<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Roguelike - vo.rs</title><link>https://vo.rs/tags/roguelike/</link><description>Latest from the Roguelike desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Tue, 14 Jul 2026 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/roguelike/" rel="self" type="application/rss+xml"/><item><title>Blue Prince: The House That Redraws Itself</title><link>https://vo.rs/respawn/blue-prince-the-house-that-redraws-itself/</link><description>&lt;![CDATA[<p>The premise sounds like a gimmick and turns out to be an engine. You are Simon P. Jones, fourteen years old, and your great-uncle has left you a house called Mount Holly on one condition: find Room 46. The estate has forty-five rooms. The floor plan is a grid, five wide and nine deep, with the entrance hall at the bottom and a sealed antechamber at the top. Forty-five rooms, forty-six needed. That&rsquo;s the whole hook, delivered in the first sixty seconds, and it takes most players a very long time to work out what kind of question it actually is.</p><p><em>Blue Prince</em> arrived in April 2025 from Dogubomb — essentially Tonda Ros — published by Raw Fury, on PC, PlayStation 5 and Xbox Series consoles. It has been described as a puzzle game, a roguelike, a deduction game and a walking sim, and the reason nobody can settle on a label is that its central mechanic belongs to a genre that doesn&rsquo;t have a name yet. You don&rsquo;t explore Mount Holly. You<em>draft</em> it.</p><h2 id="drafting-as-level-design">Drafting as level design</h2><p>Here&rsquo;s the loop. Open a door, and rather than a room, you get three blueprints: pick one, and it becomes the room behind that door, permanently for this run. Each blueprint shows its footprint — how many doors it has, and which walls they&rsquo;re on — plus its cost and any rules attached. Some rooms only place in dead ends. Some cost gems. Some can only appear in the outer columns, or in the back half of the estate. Some are rank-limited, appearing once and never again.</p><p>Then you walk in, and the room does something. It might contain a key. It might contain a lever, a note, a shop, a security terminal, a slot for a coin. It might contain nothing except three more doors and three more decisions.</p><p>The resource that governs all of it is<strong>steps</strong>. You start each day with a step budget, every room you enter spends one, and when the steps run out the day ends, the house empties, and tomorrow&rsquo;s Mount Holly is a fresh sheet of paper. Everything you built is gone.</p><p>Set that beside how roguelikes normally work and the difference is sharp. In<a href="/respawn/dead-cells-the-roguevania-blueprint/">Dead Cells</a> or<a href="/respawn/hades-the-roguelike-that-solved-narrative-repetition/">Hades</a>, the run generates a level and you react to it. In<em>Blue Prince</em> the run generates<em>options</em> and you author the level from them, which makes every door a small architectural argument with yourself. Do I take the room with four exits because I need the reach, or the room with one exit because it has a chest in it and I&rsquo;m nearly out of steps? Do I place the Boiler Room now, knowing it&rsquo;s cheap and useless, because placing anything else here costs gems I don&rsquo;t have?</p><p>The genius is that the drafting rules are themselves the puzzle. A room that only spawns in dead ends means dead ends have value. A room that must sit on the west wall means the west wall is a resource. Within a few hours you stop seeing a floor plan and start seeing a constraint satisfaction problem with wallpaper. I can think of no other game where the act of<em>building the dungeon</em> is the intellectual content and the act of walking through it is the reward.</p><h2 id="the-step-economy-is-the-difficulty-curve">The step economy is the difficulty curve</h2><p>The elegance of steps as a currency is that it prices everything at once. Curiosity costs steps. Backtracking costs steps. A room that turns out to be a dead end with a locked door costs a step going in and, if you routed badly, several more getting back out. There is no health bar and nothing kills you; the only enemy is the walk itself.</p><p>That makes<em>Blue Prince</em> one of the very few games where<strong>layout efficiency is the skill</strong>. Good players don&rsquo;t have faster reflexes. They have a better sense of the grid — they know that placing a corridor at row three buys them lateral movement for the rest of the day, that a room with doors on three sides at the bottom of the map is worth more than the same room at the top, that spending eight steps on a detour to a shop is only correct if you already have the coins. The difficulty curve is invisible because it&rsquo;s inside your own planning, and it flattens the moment you get better at reading the grid, which is the most honest kind of progression there is.</p><p>The genuine cruelty is that Mount Holly is stingy with the thing you need most, which is reach. Room 46 sits at the top of the grid. Getting there requires an unbroken chain of drafted rooms from the entrance hall to the antechamber, which requires door alignment, which requires luck, which requires that you spend your entire day building a corridor rather than looting one. The house is constantly offering you interesting rooms that lead nowhere and boring rooms that lead north, and choosing correctly means choosing boredom over and over. That&rsquo;s a real design risk, and the game takes it deliberately.</p><h2 id="what-actually-persists">What actually persists</h2><p>If the house resets every day, what carries? Two things, and the split is the reason the game works.</p><p>The first is a modest layer of permanent unlocks — keys, codes, tools, changes to what can appear in the drafting pool. It&rsquo;s real, it&rsquo;s slow, and it&rsquo;s the least interesting part.</p><p>The second is<strong>you</strong>. What actually persists across days is the notebook in your head. The house is stuffed with documents: letters, ledgers, memos, a newspaper, plaques, timetables, a set of family records that don&rsquo;t agree with each other. Read them and a second game emerges underneath the drafting one, made of numbers you can&rsquo;t use yet, names that mean nothing yet, and rules that turn out to be literal. The most powerful thing you can take out of a run is a fact.</p><p>This is the same trick<a href="/respawn/return-of-the-obra-dinn-the-deduction-masterpiece-in-two-colours/">Return of the Obra Dinn</a> and<a href="/respawn/lorelei-and-the-laser-eyes-the-puzzle-box-with-a-memory/">Lorelei and the Laser Eyes</a> run: the gate is knowledge, and knowledge doesn&rsquo;t reset.<em>Blue Prince</em> welds that to a roguelike&rsquo;s structural churn, so the randomness that would ruin a fixed puzzle game becomes the delivery mechanism for the clues. A run that ends four rooms short of the antechamber still hands you three documents, and the documents are the actual progress. Once you understand that, the failed days stop feeling like failures. You aren&rsquo;t trying to reach Room 46 today. You&rsquo;re trying to learn something today, and Room 46 falls out of enough somethings.</p><p>I&rsquo;d argue the real ancestor is the old cassette-era adventure: the games I typed into a C64 in the eighties where you kept the map on graph paper because the machine wasn&rsquo;t going to keep it for you, and the memory the game relied on was yours.<em>Blue Prince</em> is that idea rebuilt with a modern designer&rsquo;s understanding of variance. The graph paper is back. Get a real notebook — the in-game journal does some of the filing, and it doesn&rsquo;t do the thinking.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>Two things chafe, and both come from the same source.