Category Archives: castlevania

[REVIEW] Rogue Legacy

Mat Paget — @MatPaget

(PC [REVIEWED])


Roguelikes are often brutal and unforgiving, being inaccessible at times. Though their popularity seems to be booming more than ever, thanks in large part to dedicated independent developers, there are still a lot of people who won’t even touch a roguelike based only on how merciless some of them can be. Although I wouldn’t call Rogue Legacy a roguelike, it does feel like a good stepping-off point to understand a few of the concepts that populate the subgenre. Not only that, but Rogue Legacy is good enough to stand on its own, whether or not you even know what a roguelike is.
Rogue Legacy is more comparable to Metroidvania platformers, particularly Castlevania: Symphony of the Night, but it does take a few notable elements from roguelikes that are enough to cause it to be labelled as such. For starters, once a character dies, they’re gone for good. And upon selecting your next character, and re-entering the castle, the world (enemy, chest, and room layouts) will be completely different from the first time you went through it — the world is randomly generated, so no two playthroughs will be exactly the same. Add on the difficult nature of the game, and that’s about where the similarities to roguelikes end — for the better, as Rogue Legacy‘s blend of genres is superb.

The gameplay is incredibly simple, offering one button for each action — attack, magic, jump, and special. The one attack, one weapon you are equipped with for the entire duration of the game may seem like it would get boring with suck a lack of variety, but this isn’t the case. Having only one weapon to master allows you to become as skilled as possible with it, and believe me, you’ll need to be for some of the trickier encounters in the more difficult areas. It’s the spells that offer the variety in Rogue Legacy‘s combat, with around ten of them to mess around with. They range from throwing a dagger directly in front of you, to summoning a storm of crows that’ll go after enemies directly, and stopping time completely. The special skill is class-specific; for example, the Barbarian King/Queen’s special is a hearty shout of “Fah Ro Dus,” which knocks back every enemy in the room.

But classes like the Barbarian King/Queen aren’t unlocked from the get-go. Along with upgrades to stats like your Health, Attack Damage, Armour, Mana, Crit Damage, and a bunch of other typical RPG stats, they can be unlocked through the game’s Manor (or, in other words, skill tree). It starts off pretty simple, allowing you to unlock a blacksmith, but it soon branches out until the screen is filled with possibilities. However, the leveling up in the game doesn’t give you skill points, or any other alternative, to spend — all stats are bought with money, which stays with you when you die, but is taken away when you re-enter the castle.

This also goes for buying equipment such as swords, armour, and runes that you’ve found throughout the world. Swords and armour increase your respective stats in obvious ways (the changes are displayed to you before purchasing), while runes are a tad different. Unlocked after completing a challenge room, runes can augment each piece of equipment, giving you a new ability. These runes can also be stacked, so if you decide to have a couple of the same ones, that ability will increase in strength. Double-jumping, sprinting, receiving health and mana after every kill, and having damage returned to enemies are just a few of the modifiers you can purchase and work with. Buying as much stats and equipment as possible before going for another playthrough is absolutely crucial, as it eliminates the roguelike quandary of “starting from square one again.”

The progression your characters will go through is gradual, yet feels amazing. They will get stronger over time, making it incredibly satisfying when you’re able to take out enemies in one hit that took several a few playthroughs earlier. It doesn’t get to the point where you can just run through the game, however. The game still requires you to use finesse to take out the enemies, and there are a few of them that are disguised as chests and paintings that you will forget about. There is rarely a time the game doesn’t require you to use skill (with a touch of luck at times) to make your way through the rooms and areas it throws at you.

Among the normal rooms full of enemies and chests, are a handful of rooms that offer either some kind of minigame, or a special bonus (or curse). One of the minigames consists of paying up 25% of your gold, then choosing one of the three chests in hopes of tripling your money spent. The other minigames are hosted by an apathetic clown, telling you to hit a certain number of targets with either daggers or axes. These games are nice little breaks, which are often rewarding. There are two other special rooms: one with a fountain that will heal you, and another with a shrine you can pray at. Praying at the shrine will either bless, or curse you with a modifier such as being able to walk on spikes, or having some of your money go flying everywhere when hit by an enemy.

