Most of these involve retrieving items but you’ll be asked to free prisoners, destroy generators, kill targets, etc. Before heading up to the elevators to move to the next level, you’re asked to complete quick side-missions first. While the biggest draw for me is the flexibility of character classes, there’s tons to do in each level as well with each floor offering a number of clockwork AI roaming the streets doing their own things and living their lives. Shapeshifter’s Big Quest is also extremely Hitman-esque in that each level has a mission of “Kill X while disguised as Y” element. Turn into a guard to go by their security cameras unnoticed or slip into a Slum Dweller to avoid cops since they don’t seem to like your kind very much. You play as a little tiny shape-shifting creature who can go into the body of any NPC you come across, giving you access to their abilities. My favorite class is the Shapeshifter who, for all intents and purposes, changes the entire game to a Hitman-like experience. Each character adds their own unique take on the game’s designs that it truly does make it feel like a different game for each of the classes. There’s also Cops who arrest, Comedians who tell jokes, Gorillas with super punching strength, and Hackers who hack. It’s effective and quick as doing so lets you steal whatever they have/had in their pockets. It’s handy for letting you sneak behind an unsuspecting character to make them 1000% sleepier than they were seconds before. Your main special ability is having access to a seemingly unlimited amount of Chloroform that’s set to a cooldown timer. If you pick up a gun, you might as well sell it at a Sell-O-Matic to recoup some money because you won’t need it on your trip. The Doctor’s Big Quest involves the complete opposite of the Soldier’s and requires you to not harm a single person, but is flexible to about 30 for the entire run (every floor) if absolutely necessary. As with everything else Soldier related, it deals heavily with things that go boom and, if that’s what you want, perfect. In the case of the Soldier, you take it upon yourself to destroying every generator for each level you visit. On top of the ultimate goal, each character class has a “Big Quest” which adds an additional overarching questline that’s character specific that garners a special ability for that class. Weapons, armor, explosives are all meant to forward your progress into taking out enemies and leaving a trail of dead. The basic Soldier is given all those tasks above and the necessary means to achieve your goals. It’s how you get there that can be vastly different depending on who you choose. Regardless of which character you choose at the start, the endgame of reaching the top floor is your main and ultimate goal. That pretty much sums up all aspects you’d expect from a game branding itself with the roguelike/roguelite sticker and it does them quite well.Īnd yet…it’s the character select that changes everything. Sometimes potions are unnamed and you must roll the dice to figure out if they’re good or bad. Even the gameplay seems eerily familiar: choose a character, get a task, progress through randomly-generated levels, beat people up, shoot them, kill them, get upgrades and make a specific level of currency that carries over to your next run once you die. Thanks to its pixelated top-down perspective and slavish devotion to the genre, there’s little about it that catch your eye visually. Trust me, it’ll all make sense.īy all accounts, Streets of Rogue capitalizes on its brawler/roguelike play on words. That’s where something like Streets of Rogue steps up to the plate, swings for the bleachers and hits a home run. With the trend of roguelikes in particular, there’s plenty of unique and interesting ways to evolve the player’s experience through scenarios simply by introducing procedural generation.ĭespite how much developers try to skirt around a set of core mechanics by introducing those randomly-generated disruptors, there’s always the possibility of a game feeling familiar once the high of its gimmick begins to fade. Whether it be a core mechanic or aesthetic choice, there needs to be that certain hook that draws players to a game. It’s good practice for a developer to find something unique to get the game up and running.
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