</p><p>Variance can hand you a genuinely dead day. Not a hard day — a<em>nothing</em> day, where the drafts come up cheap and doorless, you&rsquo;re out of gems by row three, and you walk the corridor already knowing there&rsquo;s no route north. Ten minutes of a game that has no combat and no failure state is ten minutes of walking. The design&rsquo;s answer is that documents still drop, and the answer holds most of the time. It doesn&rsquo;t hold all of the time.</p><p>And the late game asks a lot. Once you&rsquo;ve cracked the surface,<em>Blue Prince</em> keeps going — considerably further than most players expect — into puzzles that assume you&rsquo;ve been transcribing details for thirty hours and cross-referencing them off-screen. That&rsquo;s not a flaw so much as a filter, and the game is admirably unbothered about who it filters out. It won&rsquo;t tell you when you&rsquo;re done. It won&rsquo;t tell you that you missed something. It just leaves it there.</p><h2 id="the-verdict">The verdict</h2><p><em>Blue Prince</em> is the rarest thing in games: a mechanic nobody has done before, executed by someone who understood exactly what it was for. The drafting isn&rsquo;t a delivery system for the puzzle box; the drafting<em>is</em> the puzzle box, and the manor is the physical form of a decision tree. It is also gentle, funny, beautifully lit, and quietly sad about the family it&rsquo;s describing — a game that could have been a pure abstraction and chose to be a house instead.</p><p>The step economy will frustrate anyone who wants a puzzle game to sit still and be solved. Everyone else gets forty hours of the specific, disreputable joy of realising that a note you skimmed on day six was an instruction. Play it on PC if you want the notebook open on a second screen; the console versions play identically and you&rsquo;ll just want paper instead.</p><p>If it lands, go to<a href="/respawn/lorelei-and-the-laser-eyes-the-puzzle-box-with-a-memory/">Lorelei and the Laser Eyes</a> next for the same respect for your attention, or<a href="/respawn/animal-well-the-metroidvania-as-a-locked-room/">Animal Well</a> for the same conviction that the real progression happens in your head.</p><h2 id="spoilers-below">Spoilers below</h2><p>The moment the game shows its hand is when you realise the forty-five-room count was never the constraint. Mount Holly&rsquo;s grid has edges, and the game spends its opening hours training you to treat those edges as walls. They are not. Once the estate proves it can extend past its own footprint, the drafting rules you&rsquo;d internalised as physics turn out to be conventions, and every &ldquo;impossible&rdquo; placement you&rsquo;d written off becomes a question again.</p><p>That&rsquo;s the structural rhyme with the story. The house is a document about a family that lied about its own shape — an inheritance built on a boundary that was drawn wrong on purpose. Simon is handed a floor plan and a puzzle, and the puzzle is that the floor plan is a claim, not a fact. Learning to distrust the grid and learning to distrust the paperwork are the same act, arriving at the same time, which is about as tight as a game and its theme ever get.</p>
]]></description><pubDate>Tue, 14 Jul 2026 09:00:00 +0000</pubDate></item><item><title>Vampire Survivors: The Game That Plays Itself, Almost</title><link>https://vo.rs/respawn/vampire-survivors-the-game-that-plays-itself-almost/</link><description>&lt;![CDATA[<p>There is a version of this review that is four words long and reads &ldquo;it costs four quid&rdquo;. Poncle&rsquo;s<em>Vampire Survivors</em> has been on Steam since December 2021, went 1.0 in October 2022, and has spent the years since being the cheapest thing on anyone&rsquo;s account that they have still somehow put a hundred hours into. It won the BAFTA for Best Game in 2023, which remains the funniest sentence in recent awards history — a browser game built in Phaser by one bloke in Italy, sat in the same category as budgets with a comma in them.</p><p>The joke has been told. What has not been examined nearly enough is the actual engineering. Because<em>Vampire Survivors</em> is one of the cleanest pieces of subtractive design I have seen since the sixteen-bit years, and the thing it subtracted is the thing every other game in its lineage assumed was load-bearing.</p><h2 id="the-removal">The removal</h2><p>You move. That is the input. The left stick, or WASD, and nothing else. Your weapons fire on their own timers, in their own patterns, forever, whether you are paying attention or not. Monsters come in from the edges in tides. Every kill drops an experience gem; every few gems is a level; every level throws up a small menu of weapons and passive items and asks you to pick one. Thirty minutes on the clock, and at thirty minutes Death arrives and takes the run off you regardless of what you have built.</p><p>Strip a twin-stick shooter of the aiming and you would expect to be left with nothing. Instead you are left with<em>positioning</em>, and it turns out positioning was carrying the whole genre the entire time. The direct ancestor here is well documented — Galante has been open that he took the shape from<em>Magic Survival</em>, a Korean mobile game from 2021 — but the deeper root is the arcade lineage that runs through<em>Robotron: 2084</em>, where the second stick was really just a way of expressing which pile of enemies you had decided to be nearest to.<em>Vampire Survivors</em> noticed that the interesting decision in that genre was always the standing — the shooting was bookkeeping — and had the nerve to delete everything else.</p><p>What this does to the moment-to-moment is peculiar and specific. You stop reading the screen as targets and start reading it as terrain. A whip that fires horizontally means you want enemies on your flanks; a King Bible orbiting your body means you want to be inside the crowd rather than backing away from it; a Garlic aura means the correct play is to walk<em>into</em> the thing that is killing you. Your build silently rewrites what &ldquo;safe&rdquo; means, and half the skill of a run is noticing that the geometry of safety changed two levels ago and you are still moving like the old build.</p><h2 id="the-economy-underneath">The economy underneath</h2><p>The level-up menu is where the design does its real work, and it is worth being precise about why it lands, because &ldquo;you get a choice of upgrades&rdquo; describes a hundred games that feel like nothing.</p><p>You have six weapon slots and six passive slots. Weapons cap at level eight. A capped weapon plus the correct passive item unlocks an<em>evolution</em>, which arrives only from a chest dropped by a boss after the ten-minute mark. That is three separate resources — slots, levels, time — all converging on a single delivery window, and the effect is a run that has a genuine dramatic structure rather than a difficulty slope. Minutes zero to ten are you deciding what the run is about. Ten to twenty are the evolutions cashing in and the screen turning to soup. Twenty to thirty are you finding out whether the soup is thick enough to survive what is coming.</p><p>The screen-turning-to-soup is the part people describe as the game playing itself, and it is where the criticism usually stops. I would argue the opposite: the soup is the<em>reward</em>, and it is a reward the design has to earn by making the first ten minutes genuinely precarious. Early<em>Vampire Survivors</em>, before your first evolution, is a horrible tense scrabble in which one bat can end you and the gems are always eight steps too far away. The power fantasy at minute twenty-two is only legible because you remember being nearly killed by a bat at minute two. Take away the fragile opening and the whole thing collapses into a screensaver, which is precisely what happens in the dozens of imitators that let you start strong.