There are also rooms that host nothing but a portrait of a videogame. These portraits are of Cellar Door Games’ past projects, and viewing them will give you a history lesson on the development of each title. These are completely unrelated to the game at hand, and won’t help you at all, but they quickly became my favourite thing to come across. They’re interesting, funny, and will have you jumping in joy when you see one — that is until one of them turns into a goddamn enemy.

Rogue Legacy is not without its flaws, however small they may be. The only control issue I found was that the downward stab demands absolute precision, and there are platforming sections that require this precision, which makes it incredibly hard not to get through them without accruing damage — I found myself avoiding these sections altogether. Bosses are another thing that could cause a few problems. Although I didn’t have many problems with them personally (thanks, in most part, to luck), they definitely disturb the flow of the game, which I can see stopping some players in their tracks — though the bosses won’t stop anyone from exploring the rest of the world’s areas.

Even with its flaws, there’s nothing to hate about Rogue Legacy. The beginning may start a little slow for some players, but it quickly snowballs into something you won’t be able to put down. The character progression is incredibly rewarding, the game’s humour is refreshing, and you’ll be saying to yourself “Just one more game,” even after you promised yourself that on the last run.

Damian’s Day Out at Nintendo

Damian Turner



Mat and I got the lucky privilege to go to a press event for Nintendo. They told us we would be able to use the Wii U and try out some of their games. So, going there, we were jumping up and down like a bunch of giddy girls. Once we got there I felt like a fish out of water, but once we finally entered the room of goodies, I was at home.

Before I get to the main attraction, the games, I would like to talk about the Wii U Gamepad and Pro controller. Going into this, I had some skepticism about the controller and how it would feel in my hands or even how responsive the controller’s touchscreen was. My first impression of the Gamepad was very positive. The weight of it was very nice; it wasn’t heavy so it wouldn’t get annoying if you played for hours at a time. Nintendo has a knack for making great controllers for the player to use and they hit this one right on the head. The feel of the controller was very nice and felt great in my hands. Playing some games with it, I got to use the touchscreen and I found out it was very responsive. That is what you need in a touchscreen-based product. The pro controller was also a great addition. It had the feel of an Xbox controller, but the D-pad was a million times better. The weight felt right as well; not being too heavy or too light.

The first game that I got my hands on was New Super Mario Bros. U. It was great to see Mario in high-definition glory. It was really neat that I could play it on my remote as well as the TV. Also, the game supports five players. Four people who are using the main characters, like Mario and Luigi, use a normal Wii Remote, but if someone is using the Gamepad, they can help the other players out by making platforms and stopping enemies. But saying that, I can already tell fights occurring due to players’ frustrations on how the person with the Gamepad can really screw over the other players. However, after all is said and done, the game looks like a hit.

The next game I got to try, and I was really excited to play, was Rayman Legends. This is one of my top three that I saw at the event. The game was a blast from start to finish any which way you played it. At first, I used the Gamepad, so my job was to help the other player by interacting with the environment and helping by picking up enemies and knocking them out. The whole time I never felt short-changed that I couldn’t be Rayman. It was very engaging and I couldn’t keep my eye off the touchscreen. Plus that level that was kind of like a rhythm game was fantastic. Trying to keep the beat going by hitting specific enemies in the environment. Next, I got to use the Pro controller and control Rayman. It was just as fun and felt great to have a good controller catered to gamers. I’m really excited to see the finished product.

