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  • EnsignRedshirt [he/him]
    ·
    7 months ago

    What was fun for me was that I played a game called Castle of the Winds on Windows 3.1 when I was a kid, and really enjoyed it, but didn't put together until well over a decade later that it was a roguelike, or that that's even what those games were called. It was obvious in retrospect, but I don't know if people were even using the term roguelike at the time.

    • jjjalljs@ttrpg.network
      ·
      7 months ago

      Same! I played that game a lot, though I was young and had no qualms about save scumming

      I also learned much later that the Sega Genesis game Toejam and Earl from the same era is also essentially a rogue like.

      • EnsignRedshirt [he/him]
        ·
        7 months ago

        I really don’t mind save scumming. It basically turns a roguelike into a roguelite, and sometimes that’s what you want. This is an interesting article about Mechwarrior 5: Mercenaries that points out that Mercenaries is essentially a roguelike, and that the ability to restart the mission if it’s going poorly is critical to enjoying it because the game has a few big flaws that would be intolerable if you had to deal with irreversible consequences of those flaws:

        https://www.polygon.com/reviews/2020/1/16/21066189/mechwarrior-5-mercenaries-review-restart-button-glitches-bugs-ai

        I love MW5: Mercenaries and I completely agree that the game requires the ability to essentially save scum to make it worthwhile. You still have to beat a given mission from start with whatever you’ve got, but you don’t have to accept the loss from the game glitching or the AI doing something stupid if you’re willing to start over.

        I say everyone should save scum if it improves the experience for them. It’s a feature!

        Toejam and Earl from the same era is also essentially a rogue like.

        Mother of God, I think you’re right. I may have to go give that another run, I played the hell out of it as a kid. One of the best Genesis titles, period.