</p><p>Galante&rsquo;s professional background before this — years designing for the gambling industry — is a matter of public record and he has talked about it openly, and you can see the fingerprints without needing to be rude about it. The gem-collection radius, the near-miss, the drip of small rewards between the big ones: this is somebody who knows exactly which frequency the reward loop wants to run at. The difference is that a slot machine&rsquo;s schedule exists to extract, and this one exists to keep a decision interesting. Same tooling, aimed somewhere better.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>The meta-progression is the weak joint. Gold from runs buys permanent PowerUps — more might, more speed, more luck, more revives — and it does the standard roguelite thing of making early runs artificially bad so that later runs can feel earned. It works, in the sense that it kept me coming back. It also means that a substantial chunk of your first several hours is spent losing to a wall that exists because a spreadsheet says you have not paid yet.<em>Hades</em>, which I have written about<a href="/respawn/hades-the-roguelike-that-solved-narrative-repetition/">here</a>, got away with this by attaching a story beat to every failed run;<em>Vampire Survivors</em> attaches a number.</p><p>The Arcana system, added at 1.0, is the more interesting late addition and the more uneven one. Arcana cards are run-wide rule changes — one makes your first weapon fire on a timer independent of cooldown, another converts recovery into damage — and the good ones are genuinely build-defining in the way<em>Balatro</em>&rsquo;s jokers are, a comparison I have leaned on before in<a href="/respawn/balatro-the-poker-roguelike-that-ate-a-year/">that review</a>. The problem is that a few of them are so much better than the rest that the &ldquo;choice&rdquo; of two Arcana at the start of a run is frequently no choice at all. When your deck contains a card that trivialises the ceiling, the ceiling stops being a place you visit.</p><p>And the content has sprawled. Poncle has kept adding — Legacy of the Moonspell in late 2022, Tides of the Foscari in 2023, an<em>Among Us</em> crossover, a<em>Contra</em> one, and eventually the official Konami-licensed<em>Ode to Castlevania</em> in 2024, which retroactively legitimised an aesthetic the game had been cheerfully gesturing at since the itch.io days. Each pack is generous and cheap. Collectively they have turned a game whose original virtue was that you could understand all of it into one with a collection screen you scroll. The free Adventures mode was an honest attempt to re-impose a shape on that pile, and it half works.</p><h2 id="what-it-is-actually-for">What it is actually for</h2><p>Here is the read.<em>Vampire Survivors</em> is a game about the pleasure of a system you built becoming legible to you all at once. The reason it survives its own tedium — and there is tedium; minutes twenty-two to thirty of a strong run are frequently just holding a direction — is that the legibility arrives as a<em>sensation</em> rather than as information. You do not read a stat sheet and conclude the build worked. You watch the screen fill with your own consequences.</p><p>That is a real, specific thing that games can do and other media cannot, and it is why the hundred clones that copied the auto-attack and the XP gems mostly feel hollow. They copied the loop. The loop was never the point. The point was the ten-minute window of genuine fear that makes the twentieth minute mean something, and fear is expensive to design and free to leave out.</p><p>Play it on whatever you have — it is on PC, Xbox and Game Pass, Switch, PlayStation, and free on mobile with ads, and it runs on hardware that would struggle to open a browser tab. Buy the base game, ignore the DLC until the base game bores you, and give it the first hour on the understanding that the first hour is meant to be a bit miserable.</p><p>If it hooks you, go to<a href="/respawn/risk-of-rain-2-the-difficulty-curve-as-a-clock/">Risk of Rain 2</a> next, which does something structurally related with a clock that gets angrier the longer you dawdle, and which asks for rather more of your hands.</p><h2 id="spoilers-below">Spoilers below</h2><p>The unlock tree is the real second game, and it is where the design shows most personality.</p><p>Moongolow is the trick everyone remembers: a stage that runs a fixed fourteen minutes and then ends in a cataclysm, dropping you somewhere considerably less pleasant, and it is the only moment in<em>Vampire Survivors</em> that has anything you could call a set piece. It works because the game has spent hours teaching you that stages are inert arenas, and then one of them turns out to have a plot.</p><p>Green Acres and The Bone Zone are jokes — endless, arbitrary, essentially test rooms left in with the lights on — and their presence tells you something honest about the project&rsquo;s origins. This was a browser toy that never fully stopped being one, and Poncle has declined to sand off the parts that give it away. The secret characters unlocked by typing nonsense into the main menu are the same instinct: a game that remembers cheat codes were once a folk practice rather than a store page.</p><p>The Randomazzo, the Yellow Sign, the escalating chain of relics that each unlock the ability to find the next thing — this is the structure that keeps people at four hundred hours, and it is essentially an ARG bolted to a screensaver. Whether that is genius or a cheerful mess depends entirely on how you feel about a game that hides its best ideas behind its worst ones. I lean towards genius, on the grounds that nothing else that came out in 2022 was this confident about what it could afford to leave out.</p>
]]></description><pubDate>Tue, 13 Jan 2026 09:00:00 +0000</pubDate></item><item><title>Hades: The Roguelike That Solved Narrative Repetition</title><link>https://vo.rs/respawn/hades-the-roguelike-that-solved-narrative-repetition/</link><description>&lt;![CDATA[<p>Roguelikes have always had a story problem, and it is a structural one. The genre
runs on repetition — you die, you start again, the numbers reshuffle — and
narrative runs on progression. Put the two in the same box and the story becomes
something the player skips. Every roguelike before 2020 solved this by having
almost no story, or by putting it in item descriptions and letting the community
assemble it on a wiki.</p><p><em>Hades</em> solved it by making the repetition the subject.</p><p>Supergiant Games put it into early access on the Epic Games Store in December
2018, moved it to Steam a year later, and shipped 1.0 on 17 September 2020 for PC
and Switch, with PlayStation and Xbox versions following in August 2021. It won a
BAFTA for Best Game and, in 2021, the Hugo Award in a one-off Best Video Game
category — the first game to get one, voted on by a science-fiction readership
that does not hand those out for combat feel. Five years and a sequel later, the
thing it worked out about narrative repetition is still the most important design
idea of its generation, and it is still barely copied, because copying it is
enormously expensive.</p><h2 id="death-is-a-commute">Death is a commute</h2><p>Zagreus is the son of Hades. He is trying to leave the Underworld. When he dies,
he goes into the River Styx and surfaces in a pool in the House of Hades, which
is his father&rsquo;s office, and his father looks up from his paperwork and says
something about it.</p><p>That is the entire trick, and everything else follows from it. Once dying returns
you to a<em>place</em> where people live, the run structure stops being a loop and
becomes a commute. You leave home, you fail, you come home, and everyone at home
has an opinion about your failure. Achilles is by the door. Nyx is in the hall.
