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Showing posts with label Rogue Lords. Show all posts
Showing posts with label Rogue Lords. Show all posts

Rogue Lords Review


Rogue Lords
by developers Leikir Studio, Cyanide Studio and publisher NaconMicrosoft Xbox One review written by Nick with a copy provided by the publisher.

Estimated reading time: 6 minutes 


Rogue Lords benefits from an interesting premise, great visual design and some cool ideas that might not be wholly original, but also seldom feel derivative. That being said, the need for patience is real as Rogue Lords does demonstrate some of the more frustration qualities of the roguelike genre as well.

The story and overall introduction kick things off wonderfully. I’ve always had a bit of a soft spot for games like Overlord or Dungeons games that cast you in the role of the bad guy, and as the Devil himself? You are the apex villain. The developers have a lot of fun with this premise, sprinkling in well-known horrors such as Dracula, the Headless Horseman, Blood Mary and more as your principle characters.

The narrative revolves around how Van Helsing and his fellow demon hunters drove back the very Devil himself, claiming a great victory and providing a time of peace for mortals. Of course, the Devil is never truly beaten it seems, and he bides his time collecting souls and gathering his strength until… the souls stop coming to him and he has to send his loyal disciples back into the fray to figure out what is happening.

This backdrop is ably supported by game voice acting, colorful animations and period appropriate music as the stage is set in a gothic world from centuries ago. All of this dresses up a game that in many ways resembles other roguelike RPGs, with turn-based combat, procedurally generated maps and an almost certainty that you will die on many of your attempted runs through the game.

Some of the more unique aspects include how characters have health and spirit points – and while in many RPG’s something like ‘spirit points’ would be seen as a mana bar for casting spells, here it is viewed a second sort of health bar. In combat, the objective is to lower your opponent’s health or spirit to zero, at which point they are down – but not out – of the battle. You need to get one more killing blow in at that point, or risk that character rallying and still causing trouble.

Each run begins with you picking a trio of characters and then set out on the map where you have branching paths that sort of let you plot your path. You will have battles, lightweight roleplay interactions where you talk with / terrorize citizens, find nodes that let you replenish your resources a bit and more. The various ways you can advance progression on any given run are varied and interesting, from improving skills, boosting stats, building / acquiring artifacts and more.

By and large gameplay is what you would expect. Conversations are just option-oriented. When you start combat you choose what kind of attack you make, which yields different boons when you are done. Combat is a turn-based affair where you use skills that burn up action points that limit how many activities your characters can perform in a given turn. All three of your characters have their health and spirit bars as mentioned above, but unlike your opponents – they don’t die initially. Instead they draw off of a pool of demonic power that you have in your reserve. Not only does this serve as a sort of back-up life pool, but it plays into another feature as well.

This one really interesting feature that felt completely fresh to me was the ‘Devil Mode’, which is a sort of glorified cheat mode. The way it is handled is wildly amusing as you can use it to boost your odds on a conversation event to changing combat parameters in unnatural ways. For example, I had an early encounter where my characters found corpses and they could extract a small amount of energy for them, or with a 20% success rate, craft a powerful artifact from the corpse’s heart.

Or… employ this Devil Mode and you can jack that percentage to a 100% value if you want – at the cost of your demonic power reserves. Or in combat, you can do things like manipulate hit or spirit points, or steal a character’s negative debuff and swap it with an opponent’s active boon and suddenly you’ve flipped the script and turned a weakness into a strength. Thematically speaking, this is a fun feature that plays right into the notion that the devil doesn’t play by the rules.

Admittedly, early on I was incredibly conservative in my use of this ability, and made my adventure harder than necessary – at least initially. I then found a pretty good balance in managing that demonic power resource and how to leverage the Devil Mode options effectively. That becomes part of Rogue Lords’ difficulty curve. However, some of where Rogue Lords fell down for me was later in the game. I just felt like a lot of my progression did not carry over quite as much as I would have liked, and this made subsequent runs harder to the point of not just frustrating, but also kind of… boring.

The reason for this, is because counting stats become quite large, and gameplay is less about attacking and more about buffs and debuffs, turning what were five minute battles earlier in the game into sometimes twenty minute slogs. That is probably my biggest issue with Rogue Lords – that the pacing began to bog down for me and that ‘one more encounter’ kind of gameplay hook that was so addicting in the game’s earlier hours, became more of a ‘more of this again?’ kind of vibe at times. This did not happen all of the time, but it occurred just often enough for me to be notable.

