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fisk0

2020 is almost over and I think the only 2020 release I played was the C&C remaster.

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fisk0

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fisk0  Moderator

@brinty: Yeah I was surprised how Jeff described it because it’s definitely not the way I’ve learn it.

Spelunky is a rogue like because there is not permanent progress (but then you could argue the shortcuts are a form of that) whereas Rogue Legacy is a Roguelite because you unlock permanent upgrades between each run.

I’m the genre ... now!

Yeah, there's also the modal stuff (are traversal, combat and shopping on separate screens/interfaces, or taking place in the same environment with the same interactions?) and whether players and mobs adhere to the same rules as well, something Spelunky does according to the "traditional" Roguelike definition as well (enemies can fall into the same traps the player can), unlike a lot of roguelites that can have specific shopping or upgrade interfaces in which you're safe from attack (or can't attack the shopkeepers), or have separate exploration and combat modes.

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fisk0  Moderator

All this talk about Necromunda but nobody brings up that it was made by the studio behind E.Y.E. Divine Cybermancy, a.k.a. the best co-op shlooter of the 2010s.

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fisk0  Moderator

Damn, ten years since Garshasp!

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fisk0  Moderator

Damn, yeah, the comparison to 60s/70s underground comix is pretty spot on. Definitely some Philippe Caza or Robert Crumb vibes to those designs.

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fisk0  Moderator

Seems fine, but definitely looks like an early PS3 era title.

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fisk0  Moderator

X-Com fits that Rouge-Like interpretation right? Or at least close enough?

It's very modal (the completely separate base building, geoscape and combat modes), and also isn't focused on a single character, but a team. Then there can be arguments on how it handles randomness, to me the spirit of rogue is in large party the procedurally generated levels, but X-COM doesn't do that, it just randomly picks a selection of pre-made maps. It does meet the turn based, grid based and (with ironmode on) permadeath criteria though.

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Non-modal means there's only one mode the player is ever in.

In a modal game, like Castlevania, Simon can jump and that switches him from a standing mode to an in-air mode. Now Simon can only attack. But in standing mode he can walk, jump, attack, etc.

In a non-modal game like Rogue, you can always do any action at any time, from changing armor to reading a scroll. You're never locked out of any options available to you. (Apparently they ignore stuff like being frozen or confused in the Berlin interpretation)

I think that's making it a bit more specific than they intended, as I've understood it, it's supposed to mean that there are not separate modes/views for say movement, combat (think how classic Final Fantasy games and many other RPGs switches to a battle screen where you have different actions than when you're exploring), shopping or any of that stuff. Whether you're in combat or not, a roguelike always have the same actions available.

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@permanentsigh said:

@fisk0: Didn't happen to me. Using Progressive/HD.

Huh, alright, I was using HTML5/HD. Still happens to me if I jump back before 7:18.

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Edited By fisk0  Moderator

Sound consistently breaks for me at 7:18? Like, the track is still there, if I skip ahead the sound returns, but it doesn't come back by itself.

Also, breaks again at 14:30. HTML5/HD player.

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@cyrribrae: me neither watched it like ten times, no clue why they’re laughing :((

Ben accidentally created a way too big emote image for chat, they're supposed to be 64x64 pixels but he uploaded something that was probably closer to 640x640 or something, covered the entire chat tab every time it was posted. Jan pulled the chat window into view for a moment shortly afterwards.