Cerberus wants attention. Dusa is dusting the chandelier and worrying. Hypnos —
who is asleep at the reception desk and reads out your cause of death like a
receptionist reading a delivery note — is the joke that makes the whole thing
work, because he turns each death into an event the fiction acknowledges.</p><p>Compare<em>Rogue Legacy</em> (Cellar Door Games, 2013), the closest ancestor, which
made death diegetic first: your heir inherits the estate and the traits, and the
castle persists. That is the right idea, executed as a frame.<em>Hades</em> runs the
idea through the writing, and the writing is the part nobody wants to pay for.</p><h2 id="the-dialogue-queue-is-the-actual-engine">The dialogue queue is the actual engine</h2><p>Here is the machinery, and it is worth understanding because it is the whole
answer.</p><p>Creative director Greg Kasavin wrote north of twenty thousand lines of dialogue
for<em>Hades</em>, all of it voiced, most of it by a small cast with Logan Cunningham
carrying an implausible share of it. Plenty of RPGs have more words than that, so
the volume is only half of it. The innovation is the priority system underneath.</p><p>Every character has a large pool of possible lines, each tagged with conditions:
what boons you carried, who you last spoke to, which boss killed you, how many
runs you have made, what you gave whom, what you have already been told. When you
walk up to Achilles, the game queues the most contextually specific line that has
not yet fired, and burns it. Say the
wrong thing at the wrong time and the game notices; die to your father twice in a
row and he has a fresh remark about it.</p><p>The player-facing consequence is that<em>Hades</em> almost never repeats itself for the
first forty or fifty runs, and by the time it starts to, you are deep enough that
the story has moved. The illusion is that the House is reacting to you. The
reality is a very large deck being dealt in an intelligent order, and it holds
because Supergiant did the unglamorous work of writing enough cards.</p><p>That is why nobody has copied it. The mechanic is cheap. The content pipeline
feeding it is not.</p><h2 id="the-run-itself">The run itself</h2><p>None of this would matter if the combat were poor, and it is excellent for a
reason that has nothing to do with the writing: the boon system creates a build,
and the build is a conversation with chance.</p><p>Six weapons, each with aspects that alter them substantially. Boons from the
Olympians — Zeus chains lightning, Poseidon knocks back, Aphrodite weakens,
Ares does damage over time, Artemis crits, Dionysus poisons — and boons that
combine into Duo effects when the right two gods have already blessed you. The
Mirror of Night spends darkness on permanent upgrades. Keepsakes weight the pool
towards a god you want. Chthonic keys, nectar, ambrosia, the Fated List of Minor
Prophecies: every currency you bring home buys something.</p><p>The design pressure this creates is genuinely good. You cannot plan a build. You
can only lean — take Artemis&rsquo;s keepsake, hope she shows up, adapt when she
doesn&rsquo;t. It is the same tension I wrote about in<a href="/respawn/balatro-the-poker-roguelike-that-ate-a-year/">Balatro: The Poker Roguelike That Ate a Year</a>:
the run gives you a hand and the skill is recognising what hand you have been
given rather than the one you wanted.<em>Hades</em> is more forgiving than<a href="/respawn/dead-cells-the-roguevania-blueprint/">Dead Cells</a> about this, because
the meta-progression means a bad run still pays, and that forgiveness is
deliberate — the design wants you to get home so the House can talk to you.</p><p>The accessibility work belongs in the same argument. God Mode grants 20% damage
resistance and adds 2% every time you die, so a player who keeps failing keeps
getting stronger until the story unlocks. Supergiant understood that the story
was the reward and refused to gate it behind execution. The Pact of Punishment
runs the other way for players who want the difficulty back, in increments they
choose.</p><h2 id="what-it-owes">What it owes</h2><p>The Amiga I got in 1987 had a port of<em>Rogue</em> on it — Epyx published one in 1986
— and the thing about<em>Rogue</em> is that it had no story at all and did not need
one, because the dungeon generated the anecdote. You told the story afterwards, in
a corridor at school. That is the genre&rsquo;s founding compromise: the game supplies
systems and the player supplies meaning.</p><p>Every roguelike since has honoured that compromise.<em>Spelunky</em> (2008),<em>The
Binding of Isaac</em> (2011),<em>FTL</em> (2012) — all of them make you the author. What
Supergiant did was ask whether a roguelike could supply the meaning itself
without losing the generative anecdote, and the answer turned out to be yes, at a
cost most studios cannot bear. Supergiant had also solved half of it already: the
reactive narrator in<em>Bastion</em> (2011) was the same technology in an earlier and
cruder form, a system watching what you did and commenting on it.<em>Hades</em> is that
prototype, nine years of iteration later, pointed at the exact structural problem
it was built to solve.</p><h2 id="the-verdict">The verdict</h2><p><em>Hades</em> is the rare game where the literary ambition and the mechanical design
are the same object. Take the writing out and you have a very good isometric
action roguelike with a strong art direction from Jen Zee and one of Darren
Korb&rsquo;s best scores. Take the combat out and you have a soap opera about a
dysfunctional family of gods. Together they produce something neither half could:
a story that gets<em>better</em> the more you fail at the game, which no other medium
can do at all.</p><p>Its limits are honest ones. The Underworld&rsquo;s four biomes are fixed in order —
Tartarus, Asphodel, Elysium, the Temple of Styx — so the variation lives in the
boons and the room layouts, and after enough runs the geography is a hallway you
walk fast. The bosses are few, and Theseus and Asterius carry more than their
share. The moment-to-moment combat lacks the mechanical strangeness of the best
of its peers.</p><p>It is on everything — PC, PlayStation, Xbox, Switch — it runs on a toaster, and
it is a complete game that never asked for a season pass.<em>Hades II</em> followed the
same early-access route and only widens the argument: Supergiant found a design
position nobody else can afford, and they are still the only ones standing on it.</p><p>What to play next:<a href="/respawn/dead-cells-the-roguevania-blueprint/">Dead Cells: The Roguevania Blueprint</a>
for the harsher, more mechanically dense version of the same loop, and<a href="/respawn/risk-of-rain-2-the-difficulty-curve-as-a-clock/">Risk of Rain 2: The Difficulty Curve as a Clock</a>
for a roguelike that solves pacing with time pressure instead of dialogue.</p><h2 id="spoilers-below">Spoilers below</h2><p>The ending is the part people argue about, and the argument is a good one.</p><p>Zagreus escapes, reaches the surface, finds Persephone, and then dissolves —
because he cannot survive outside the Underworld, and the game makes you do this
repeatedly. Ten times, in fact, before the story concludes. Supergiant took the
one thing a roguelike player wants (the winning run) and made it a chore you must
grind, which sounds like a design failure and is instead the sharpest joke in the
game: reaching Persephone is the beginning of the story, and the reunion has to
be earned through the same repetition everything else was.</p><p>The epilogue lands the thesis. Persephone comes home, the family is assembled,
and the whole thing closes on a family reconciling — Hades and Zagreus finally
speaking plainly, Nyx&rsquo;s role revealed, Demeter thawing. It is a domestic ending
to a myth about escape, and the reason it works is that you have spent sixty
hours in that hallway hearing these people slowly change their minds about each
other, one death at a time.</p><p>Hypnos, who has been reading out your causes of death for the entire game with
no idea what is going on, gets the last laugh. Correctly.</p>
]]></description><pubDate>Tue, 09 Dec 2025 09:00:00 +0000</pubDate></item><item><title>Balatro: The Poker Roguelike That Ate a Year</title><link>https://vo.rs/respawn/balatro-the-poker-roguelike-that-ate-a-year/</link><description>&lt;![CDATA[<p>It&rsquo;s April, and the year is over. Balatro came out on 20 February, a solo project
from an anonymous Canadian developer trading as LocalThunk, published by
Playstack, and it passed a million copies inside a few weeks with no marketing
apparatus worth the name. Whatever else 2024 does, it will be doing it in
Balatro&rsquo;s shadow, on people&rsquo;s phones, on their lunch breaks, in the tab behind
the spreadsheet.</p><p>The reason is not poker. LocalThunk has been fairly open about barely playing
poker; the hand rankings are a UI he borrowed because everybody already knows
them. What&rsquo;s underneath is something else entirely, and it&rsquo;s the oldest trick in
this business done better than anyone has done it in years.</p><h2 id="what-it-is">What it is</h2><p>You play a run. Each run is a ladder of antes, and each ante has three blinds —
Small, Big, and a Boss Blind with a rule attached that breaks something you were
relying on. To beat a blind you need to reach a score. You have a standard
52-card deck, a hand of eight cards, a small number of plays and a small number of
discards. You select up to five cards, the game identifies the poker hand, and it
scores.</p><p>The scoring is the game. Every hand produces two numbers: chips and mult. Your
score is chips × mult. A pair is 10 chips and 2 mult, so 20 points, and the Small
Blind of Ante 1 wants 300. So you play a few hands, you scrape past, and you go to
the shop.</p><p>The shop sells Jokers. There are a hundred and fifty of them and each is a rule.