Batman: Arkham City Armoured Edition was next up on my plate. I was ecstatic to see what they have done to improve one of my games of the year for 2011 even better. Basically, the Gamepad will be used as your Batcomputer for selecting gadgets and using your menus. It really helps to keep you in the experience. To use it to hack into portals, as well as control your batarang, was fantastic. My one problem though was that I didn’t get to go out in the open environment to test it out, but I understood why since it was just a demo.

Being a big zombie fan, ZombiU really intrigued me, so getting to play it and feed my curiosity was awesome.   So, once I started it up, I was pleased with what I saw. The game was not holding anything back; it was trying to be the most realistic it could be. The game didn’t pause when you entered your backpack if you wanted to change weapons, so it always forces you to find a safe enough area. The real kicker that I thought was a great feature was the fact that if you get bitten, and infected, you’re dead. So, if you die, you become a new character. I thought this was a neat mechanic. If you die, you will want to go back and find your old zombie self because they will have your supplies. The game was very atmospheric and I really appreciated that. I even jumped a couple of times. This was also one of my three favourites of the event.

The next two games I tried out were Luigi’s Mansion: Dark Moon and New Super Mario Bros. 2. If you have played any Super Mario game in the past, New Super Mario Bros. 2 is just like that; it’s nothing special, or anything to write home about. Luigi’s Mansion, on the other hand, was great to see at the show. It’s been years since Luigi has had the spotlight and it was great to see. The game looked great, and the gameplay was still intact. What really bugged me was when you use the vacuum, you have to move the 3DS to aim. The problem here is if you’re playing in 3D, it’s easy to become disoriented. I would just rather play whatever Luigi’s Mansion game they’re developing for the Wii U.

After that, I went to the Pikmin 3 station. The gameplay that you grew up with and loved is still intact. The game is very similar, but is still a great time. Also, the game has never looked this great. And instead of having a U.I. on the television’s screen, the Gamepad was used as the mini-map. Using the Rock Pikmin proved to me that it was a welcome addition.

The last, and final, game that I thought stole the show was Castlevania: Lords Of Shadows – Mirror of Fate. This game was remarkable. I have been a fan of the series since the original PlayStation days, and I thought Lord Of Shadows was a great addition to the series that needed some new life in it. So, to see this sequel come to the handheld, and to see the story continue, was awesome. I liked that they mixed the old school Castlevania with the combat of the latest game. And the cinematic flow of the whole combat system was alluring form start to finish. It really made you feel like a badass descendent of the Belmont family who no monster could mess with. I can’t wait to see it come to the 3DS this Fall.

The last two games I got my hands on were Project P-100 and  NintendoLand. Project P-100 is developed by the guys who made Viewtiful Joe, and you can definitely tell. This game was like if Viewtiful Joe and Pikmin had a baby. You basically control an army of super heroes trying to protect a town, and you can use the Gamepad to change the group into a giant sword, fist, or gun. Each power felt radically different, and made the combat feel like something that hasn’t been seen before. The comic book-style fit right in. I like the fresh new ideas that this game brings to an industry that is clouded with sequels and shooters.

Moving on to NintendoLand, it’s a minigame compilation with a lot more depth. First, I used the Gamepad to throw shuriken at ninjas, and it felt very responsive. The next minigames I tried were my favourites, and they were themed after Luigi’s Mansion and Donkey Kong. The Luigi’s Mansion one had five players playing, with four of them using Wii Remotes, and one using the Gamepad. The four players who are using the Remotes have to come together to find the ghost and shine a light on it. While the player who was the ghost gets the Gamepad as his screen, as it tries to grab the players while staying hidden. The players can not see him on the television’s screen unless they use their light. 

The other game is used on an old school Donkey Kong map, while you use the Gamepad to guide you to the end of the maze by turning the controller. But the catch is you can die in so many ways that you must be careful. These two games really stood out and made me excited to see what other minigames this compilation has in store for us.

