Rogue Legacy 2 Review – Generations Of Greatness – Game Informer

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Rogue Legacy 2 doesn’t make the biggest early splash. In fact, at first glance, you’d be hard-pressed to see what changed from 2013’s Rogue Legacy to the Cellar Door Games sequel. Despite switching from 2D sprites to 3D rendered worlds, it’s closer in aesthetic to the previous game. While this lack of deviation from the original’s template proves to be a theme throughout Rogue Legacy 2, there are plenty of changes that add up to a bigger, better version of the original in almost every way.

Everything can be rendered in 3D this time around, but Rogue Legacy 2 retains its 2D platforming roots. As the heir to a long and somewhat tragic bloodline, you run, jump and attack using the weapon of that character’s inherent class. To add some more equipment to the combat repertoire, each successor has a special class ability and a random spell tied to different face buttons. There’s also a nifty spin kick used to toss enemies or dangerous items that are key to making it away in dice dungeons. The controls are tight and precise – jumping and attacking curse-free cases. The game is easy to pick up on and get used to, and more importantly, it’s easy to return after some time.

At the start of a run, you choose to inherit your lineage with specific hereditary traits that make that character’s generation your own, for better or worse. I love all the different variations of warriors that create these traits, and you are rewarded for choosing someone with “bad” genetics. It adds a lot of depth to the Rogue-Lite concept. A fighter may have the characteristic of a giant, who can dominate his teammates. Another might be colorblind, shifting the presentation to grayscale. Someone with an unfortunate detour turns the world upside down for that race. Any trait that makes the game more difficult results in a critical modifier, allowing more gold to be earned over that lifetime. These modifiers provide more than enough money for the extra effort given.

With that gold, you can build the Bloodline Castle and the port city below it. Skills can be purchased after each run, increasing permanent stat with each character you play; As well as unlocking more classes to play, power, intelligence, health, and more can be increased. In town, you can craft new gear — which offers stat bonuses and a full set of armor, and more — before forfeiting the rest of your cash and going on a new adventure. I’m glad the frequent upgrades are back, but I’m having some problems with the system as a whole. As more ranks of upgrades are purchased, the price of the next level for the same flat stat increases, offering diminishing returns on character improvements as the cost of upgrading skyrockets. There are also plenty of repeatable upgrade nodes, featuring stat boosts similar to others that set you back an even greater amount of gold. By the late game, the castle building menu has been cluttered with unnecessary slots and a much more messy system than it needs to be.

However, class identities are more straightforward and extend greatly from rogue inheritance. This time, each heir class is determined by the type of weapon they use and the additional ability they have. Knights are equipped with a large sword and can block attacks with a shield, while Mage shoots fireballs from a distance with her wand and can cast two spells instead of one. Rangers can aim and fire a bow and create leafy canopy platforms to fire into the air. Pirates can fly around in airships firing cannonballs at enemies in their sight. I adore the identity of each class, even though I find about half the options barely viable for my style of play. I gravitate towards a few elite ones like katana-wielding Ronin and Boxer, who build quick-fist combos and hit targets with a devastating mower. Classes like Bard, who creates musical notes that you blast with spin kicks, or Gunslinger, who fires a volley of shots from his pistol, require a bit more finesse for my liking.

Like Rogue’s visual style, Cellar Door Games decided that the gameplay loop was going nowhere, which is great because I wouldn’t have it any other way. Heir platforms through ever-changing, increasingly challenging areas to take down six guilds, big bosses guarding every biome. During these battles, you often die, upgrade your castle and gear, then repeat the process. Each trek to the Citadel is a chance to progress, collect gold and treasure, and search high and low for ability-boosting relics to improve your chances of survival. The layout of the world changes each time you die, making every life in Rogue Legacy 2 unique until you understand how the world is populated.

Each area has a unique beauty and feel. You start in the stone formation of Citadel Agartha and move on to surrounding areas, such as the linear and submerged axis Mundi on the east and the cold tundra of the Kerguelen plateau at its other end. There’s a tall tower to climb into the stormy skies, which provide fun and challenging platforming to reach the estuary at the top, and there’s a deadly and dangerous area beneath the citadel that I hated to go to, yet I found that difficulty. Love what it provides near the end of the game. Exploring each area rewards you with armor blueprints to craft in the city and critical mobility powers that unlock access to later biomes. These include a variety of dashes, double jumps, and abilities that interact with the tricky things in the world that block your way ahead. I found it incredibly satisfying to have a form of progress generated from exploration, rather than being tied to the power gained only with castle upgrades. Not to mention these tricks are a lot easier and more fun to make, so I was always excited to stumble across one. Those little bits of joy occur only a few times throughout play, but what keeps an heir’s life interesting are the frequent items for that rune that affect attacks, abilities, or stats called relics. Is.

Like the various weapons that come part and parcel with each class, Relic is another addition to the Rogue Legacy formula that wasn’t there in the original, making each run more enjoyable. Special rooms can be found in each major area that offer a relic. There are some minor tweaks such as increasing the critical hit chance for attacks or providing a maximum health increase at the cost of some HP, while others mess up the way you play.

Objects like marble statues, which cause a short projectile-zero shockwave when your feet touch the ground, are a blast to search around and strategize. I’m also a fan of poison and fire effects that take damage over time to add a little extra zing to every attack. There is a drawback to collecting relics, however, and it will cost you your HP. The relics feed a statue called Sankalpa which is associated with the life force of a given successor. If you have enough relics, your maximum health drops in relation to the magic item’s solution cost. It’s a risk/reward system that I understand would be very powerful if the relics went unchecked in any way, but I lamented that the game doesn’t let you go wild with every rise as the other Rogue-Lights do .

After spending tens of hours trawling the dungeons of Rogue Legacy 2, there’s still much to do and discover besides defeating the estuaries and the final challenges that follow. The story room contains estuaries and diary entries giving backstories on the area, which is interesting, though not necessary to enjoy the game. Your seaside port city also offers enemy gauntlets, advanced boss encounters, and class challenges to test your skills beyond those available in the main explorable areas. I know I will go back to uncover more and try to address these more difficult scenarios.

Regardless of my choices, every new quest unveiled, skill gained, and the boss erased any grief and replaced it with deep satisfaction. There’s a lot to clean up with the core Progressive System moving the ramp evenly from start to finish, but I’ve enjoyed most of my hours struggling through countless generations of my goofy little bloodline. I am very glad that the entertaining legacy of this series is firmly maintained.

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