Even when it’s merely referenced as - TopicsExpress



          

Even when it’s merely referenced as a learning experience, death in games can always leave the player feeling defeated. How many times did that enormous boss or hidden trap in Dark Souls lead to a rage quit? What about a poorly timed jump in Super Meat Boy? Being woefully under-prepared for a multiple level boss fight in an RPG just leads to depression. No matter what, though, we keep going. That feeling of being defeated is trumped by the desire to keep pushing through – no matter how many deaths – until victory is achieved. Rogue Legacy invokes that “Just One More” masochism in the best kind of way with an ingenious twist on the formula. Story In Rogue Legacy, players take on the role of a child from a rapidly increasing genealogy of deceased. The...
Posted on: Fri, 19 Jul 2013 17:00:26 +0000

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