This whole event has made me really excited for the Wii U. Before, I was very skeptical since I wasn’t really a fan of the Wii; I felt Nintendo pushed away the hardcore fans that had got them there in the first place. But this is Nintendo coming back true to form with some great hardware, as well as some great games to back them up for casual and hardcore gamers. These games have made my wallet cringe because, in the near future, I see Nintendo taking my hard-earned dollars. And they deserve it.

Nintendo’s 3DS Showcase at E3 2012

Mat Paget

This, and future press conference write-ups, will be written as events happen. Things may be missed, but I will do my best to cover as much as possible. 

I’ve been watching people sit down for about ten minutes now. Hopefully, the 3DS titles Nintendo shows off today are more entertaining! The big screen in the theatre says the presentation will start at 6:00PM. It is currently 6:03PM, and people are still finding seats. SIT DOWN, PEOPLE! TURN YOUR GOD DAMN PHONES OFF! Myles’ neighbours are rockin’ out to “You’re Beautiful” by James Blunt. AND THE SHOW FINALLY STARTS!

Reggie takes the stage, and points out Scott Moffitt for saying he didn’t have enough time to show off 3DS games. He says he’ll let him show off some games since Scott did beat him at Mario Kart 7… once.

Scott jumps on stage, and introduces Non-Specific Action Figure. Reggie speaks up, and says he doesn’t need a sword to kick ass and take names.

Scott’s Mii definitely looks like him.

Scott says he has more games to show off tonight, and reminds everyone they’re focusing exclusively on the 3DS. Some of these games haven’t been shown before, and for the next hour, we’ll be spending time with them.

Super Mario 3D Land sold 2-million copies, and Ocarina of Time 3D sold just half of that. Surprising to me, at least. Now, time for some games!

Castlevania: Lords of Shadow – Mirror of Fate is up first. Simon Belmont is mentioned. A kid gets a mirror from his father. The protagonist is revealed as Trevor Belmont. His purpose is to vanquish the evil that killed his mother. The game looks like a 2D action-platformer reminiscent of the older games, but in a 3D world. But that’s only the perspective. The game plays more like the combat in 2010’s Lords of Shadow. Alucard is definitely in the game. They demo a new secondary weapon–the boomerang–that is said to be very useful. The double jump, and whip swinging, are also very useful. This game doesn’t look as bad as it seemed at the Nintendo conference. I’m definitely interested. It’s a 3DS-exclusive due out this Fall.

Luigi’s Mansion: Dark Moon steps into the spotlight next. For people who wanted more Luigi’s Mansion, this game looks just right for you. Luigi sucks up dozens of ghosts with his trusty vacuum, and the demo ends with him stepping into what I can only assume is a haunted elevator. He has a new multi-coloured beam that can help him find hidden secrets throughout the game. It will be available this Fall.

Scott Moffitt does some clever word play, and introduces Warren Spector (spectre, get it?). He’s here to show off the new 3DS-exclusive Epic Mickey: Power of Illusion. The lead on the project loved Castle of Illusions. I approve! Mickey’s 3DS adventure is highly influenced by the Sega Genesis classic, but with Epic Mickey‘s paint mechanics. Mizrabel returns as the evil witch, and Mickey must stop her! The game is a 2D platformer, and the gameplay itself is very similar to Castle of Illusion. Mickey uses his paint and thinner to solve puzzles, take out enemies, and cross platforms. It looks like a really excellent platformer, and hopefully, it’s as great as its prequel. The game will feature many Disney characters including Peter Pan, The Beast, and of course, Mickey Mouse. No sign of Donald Duck, but the game will be out November 18.

Paper Mario: Sticker Star hits the big screen next. Nate Bihldorff is going to take us through some levels to show off some gameplay. Nate says Paper Mario was built for the 3DS. He also mentions that it’s just like Paper Mario games of the past, with all of the charm and humour. Anyway, stickers! Stickers are everywhere, and you’ll have to explore every nick and cranny to find them all. They can be used for gameplay, and in battles. Like past Paper Mario titles, it’s a turn-based battle system. There is some involvement in the combat, where the player will need to time button presses to block enemy attacks and lengthen their own.

