Rogue-Lite Life Lessons
I finally beat Nuclear Throne last night. It's in my current favorite genre which could be called Action Rogue-Lite. These are games very loosely in the linage of a very old game called Rogue from 1980, that was a turn-based, procedurally generated (That means the levels are randomly (not ACTUALLY RAMDOM) created each time you play) dungeon crawler. Besides the random levels, the other thing that made Rogue special was that you had ONE chance to beat the game. I mean... once you die you have to start over. Unlike most games where you can save and load your saved state if you die, or where you have a bunch of lives and continues, Rogue was Hardcore Mode before such a thing existed. Throughout the years a smattering of games tried to preserve this mechanic but it mostly faded from the game design zeitgeist for a couple decades. Most people just don't find the emotional toll of starting completely over when you die to be fun. As videogames matured as a medium, the m