One adds chips per club. One adds mult for every discarded card. One multiplies
your mult. One doubles the effect of the Joker to its left. You have five slots.</p><p>Also on sale: Tarot cards that transform individual playing cards, Planet cards
that permanently level up a hand type so that every future Full House scores more,
Spectral cards that do something drastic with a cost attached, and Vouchers that
change the run&rsquo;s rules outright. Fifteen starting decks, each rewriting the
opening position. Eight escalating stakes that layer restrictions on top.</p><p>You need 300 at Ante 1. You need hundreds of thousands by Ante 8. Do the maths on
what has to happen in between.</p><h2 id="the-whole-design-is-one-multiplication-sign">The whole design is one multiplication sign</h2><p>Here&rsquo;s the argument. Balatro&rsquo;s central insight is that chips and mult are on
opposite sides of an operator, and almost every decision in the game is you
choosing which side to feed.</p><p>Chips are the safe side. They add. A Joker that gives +30 chips is +30 chips
forever, dependable, boring, and it will not carry you past Ante 6.</p><p>Mult is the dangerous side. Additive mult is a solid living. Multiplicative mult —
the ×3s, the ×1.5-per-condition, the ones that scale off something you have to
maintain — is where the run either explodes or dies, because a ×3 is worth nothing
without chips to multiply and everything with them.</p><p>So the run has a shape, and it&rsquo;s the same shape every time and it never gets old:
the first three antes you&rsquo;re building a chip base and it feels like admin; the
middle antes you&rsquo;re hunting for the multiplier that will make the base mean
something; and then either you find it and Ante 7 evaporates in one hand for four
hundred thousand points, or you don&rsquo;t and you die at Ante 6 doing perfectly
respectable arithmetic.</p><p>That escalation from &ldquo;300&rdquo; to &ldquo;300,000&rdquo; across forty minutes is the drug.<a href="/respawn/vampire-survivors-the-game-that-plays-itself-almost/">Vampire Survivors</a>
runs the identical curve — trivial start, absurd finish, the player&rsquo;s own build
outgrowing their comprehension — and does it with no decisions in it at all.
Balatro makes you<em>sign</em> every step of the escalation. You chose the Joker. You
sold the other one. You are personally responsible for the number, and the number
is ridiculous, and that combination is why people cannot put it down.</p><h2 id="the-boss-blinds-are-the-balance-patch">The boss blinds are the balance patch</h2><p>The obvious failure mode for a design like this is the degenerate strategy: find
the one engine, run it every game, watch the game die. Balatro&rsquo;s answer is
elegant and it&rsquo;s built into the ladder.</p><p>Every ante ends in a Boss Blind, and boss blinds attack your assumptions rather
than your score. One debuffs an entire suit. One only lets you play one hand type.
One blocks your discards. One turns your cards face down. One demands you play
five cards every hand.</p><p>What that does structurally is force every build to have a second gear. A run
built entirely on flushes meets the boss that debuffs a suit and has to have an
answer ready three antes before it knew the question. So the shop stops being a
place where you buy the best thing and becomes a place where you buy insurance you
hope to waste, and<em>that</em> tension — optimise now versus survive later — is a
resource-allocation problem dressed up as a card game.</p><p>It&rsquo;s the same instinct behind<a href="/respawn/inscryption-the-card-game-that-keeps-breaking-its-own-frame/">Inscryption</a>&rsquo;s
willingness to break its own rules, though Inscryption breaks the frame for a
narrative payoff and Balatro breaks it purely to keep you honest. Slay the Spire
did the ancestral version of this with its elite and boss relics; Balatro
tightened the loop until an entire Spire run fits in the time it takes to boil a
kettle.</p><h2 id="why-it-feels-like-that">Why it feels like that</h2><p>Talk to anyone who&rsquo;s played it and within a minute they&rsquo;ll do the noise. The
score punch — the way the chips tally with a rising pitch, each card flipping and
firing, the Jokers going off in sequence left to right, the number climbing in
audible steps and then the whole thing landing with a thump.</p><p>That&rsquo;s not decoration. It&rsquo;s the payoff structure made physical. The hand is
already resolved the moment you press play; the game could show you the total
instantly. Instead it<em>performs the multiplication</em>, card by card, so you get four
seconds of accelerating evidence that the thing you built works. It&rsquo;s a fruit
machine&rsquo;s reel-stop rhythm applied to a decision you actually made, which is the
respectable version of the same neurology.</p><p>The presentation carries it. Everything is chunky, CRT-warped, curled at the
edges, and the whole thing looks like a card game running on a machine that should
not be running a card game — a deliberate and very well-judged bit of texture from
someone who clearly understands that a slightly wrong phosphor glow makes numbers
feel heavier.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>The luck floor is real. There are runs where the shop offers you nothing, the
Jokers don&rsquo;t talk to each other, and you die at Ante 5 having played correctly
throughout. That&rsquo;s the genre&rsquo;s tax and Balatro pays it more than most, because the
multiplicative engines it&rsquo;s built around are binary — you have one or you don&rsquo;t.
