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Tangent for Rogue-likes
Meet Rogue.
![[Image: Rogue_Unix_Screenshot_CAR.PNG]](https://upload.wikimedia.org/wikipedia/en/a/af/Rogue_Unix_Screenshot_CAR.PNG)
Rogue is a balls-hard CRPG. It sort of set the tone for... well, the entire rogue-like genre. You might perhaps know one of them better as...
Nethack! Meet Nethack. Note this is not another Rogue screen.
![[Image: NethackScreenshot.gif]](https://upload.wikimedia.org/wikipedia/commons/1/18/NethackScreenshot.gif)
Nethack is a huge, huge game, also randomly generated every time you enter. Permadeath is definitely a thing, and it is entirely possible to begin a game and die before you get two steps due to enemy encounters.
Rogue-lite games like Binding of Isaac or Rogue Legacy (not an accidental name) exist to carry over some of the same concepts: Crushing difficulty, permadeath, gradual learning through failure but allow a user's gameplaying skill to help them out: Someone who is great at Metroidvania-style games will excel at Rogue Legacy and people with twinstick/topdown shooter experience will be aided in Isaac.
Rogue-likes don't give a shit for how good your reflexes are, since they only act when you do. Monsters don't take a step until you move, and combat is a series of dice rolls you have (seemingly limited) control over. You can't out-play a rogue-like as you can a rogue-lite.
I am a grognard.
Meet Rogue.
Rogue is a balls-hard CRPG. It sort of set the tone for... well, the entire rogue-like genre. You might perhaps know one of them better as...
Nethack! Meet Nethack. Note this is not another Rogue screen.
![[Image: NethackScreenshot.gif]](https://upload.wikimedia.org/wikipedia/commons/1/18/NethackScreenshot.gif)
Nethack is a huge, huge game, also randomly generated every time you enter. Permadeath is definitely a thing, and it is entirely possible to begin a game and die before you get two steps due to enemy encounters.
Rogue-lite games like Binding of Isaac or Rogue Legacy (not an accidental name) exist to carry over some of the same concepts: Crushing difficulty, permadeath, gradual learning through failure but allow a user's gameplaying skill to help them out: Someone who is great at Metroidvania-style games will excel at Rogue Legacy and people with twinstick/topdown shooter experience will be aided in Isaac.
Rogue-likes don't give a shit for how good your reflexes are, since they only act when you do. Monsters don't take a step until you move, and combat is a series of dice rolls you have (seemingly limited) control over. You can't out-play a rogue-like as you can a rogue-lite.
I am a grognard.