I can’t comment on the 3D, but the way Paper Mario has always worked, and continues to do so, should make for an excellent experience. Mario can solve problems within the world by placing stickers he’s collected. And there is still going to be an RPG system, but it’s going to be a bit different this time around. Collecting stickers will boost Mario’s stats, as well as his album size. The demo ends with one last battle, and shows off how sticker management is crucial. It launches this Holiday season.

The next to be shown is Kingdom Hearts 3D: Dream Drop Distance. They show off various parts of the game, including the Tron world with Jeff Bridges! That’s right. JEFF BRIDGES! It looks like a Kingdom Hearts game, otherwise. There are some unique features there, but it’s hard to tell what exactly is going on. The touchscreen will definitely be utilized in some way. It features Street Pass functionality, Dream Eaters, and Circle Pad Pro-support. The launch date is July 31, and a demo will be made available soon.

Now, it’s time for a look at Scribblenauts Unlimited. The game will finally tell us what Maxwell’s story is, and Street Pass will allow us to learn new solutions. Add on a whole new world to explore, and you’ve got the newest Scribblenauts game!

A collection of 3DS games are being shown through small clips. These games include Lego Batman 2: DC Super HeroesTransformers Prime The GameRabbids Rumble, and Heroes of Ruin.

Scott Moffitt reminds everyone that Pokemon Black 2 and Pokemon White 2 are being released soon. They’re developed for the Nintendo DS, but 3DS owners will be able to get something special out of them. Pokemon Dream Radar, a new Nintendo app, will help players catch rare Pokemon. Players will then be able to transfer those to whichever version of the game they own. Pokedex 3D Pro is the second Pokemon app discussed, and it’s going to be just like the first Pokedex 3D, but with every single currently-known Pokemon.

He also touches upon the great success of the Nintendo eShop. SwapNote, Netflix, Nintendo Video, Pokedex 3D, and The Legend of Zelda: Four Swords Anniversary Edition have all been downloaded more than a million times. However, those items were all available for free — except for Four Swords, which became an item with a price tag this past February.

Threediots is announced, and it’s a new comedy series that will premiere on 3DS. It looks incredibly goofy, and features a lot of facial hair; it also seems very similar to Picnicface. It’s available to check out on Nintendo Video right now.

The summer is bringing a lot more demos, including The Amazing Spider-Man and Heroes of Ruin. A demo for Lego Batman 2: DC Super Heroes is available right now on the Nintendo eShop.

Moffitt reminds everyone that future Nintendo-published games will be available physically, AND digitally in the future. New Super Mario Bros. 2 will be the first available in that way.

And now, Nate is back to demo New Super Mario Bros. 2. He says there’s everything you’d expect from a Mario game, but with more coins. A new addition are rings throughout levels that will turn the enemies into gold once jumped through. If you kill the enemy while they’re golden, they turn into more coins. A new power-up was also shown, which turns Mario into a golden, invincible “coin-making machine.”

A new mode Coin Rush is being explained. The game chooses three random levels, and the player needs to collect every single coin in each of those levels with only one life. Street Pass will allow friends to compete with each other to see who can accrue the most coins. Nate announces that co-op will make its way to this title as well. The camera is tied to whoever is in the lead, which seems a little silly since you’ll be playing on separate screens. You’ll also be able to fly with the Tanooki suit just like you did in Super Mario Bros. 3, a feature absent in Super Mario 3D Land. Unfortunately, or fortunately if you’re an asshole, you’ll still be able to grief your friend, just like in New Super Mario Bros. Wii. The demo’s over, and the camera thing seems incredibly silly to me, but we’ll see how it pans out when the game releases on August 19.

Scott Moffitt finishes off by looking for approval, and Reggie gives him a big thumbs up.