse than an arcade equivalent, so thus you see this type of roguelite with relatively low randomization and smaller power gaps between items. I call this the "I hate that I'm a roguelite" style, Monolith is another example of it.
>put off by roguelite mechanics
Yeah same here, they are really annoying most of the time and have the potential to assassinate any sort of thoughtful level design or pacing. Traditional roguelikes (nethack, DCSS, etc.) seem like they would be fun though, I think the problem is this splitting of the difference where you get the downsides of the heavy randomization without the benefits.