Slay the Spire could grind out a win on fundamentals. Balatro often can&rsquo;t.</p><p>The higher stakes expose the seams too. Gold Stake asks for a level of consistency
that the deck&rsquo;s variance doesn&rsquo;t really support, and the result is a fair amount of
run-abandoning at Ante 2 when the opening doesn&rsquo;t cooperate. That&rsquo;s not a
difficulty setting so much as a lottery with a longer queue.</p><p>And the game had a genuinely stupid month. In March it was pulled from several
storefronts after a ratings body decided that pictures of playing cards
constituted gambling content and slapped an adult rating on a game with no money,
no wagering and no chance to lose anything but forty minutes. Balatro simulates a
slot machine&rsquo;s<em>feel</em> precisely, which is worth being honest about — the reel-stop
dopamine is engineered and it works on people. It also has no gambling in it. The
rating was wrong about the object and accidentally right about the mechanism.</p><h2 id="the-verdict">The verdict</h2><p>Balatro is the tightest escalation engine anyone has shipped this decade, built by
one person, running on a laptop, in a genre everyone assumed was solved. Its real
achievement is structural: it found a way to make a number going up feel earned,
by putting a multiplication sign in the middle of it and making you responsible for
both operands.</p><p>Buy it on whatever&rsquo;s nearest. It runs on anything, the console versions are
identical to the PC one, and the thing you&rsquo;re buying is a forty-minute loop you&rsquo;ll
run four hundred times.</p><p>If the escalation is what got you,<a href="/respawn/vampire-survivors-the-game-that-plays-itself-almost/">Vampire Survivors</a>
is the same curve with the decisions removed, and<a href="/respawn/hades-the-roguelike-that-solved-narrative-repetition/">Hades</a> is the same
loop with a reason to press start.</p><h2 id="spoilers-below">Spoilers below</h2><p>The endless mode past Ante 8 is where the design&rsquo;s real character shows, and it&rsquo;s
the part I&rsquo;d argue about.</p><p>Beat Ante 8 and you can keep going, and the required score stops climbing steadily
and starts going somewhere the number formatting can&rsquo;t follow. The game begins
displaying scores in scientific notation, then in a naming scheme that gives up on
dignity entirely, and the blinds ask for figures that no honest engine can reach.
The only way through is to break the game — to find the specific Joker interaction
that produces a genuinely unbounded loop and let it eat itself.</p><p>That&rsquo;s a confession. Endless mode admits that the multiplication engine, given no
ceiling, has no interesting equilibrium; past a point the game is only playable by
exploiting it, and LocalThunk simply left the door open and let people find out.</p><p>I think that&rsquo;s the correct call, and it&rsquo;s also why Ante 8 is where the game
actually lives. The eight-ante ladder is the designed object: a curve tuned so
that a good run peaks exactly as it ends, which is the hardest thing in this genre
to get right and the reason Risk of Rain&rsquo;s loop and Spire&rsquo;s Act 4 both wobble.
Balatro gets to stop while it&rsquo;s still beautiful. Everything past that is the
developer showing you the machinery, with the panel off, on purpose.</p>
]]></description><pubDate>Tue, 09 Apr 2024 09:00:00 +0000</pubDate></item><item><title>Risk of Rain 2: The Difficulty Curve as a Clock</title><link>https://vo.rs/respawn/risk-of-rain-2-the-difficulty-curve-as-a-clock/</link><description>&lt;![CDATA[<p>Most games measure difficulty against you. You get better, so they get harder;
you fail, so they ease off. Risk of Rain 2 measures difficulty against the
clock on the wall, and the clock does not care whether you are ready.</p><p>There is a readout in the top-right corner. It tells you how long you have been
alive and it tells you, in a word, how much trouble you are in. It starts at
Easy. Given long enough it stops using words that mean anything and starts
shouting at you. Nothing you do slows it down. You can stand perfectly still in
an empty corner of the first map and the number keeps climbing, the enemies keep
getting more numerous and more expensive to kill, and the run you were carefully
building gets taken away from you by arithmetic.</p><p>That single decision — difficulty as a function of elapsed time rather than
progress — is what makes this game work, and it&rsquo;s why it has outlasted a good
many slicker things released since.</p><h2 id="what-it-actually-is">What it actually is</h2><p>Hopoo Games released Risk of Rain 2 into Early Access in March 2019 and hit 1.0
in August 2020, on PC and every current console. It is the 3D sequel to Risk of
Rain (2013), a 2D side-scroller with the same architecture and a much meaner
silhouette. Gearbox published both and later bought the property outright.</p><p>The loop is simple enough to explain in a lift. You drop onto a stage as one of
a roster of survivors — Commando, Huntress, Engineer, MUL-T and a dozen others,
each unlocked by a specific challenge. You kill things, which drops gold. You
spend gold on chests, which drop items. Items are permanent for the run and they
stack: two of a thing is roughly twice the thing, six of a thing is a problem
for whatever is standing in front of you. Somewhere on the map is a teleporter.
You activate it, survive the boss and the charge window, and move to the next
stage. After five stages you loop back to the beginning with everything harder
and everything you own still in your pocket.</p><p>Items are the whole texture. A white common item that gives a small chance of
chaining lightning is a shrug at one stack and a screen-clearing weather system
at twelve. The red-tier legendaries change the rules rather than the numbers —
one of them, famously, lets you cheat death once per stage, and the run in which
you find it becomes a different run. Lunar items are the interesting ones: they
come with an explicit cost, a real downside written on the tin, and picking one
up is the game asking whether you understand your own build well enough to pay.</p><h2 id="the-clock-is-the-design">The clock is the design</h2><p>Here is the thing everything else hangs from. Gold scales with time. Chest prices
scale with time. Enemy health and damage scale with time. So the more chests you
open, the stronger you are — and the longer you spent opening them, the stronger
everything else is.</p><p>That&rsquo;s not a difficulty setting. It&rsquo;s an economy with an interest rate.</p><p>Every decision in a run is the same decision wearing a different hat. There&rsquo;s a
chest on a ledge across the map. Getting there costs ninety seconds. Ninety
seconds is worth a certain amount of enemy scaling, and the item in the chest is
worth an unknown amount of power, and you have to price that trade with
incomplete information while a horde is assembling behind you. Do it right and
you leave the stage marginally ahead. Do it four times in a row on a stage where
the chests roll badly and you leave the stage behind the curve, and being behind
the curve compounds, because a weaker character kills more slowly, and killing
more slowly takes more time, and time is the thing that is hurting you.</p><p>The genius is that the punishment for greed is never immediate. Spelunky&rsquo;s ghost
arrives at two minutes thirty and tells you off in person. Risk of Rain 2 lets
you overstay, gives you the loot, sends you happily to the next stage, and then
kills you eleven minutes later with a bill you signed without reading. You almost
never die of the mistake you just made. You die of the mistake you made two
stages ago, and by the time you understand that, you&rsquo;ve internalised the pacing
in a way no tutorial could have taught you.</p><p>Compare the timed doors in<a href="/respawn/dead-cells-the-roguevania-blueprint/">Dead Cells</a>,
which do something adjacent and much more legible: run fast, get a reward, and
the reward is gone the instant the timer expires. That&rsquo;s a clean, honest bargain
you can evaluate in a second. Risk of Rain 2&rsquo;s bargain is smeared across an hour
and you&rsquo;re never quite sure you got it right. The uncertainty is the product.</p><h2 id="why-the-power-fantasy-lands">Why the power fantasy lands</h2><p>Roguelikes have a structural problem with escalation. If the player gets strong
enough to trivialise the content, the game stops being interesting; so most
designs cap the player, or scale the enemies to match, or reset the whole
apparatus every run. Hopoo went the other way and let the ceiling off entirely.</p><p>By the third loop a well-built survivor is a war crime. The screen is a smear of
proc effects, ricochets, mortars, satellite lasers and burning ground, and you
are killing bosses in the time it takes them to finish their spawn animation.
