7 people found this review helpful
Recommended
0.0 hrs last two weeks / 29.2 hrs on record
Posted: 14 May, 2020 @ 8:12pm

Streets of Rogue
I have played 2 roguelites before this one I think.
I really loved "Enter the Gungeon" (EtG) but struggled to feel the same towards "The Binding of Isaac" (TBOI).
Both are generally considered hard by some. The general difference while still being similar in many aspect is why they are difficult, I dislike when RNG rather than skill is needed.
This is why I love EtG as you can beat the general game everytime with starting guns. You might get OP runs in both respected games, but for TBOI having good skill is often not enough without RNG.
What is the point of restarting till you get something good rather then let the game throw curveballs that stimulate your knowledge of the game without being unfair?

This is why I love "Streets of Rogue" (SoR). The difficulty aspect is completely dependent on you.
Sure, this means that it lacks a higher natural difficulty curve and might feel less rewarding, but "too hard" is not a problem with this game.
Depending on what class you play you will have to adapt your way to play.
Some feel easier while others are frustrating.
You can even make custom characters and still make progress if you balance them out.
Typically you can make them OP or underwhelming to stimulate difficulty.
Of course you could just for fun exceed the values if you don't feel to make progress.
Point being that with all cutomization options available you can greatly tailor your experience to what you feel is a difficulty enjoyable to you.

The progress system.
M-missions and character level ups reward you with Chicken Nuggets.
You accumulate them and can use them at the homebase after the run/s for unlocking more "traits" and "rewards".
You can also use them to buy items to temporarily start with on the next run.
When you unlock more traits/rewards the game scales this to how much you must have in the pool as a minimum.
The cool thing is that you can edit out which traits and rewards you dont want to show up, to better suit them for your playstyle.
For instance you probably don't want firearm boosting traits if your character can't use guns.
These settigns can be save and loaded at the base when you want to change them between what characters you use.
After beating all floors of an area with 5 different characters you unlock the option to start there by going to the elevator at the homebase.

There are also achievements for completing various misc. things aswell as completing the story in certain ways.
You will also unlock several characters. The unlock conditions are stated on the character selection screen.
I would have liked more achievements to be presents specifically for completing the big quests and story with each of the vanilla characters.
This is also a good way to keep more players engaged and increases replayability for some.
I might have unlocked all traits, most rewards and achievments after less than 30 hours, but that doesn´t prevent me from seeing myself continuing to play the game.

The Core Gameplay
You start by selecting a class/character. Each vanilla character has their own "big-quests" they need to do on every floor and comes with their own traits and abilities.
As an example you might play as a police officer or a thief. One of them can arrest people and the other one can steal from people (abilities).
To beat their quests you will have to arrest enough guilty people as the police officer and steal enough from safes/chests as the thief (big-quests).
Apart from this their traits give the characters positive and negative artributes which typically feels logical to the nature of the character.
For instance the police officer is alligned with other officers and loses xp when arresting innocent peoples.
Most traits can be swapped or removed on floors for money. Most mechanics are trial and error, there are different vending machines etc.
Apart from character specific quests there can be a number of different quests on each floor. By doing quests and killing/saving people you get xp and level up.
Upon finishing the floor you get to chose to improve traits or add new ones essentially making you stronger for the more upcoming difficult floors.
You don't need to succeed with your missions, but either have to complete them or fail them.
After that you progress to the next floor and the next till you beat the levels of the floor and enter an new area.
Eventually after several areas you beat the game.
While the traits, loot etc. on the floors can determine if you succeed to some degree, i never felt that RNG unfairly ended or made me OP during a run.
Another mechanic of the game is that disasters may appear upon entering a new floor.
This can be really deadly with radiation, ooze spreading or make everyone be affected by random status-effects every couple of seconds etc.


Replayability
I initially after 10 hours of gameplay struggled to see the 100's of hours of replayability some talked about.
Fairly quickly the main game was beaten and while things are randomly generated and runs will vary some, the end goal was done.
There are many character to try and do the same with but it doesn't feel that exiting.
As an achievement hunter I could see the misc. things as something to work towards and unlock more characters.
What would have been great in my opinion (apart from my earlier suggestions) would have been to add achievements for unlocking traits and rewards.
Something to keep more players engaged.
The thing which really changed my perspective on replayability is how cleverly the Dev has taken advantage of the core-gameplay.
While the game mostly is the same it can greatly be affected by lots of things as mentioned before, but it goes even further.
You can use mutators. This can alter the game sooo much. From removing annoying "disasters" that can occur on floors to making everyone equipped with rocket launchers.

While the game is great for single player it gets much better with multiplayer. It has the option to be played both online or locally (unsure if mix match is possible between local and online).
It goes up to 4 players at the same time and you can revive eachother and kill eachother. It can create funny synergies or pit you against eachother depending on what character you decide to use.
I started playing the game Co-op and had lots of fun. I accidently missed to setup a password the first time and immediately had someone join me so I would assume there is a decent playerbase.
(btw sorry about leaving the game :/)

The Conclusion
With an active Dev and a recent dlc character pack being released, the game is for sure alive with updates to come.
While the core-gameplay can feel a bit dull at times, there can be frustrating moments and hilarious moments all the same.
The game is created in a good way that lets players of different skill levels enjoy it and with all the customability it can keep the replayability high.
I will still say that the multiplayer experience is far superior to playing it alone.

Apart from expanding achievmements and continuing to improve the core-gameplay (enemies, mission types, building types etc.) the game has few flaws when you have learned how it works.
Especially impressive is the ai and level of customization.
It has provided a more casual and creative roguelite-experience than EtG and TBOI and I highly recommend it.


//ECE//
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2 Comments
ECE94FSR 1 Sep, 2024 @ 12:01pm 
Thank you for your kind words :happymeat:❤️
76561199763973621 31 Aug, 2024 @ 4:28pm 
OMG, your review is like, super detailed and awesome! I totally love how you explained everything. You're amazing! 😍✨