The music may be pretty bland, but the sound effects really make up for it by serving the primary purpose they must in any game: help the player know what’s going on.ĭid I mention 100 Rogues will kill you? There are easily more than 100 ways to die in this game. Every attack features a different noise and you quickly begin associating the audio cues with monsters as well. Weapons thud in satisfying fashion against your foes (when you don’t miss that is). It all looks great.ġ00 Rogues features great sound effects also. The Bandit’s Cave looks like an old west gold mine, while Hell looks like the burning terror you’d expect. This keeps the game looking fresh during longer play sessions and also provides a great reminder just how deep in the dungeon you are if you had to step away from the game for awhile. You can even pick up the dodgeballs and fling some disparaging remarks of your own! The graphics in 100 Rogues do a great job keeping up the playful tone, which really helps since the game provides enough challenge without trying to decipher what’s happening on the screen.ġ00 Rogues also features different dungeon motifs the farther you descend. Banditos wear masks and fire guns at you, deadly winged babies attack in hordes, and bullies hurl cries of “Nerd!” and dodgeballs at you in equal measure. 100 Rogues introduces whole new monsters that mimic the behavior of some of the old staples of the game but with some playful twists. The monsters look fun and are easily distinguished. The Crusader’s game flows behind him when he walks. We’ve certainly come a long way from the days of monsters being represented with letters and the hero being represented by an symbol. Crisp, playful graphics make it easy to see what’s going on. I give 100 Rogues a passing grade on story simply because it actually bothers to provide some humorous context to the proceedings.Ī Long Way From Rogues looks fantastic. If you are looking for a complex study of Jungian Archetypes, you have purchased the wrong game. To be clear, “Go kill Satan” pretty much summarizes the plot here. If you have played pretty much any roguelike before, you understand this – but it bears repeating in case you’ve just relocated from under that rock or you are simply too young to know any better. Rogue emphasizes failure intentionally, and 100 Rogues does not deviate except to provide two difficulty levels: Easy and Normal. You, “hero”, are dispensable, and nobody thinks you actually have a chance to succeed. Right away 100 Rogues exhibits a self awareness of what the quintessential roguelike experience is all about. With boredom in their faces, the High Scouncil instructs you to “Go kill Satan.” Once you choose your class you approach the “Court of the High Council”, demanding a quest to prove your heroism. The game offers a total of 3 character classes at time of writing: the (Fairy) Wizard and (Human) Crusader are available for the initial purchase price ($2.99 when I purchased), with a (Skellyman – it’s a skeleton) Scoundrel available as a 99 cent in app purchase. The opening sequence of 100 Rogues tells you something about the design paradigm right away. Because of the plethora of choices, Dinofarm Games needed to come up with something a little bit different, especially if they wanted to charge for it. Almost as soon as the App Store debuted on the iOS platform, adapted versions of Rogue began to appear, many of them for the low, low price of free.
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