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This one here has been kinda out of vogue but it went for both video games and phones and that was "the X killer" where with phones everything for awhile that came out with a touch screen was "the iPhone killer" and with games every mmo and every fps was the WoW and CoD/Overwatch killer.
The dark souls of _____
Undertale with ______
Combine the two:
View attachment 611069
The game really makes you feel like [insert super hero]
Brute Force was supposed to be the Halo Killer, too. I mean it got decent reviews but when's the last time you heard anyone talk about it?Remember when Fable was supposed to be "the Morrowwind Killer"? that was the first real hint we got that Peter Molyneux could talk big but never really deliver.
Yeah jesus they pushed fable to the stars before release, good game but it's apples to oranges when compared to Morrowind or a better analogy to this topic would be a jrpg to just an rpg oh and also they screwed the pooch by keeping Fable II on console only because games for Windows was super successful and didn't need console peasant games coming over and watering down the master race experience.Remember when Fable was supposed to be "the Morrowwind Killer"? that was the first real hint we got that Peter Molyneux could talk big but never really deliver.
Sandboxes are not procgen, that's roguelikes. The only major indie sandbox I can think of is retro city rampageThe funny thing is that procedural generated or "sandbox games" don't have to be bad, they just often are because the "developers" (using that term really loosely) have no fucking idea what they're doing. That's how most these terms named here really got their bad rep. they're basically interchangeable with "I as the developer am too lazy to actually get the required skills and want to put the least effort possible. I also want to get rich like the minecraft guy so please buy this you sped"
Sandboxes are not procgen, that's roguelikes. The only major indie sandbox I can think of is retro city rampage
Nethack is exactly a rouge like. Inspired by the rpg Rouge where when you die you start over. Nethack, dungeon crawl stone soup, DOOM rouge, CDDA, are all rouge likes. slapping perma death on a game is an easy way to increase the amount of time people play it and give it that 'its so hard its like dark souls' appeal without actually putting thought into it.What is a roguelike anyways? My definition always was randomly generated levels and if you die you die, like nethack.
it's worked for the movie industry. and yearly sports titles are such a fucking cash grab its shameful but people buy them. the problem isn't sequels, it's that you listed terrible franchises as well. Zelda and Mario get away with selling similar games every few years. And I'll still buy them and the new quirky console i need to play them.While it's not exactly a term I can't stand series with multiple spin-offs, redos, or variations. Games like Assasssins Creed, which is what, in the double digits now?, EA Sports games, or the constant re-release of a game treated like it's a big deal.
I'm looking at you, Skyrim.
My theory for all the metroidvania games available now is the people who grew up playing them are now old enough to be involved in the industry and thats what they want to make for people like themselves.
Nethack is exactly a rouge like. Inspired by the rpg Rouge where when you die you start over. Nethack, dungeon crawl stone soup, DOOM rouge, CDDA, are all rouge likes. slapping perma death on a game is an easy way to increase the amount of time people play it and give it that 'its so hard its like dark souls' appeal without actually putting thought into it.
subtle distinction but a lot of games are actually "rouge lites" which have a progression system. Crypt of the necrodancer has coins you collect to buy perks and items to make surviving easier. This seems dumb to me because it's based on repetition for how easy the game is, like a regular rpg. so why bother with the 'restart from easy floor when you die, breeze past to get back to hard area' stuff.
The funny thing is that procedural generated or "sandbox games" don't have to be bad, they just often are because the "developers" (using that term really loosely) have no fucking idea what they're doing. That's how most these terms named here really got their bad rep. they're basically interchangeable with "I as the developer am too lazy to actually get the required skills and want to put the least effort possible. I also want to get rich like the minecraft guy so please buy this you sped"
What is a roguelike anyways? My definition always was randomly generated levels and if you die you die, like nethack.
High value factors
Random environment generation
The game world is randomly generated in a way that increases replayability. Appearance and placement of items is random. Appearance of monsters is fixed, their placement is random. Fixed content (plots or puzzles or vaults) removes randomness.
Permadeath
You are not expected to win the game with your first character. You start over from the first level when you die. (It is possible to save games but the savefile is deleted upon loading.) The random environment makes this enjoyable rather than punishing.
Turn-based
Each command corresponds to a single action/movement. The game is not sensitive to time, you can take your time to choose your action.
Grid-based
The world is represented by a uniform grid of tiles. Monsters (and the player) take up one tile, regardless of size.
Non-modal
Movement, battle and other actions take place in the same mode. Every action should be available at any point of the game. Violations to this are ADOM's overworld or Angband's and Crawl's shops.
Complexity
The game has enough complexity to allow several solutions to common goals. This is obtained by providing enough item/monster and item/item interactions and is strongly connected to having just one mode.
Resource management
You have to manage your limited resources (e.g. food, healing potions) and find uses for the resources you receive.
Hack'n'slash
Even though there can be much more to the game, killing lots of monsters is a very important part of a roguelike. The game is player-vs-world: there are no monster/monster relations (like enmities, or diplomacy).
Exploration and discovery
The game requires careful exploration of the dungeon levels and discovery of the usage of unidentified items. This has to be done anew every time the player starts a new game.