This is the same joy that<a href="/respawn/vampire-survivors-the-game-that-plays-itself-almost/">Vampire Survivors</a>
later refined into a pure distillate — the pleasure of watching your own build
outgrow your ability to follow what it&rsquo;s doing.</p><p>The difference is that Risk of Rain 2 charges for it. Vampire Survivors ends at
thirty minutes and hands you the victory lap. Risk of Rain 2&rsquo;s clock keeps
ticking past the point where your build is godlike, and the scaling curve is
exponential where your item stacking is roughly linear. So the god phase is a
phase. It has a shelf life. You are always, at every moment of the run, watching
two lines on an invisible graph and trying to guess where they cross — and the
right play is often to leave a stage with money in your pocket and chests
unopened, which feels physically wrong and is correct.</p><p>Very few games make walking away from free loot into a skill.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>The 3D translation cost something real. The 2013 original was a side-scroller,
and a side-scroller tells you where everything is. In three dimensions, with a
camera behind your shoulder and enemies spawning off-screen in every direction,
the fair-fight legibility goes. Late in a run you will be killed by something you
never saw, from a direction you had no reason to check, and the game&rsquo;s answer to
that is a minimap you don&rsquo;t have and a sound mix that is already saturated. The
tension between &ldquo;readable combat&rdquo; and &ldquo;the screen should be chaos&rdquo; never quite
resolves.</p><p>The other cost is the ramp-in. The first ten minutes of a run are, by design, the
least interesting ten minutes. Difficulty is low, items are few, and you are
essentially doing paperwork to build a character. Once you&rsquo;ve had four hundred
runs, those minutes are a chore you tolerate. The scaling clock justifies it —
you cannot skip the early game without also skipping the item economy — and I
still think it&rsquo;s the strongest argument for the design and the most obvious tax
on your evening.</p><p>Multiplayer is where the seams show most. Up to four players share a stage, item
drops don&rsquo;t scale cleanly, and the difficulty coefficient rises with player
count in a way that makes an uncoordinated four-stack a farm and a coordinated
one a rout. It&rsquo;s a joy to play with friends and it is not a balanced experience,
and Hopoo were fairly upfront that it was never going to be.</p><h2 id="the-ancestor">The ancestor</h2><p>Everyone reaches for Isaac or Spelunky here, and the resemblance is surface. The
real ancestor of Risk of Rain 2 is the arcade timer — the coin-op design where
the machine&rsquo;s job is to end your session on a schedule, whatever your skill, and
skill only buys you a longer schedule. Every one of those cabinets had a hidden
rank system pushing back against a player who got too good.</p><p>The trick Hopoo pulled is exposing that clock, putting it in the corner of the
screen, and making it the thing you play against rather than the thing that plays
against you.<a href="/respawn/hades-the-roguelike-that-solved-narrative-repetition/">Hades</a>
solved repetition by making the loop mean something narratively. Risk of Rain 2
solved it by making the loop mean something economically. Both are answers to the
same question: why should I press start again? Hopoo&rsquo;s answer is that last time
you left two chests behind and you&rsquo;ve spent the intervening hour wondering
whether you should have.</p><h2 id="the-verdict">The verdict</h2><p>Risk of Rain 2 is the most honest tension engine in the genre. It gives you one
number, tells you the number is your enemy, hands you every tool you need to
manage it, and then quietly makes managing it the entire game. The combat is
loose, the camera is a liability, the early minutes drag, the multiplayer is
lopsided — and none of that matters much, because the thing it does is something
almost nothing else does, and it does it for as long as you keep asking.</p><p>Play it on PC, where the mod scene has been carrying it for years and where the
frame rate survives what the third loop does to the entity count. The console
versions are complete and competent; they just wilt at the top end, which is
where the game is.</p><p>Then, if the loop takes, go and see what<a href="/respawn/vampire-survivors-the-game-that-plays-itself-almost/">Vampire Survivors</a>
does when you remove the ceiling and the aiming. It&rsquo;s the same drug with the
difficulty clock swapped for a shorter fuse.</p><h2 id="spoilers-below">Spoilers below</h2><p>The reason the loop mechanic works — going back to Stage 1 with a difficulty
coefficient that has never reset — is that it makes the map geography a memory
test rather than a discovery. You already know where the chests are on Titanic
Plains. You know where the shrine spawns cluster. So the second loop asks you to
run a route you know at a speed you can&rsquo;t quite sustain, and the pleasure flips
from exploration to execution without changing a single asset.</p><p>The obliteration ending is the part I keep thinking about. You can end a run
voluntarily, at the obelisk, by choosing to erase yourself. It&rsquo;s the only exit
that isn&rsquo;t death and it costs you the run&rsquo;s rewards. A game built entirely on the
tension between greed and the clock offers you, as its cleanest ending, the option
to stop wanting things. That&rsquo;s a better joke than it has any right to be, and it
took me a long time to notice it was a joke about me.</p>
]]></description><pubDate>Tue, 30 Jan 2024 09:00:00 +0000</pubDate></item><item><title>Dead Cells: The Roguevania Blueprint</title><link>https://vo.rs/respawn/dead-cells-the-roguevania-blueprint/</link><description>&lt;![CDATA[<p><em>Dead Cells</em> left early access on 7 August 2018, which makes this month its
fifth birthday and a reasonable moment to ask a question the launch reviews
couldn&rsquo;t: does the thing hold? Plenty of 2018&rsquo;s roguelites are now a footnote and
a Steam sale. Motion Twin&rsquo;s is still receiving expansions —<em>Return to
Castlevania</em> landed in March this year — and is still the game every new hybrid
gets measured against. The word they coined for it, &ldquo;RogueVania&rdquo;, has outlived
the marketing that produced it, which almost never happens.</p><p>The reason is a weld. Two genres that should reject each other were joined, and
the joint holds under load.</p><h2 id="the-two-things-that-shouldnt-fit">The two things that shouldn&rsquo;t fit</h2><p>A roguelike is about a run: procedural, disposable, and meaningful only because
death erases it. A Metroidvania is about a map: handmade, persistent, and
meaningful because you memorise it and come back with the double jump. One genre
throws the level away. The other asks you to live in it. Welding them naively
gives you a procedural map nobody can memorise, which is the worst of both — the
tedium of backtracking with none of the mastery.</p><p>Motion Twin — the Bordeaux worker co-operative that made this, before spinning
off Evil Empire to carry the post-launch work — solved it by separating what is
random from what is fixed. The<em>biomes</em> are fixed: the Prisoners&rsquo; Quarters, the
Promenade of the Condemned, the Ramparts, the Ossuary. Each has a fixed character,
fixed enemies, fixed exits. The<em>interiors</em> are procedural. So the map you
memorise is the graph of biomes and how they connect, and the corridor you&rsquo;re
walking through right now is disposable. You learn the country and improvise the
street. That&rsquo;s the whole trick, and everyone who copied<em>Dead Cells</em> copied that
before they copied the sword.</p><p>The Metroidvania half is then delivered through runes. The Vine Rune, the
Teleportation Rune, the Ram Rune, the Spider Rune and the Homunculus Rune are
permanent traversal unlocks, earned once from specific fights, and each one
permanently opens branches of the biome graph that were previously closed. This
is exactly a Metroidvania gate — a door you couldn&rsquo;t open, then can — laid over a
structure that resets every death. You lose your gear. You keep your keys. It is
a startlingly clean idea and it took the genre most of a decade to arrive at it.</p><h2 id="the-flask-is-a-design-argument">The flask is a design argument</h2><p>Here&rsquo;s the part I think people undervalue.<em>Dead Cells</em> gives you a health flask
with a small number of charges per run. It is the only healing you can rely on.
Everything else in the economy — the cells you bank, the gold you spend, the gear
you pick up — is abundant. Health is not.</p><p>That single scarcity does an enormous amount of work. It makes every trade
legible: taking a hit costs a fraction of a finite resource, so &ldquo;I&rsquo;ll just tank
this&rdquo; is a decision with a visible price rather than a shrug. It converts the
combat from a damage race into a bookkeeping problem you solve with your thumbs.
And it makes the<em>pace</em> of the game non-negotiable in a way a health bar alone
never manages.</p><p>Timed doors are the other half of that argument. Scattered through the biomes are
doors that open only if you reach them under a time limit, and behind them is
good gear. Nothing forces you through one. The game simply prices dawdling and
lets you decide. That&rsquo;s a far more elegant instrument than a chase sequence or a
countdown, because it produces the behaviour by making it attractive instead of
compulsory. You start speedrunning the early biomes for a reward, and by the time
you notice, you&rsquo;ve internalised a movement grammar — roll, hit, roll — that the
later biomes require.</p><p>By the time you&rsquo;re on 5 Boss Stem Cells, the difficulty tier that gates the true
ending, Malaise makes the argument explicit: it accumulates over time, buffs the
enemies, and is pushed back by killing things. Aggression stops being a style. It
becomes the only sustainable metabolism.</p><h2 id="where-the-loop-fights-itself">Where the loop fights itself</h2><p>The build system is the seam. Weapons scale with one of three stat colours —
Brutality, Tactics, Survival — and you raise a colour by choosing scrolls at the
end of each level. Commit early and hard, and the numbers explode. Spread across
colours and you end a run with a broad, weak character who dies to the first
elite that respects itself.</p><p>This is a legible, teachable system, and it&rsquo;s also a tax on the thing the game
otherwise does best.<em>Dead Cells</em> is at its finest when you&rsquo;re improvising with
whatever the floor gave you. The scaling maths quietly instructs you to stop
improvising and start filtering: a purple weapon in a red run is litter, however
interesting it is. The game hands you a toybox and then explains that three
quarters of the toys are wrong today. Custom Mode, added in 2020, is Motion
Twin&rsquo;s own admission of the problem — it lets you delete items from the pool so
the drops match the build you wanted anyway.</p><p>The other seam is the Collector. Cells are the meta-currency; you bank them at
checkpoints and spend them on permanent unlocks, and losing a run before a
checkpoint loses the cells you were carrying. The intent is tension. The effect,
often, is that a good run&rsquo;s most stressful moment is a bank transfer.<em>Hades</em>
answered this better two years later by making death a narrative beat and the
currency almost unlosable, which I&rsquo;ve argued<a href="/respawn/hades-the-roguelike-that-solved-narrative-repetition/">at length elsewhere</a>.<em>Risk of Rain 2</em> answered it by<a href="/respawn/risk-of-rain-2-the-difficulty-curve-as-a-clock/">putting a clock on the whole thing</a>
and letting greed do the rest. Both are downstream of this game&rsquo;s willingness to
put a real cost on the meta-layer.</p><h2 id="the-ancestors">The ancestors</h2><p>The obvious lineage is<em>Rogue Legacy</em> (2013) for the meta-progression and<em>Castlevania: Symphony of the Night</em> (1997) for the map, and<em>Dead Cells</em> nods so
hard at the latter that it eventually licensed it. Fine, and true, and not the
interesting answer.</p><p>The real ancestor of how<em>Dead Cells</em><strong>feels</strong> is the 16-bit European
action-platformer, and specifically the Factor 5 lineage. I had a C64 from the
mid-eighties and an Amiga from &lsquo;87, and the thing<em>Turrican</em> understood in 1990 —
the thing most of its imitators didn&rsquo;t — was that a movement system is a rhythm
instrument. You played<em>Turrican</em>&rsquo;s levels the way you&rsquo;d play a phrase, with the
run and the roll and the fire button as a chord.<em>Dead Cells</em> has that
exactly: the roll&rsquo;s invincibility frames, the way a weapon&rsquo;s animation commits you
for a fixed number of frames, the sound design snapping on the connect. It&rsquo;s an
instrument game wearing a roguelite&rsquo;s clothes.</p><p>That&rsquo;s also why the procedural interiors don&rsquo;t hurt. When the pleasure is in
executing a phrase, the room can be arbitrary. The
run is the composition. The map is the key signature.</p><h2 id="the-verdict">The verdict</h2><p>Five years and five content drops on —<em>Rise of the Giant</em>,<em>The Bad Seed</em>,<em>Fatal Falls</em>,<em>The Queen and the Sea</em>,<em>Return to Castlevania</em> — it has the
rare distinction of having been correct on day one and better every year since.
The weld holds. The flask still hurts. The movement is still the best in the
genre, and I include everything that has arrived since in that.</p><p>Its flaw is honest and structural: a colour-coded build economy that fights the
improvisation it otherwise sells, patched over with an options menu. Live with it.
Custom Mode exists for a reason and using it is not cheating, whatever the forums
say.</p><p>It&rsquo;s on everything — PC, PlayStation, Xbox, Switch, mobile — and the Switch
version remains the one I&rsquo;d point at, because this is a game built in eight-minute
phrases and eight-minute phrases belong on a handheld. Start on 0 Boss Stem Cells.
Take the timed doors. Pick a colour and stay married to it.</p><p>If the movement is what grabs you,<a href="/respawn/metroid-dread-the-series-remembers-what-it-is/">Metroid Dread</a>
is the handmade version of the same instrument — no procedural anything, every
corridor authored, and a demonstration of what the fixed map buys when you commit
to it fully.</p><h2 id="spoilers-below">Spoilers below</h2><p>The Hand of the King is the fight the whole design points at, and it&rsquo;s a
deliberate anticlimax in the best way: after a dozen-odd biomes of improvisation,
the final boss is a pure test of the grammar. No gimmick, no phase where your build
stops working, just the roll timing you&rsquo;ve been practising since the Prisoners&rsquo;
Quarters, asked for at speed. Motion Twin resisted the urge to make the last
fight a puzzle. It&rsquo;s an exam.</p><p>The true ending needs 5BC, and that gate is the smartest editorial decision in
the game. Everything the story has to say about the island concerns a plague that
keeps reanimating what it kills, and 5BC is the tier where Malaise forces you to
kill continuously to stay alive. You have to run the disease&rsquo;s own metabolism
before the game will explain the disease. A mechanic and a story agreeing with
each other is a rarer event in this genre than the trophy list suggests, and
Motion Twin got there by hiding the payoff behind the difficulty that proves the
point.</p>
]]></description><pubDate>Wed, 09 Aug 2023 09:00:00 +0000</pubDate></item></channel></rss>