Summary

Rogue Lords is a solid overall RPG roguelike with an interesting theme and a really cool mechanic in its Devil Mode. These things help to separate Rogue Lords from the pack, but unfortunately some uneven difficulty spikes and combat’s pacing slowing down in later runs takes a bit of the shine off the game’s longevity. It’s still worth playing until that happens.

Score: 7.5 / 10

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Rogue Lords - PC Review


Rogue Lords
by developers Leikir Studio and Cyanide Studio and publisher NaconPC (Steam) review written by Richard with a copy provided by the publisher.

Estimated reading time: 5 minutes


A while ago I had the opportunity to preview Rogue Lords, a new rogue style game from Leikir Studio and Cyanide Studio. With some tweaks and alterations from the demo, it's now time to look at Rogue Lords and see what it scores.

For those of you who haven't read my preview, Rogue Lords is about the Devil, having been defeated by famed Demon Hunter Van Helsing. Now, he wants his revenge, and he will do so by sending his minions to fight in his stead. Together with famed monsters such as Dracula, Bloody Mary, Frankenstein, and more! The evil minions are tasked with disrupting the actions of the church, recovering powerful relics to use against your adversaries.

Your loyal minions, three of which you can take into each chapter, must pass through nodes on a map, on their way to the end to reclaim the relic. Each node is a different encounter, and can range between a healing pool, a "story style" encounter, to combat. Combat will reward you with your choosing between skills, souls (the game currency), or a terror effect. Skills are provided randomly, and you can choose as many as the combat encounter allows, or bought from the Grim Reaper, who is the merchant. Terror effects will give either a buff in your favor, or a negative effect against you, based on whether you or "the board" activates the terror effect. Your job throughout all this as the devil, is to cheat the system, a fact I'm grateful for considering my awful luck.

You can cheat in many different ways, such as altering the outcomes of social interactions, decreasing enemy health or increasing your own, or opening portals between different nodes on the map, or moving status effects between characters. But be careful, because cheating requires devil essence, which is also your "health bar". If you lose all your essence, you fail the chapter. On the plus side, you earn exp from attempting a chapter, win or lose, which will unlock new skills to find, and characters to use.

So, the combat. I'm still not 100% how I feel about this. Essentially, each character has their own set of skills, that must be randomly earned through battles or purchased, and three types of the same skill of the same rarity automatically fuse into one higher rarity of the same skill. You start with 5 action points, and each skill takes a set number of action points, and enters a cooldown period. You must then recharge your skills in order to use them again. Each character has both HP and SP, and if either drop to zero, the character is vulnerable, and the next hit will kill them, or in your case, attack your demon essence.

This is all well and good until you encounter a batch of enemies, or single enemy, that hard counters you so badly there's hardly any way you can win. No, seriously, you either build generic and hope, or you specialize and pray you don't meet that one enemy. Sometimes, you roll the enemy over like cheap papier mache, and sometimes the enemy attacks you for 6x 32 damage and you cry because it was the last fight before the chapter boss.

Sure, there are skills that can reduce or negate incoming damage types, but when they never pop up during a run? Well, you're out of luck then. Also of note, when the game calculates damage, for whatever inane reason, damaging moves that "steal" HP or SP have the healing effect occur last. For instance, if you attack to regain 20 HP, but the enemy has "thorns" which deal 4 damage to attackers, and you're out of essence and the attacker is vulnerable? You lose. Yes, this happened to me. No, I wasn't happy about it.

Also of note, after completing a social interaction, teammates may react. Sometimes they like your choices and get bonus stats. Other times, like whenever Dracula looks at me apparently, they can get a negative trait that can decrease stats. I've said this before, and I'll say it again: my luck is wretched. That being said, Rogue Lords can put you into some situations that I literally couldn't see myself possibly winning the fight. The game is definitely fun, don't get me wrong, but the balancing is so out of whack I honestly don't know what to say. The kicker? It's better than the preview I did.

Summary

Overall, Rogue Lords has some really nice aspects to it. The exp system feels reasonable for unlocking characters and skills, and there a lot of really interesting takes on the old roguelike formula. That being the case, good lord the difficulty is all over the place. I can't say "expect a challenge", because you might not get one, and I can't say "it's easy", because then you get rolled over like a soft pastry. If you really like roguelikes, and don't mind the potential for a little extra punishment, you'll probably be right at home here, but barring a balancing patch, newcomers may be pushed away. Rather forcibly.

Score: 8 / 10


 









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Rogue Lords - PC Preview


Rogue Lords by developers Leikir Studio, Cyanide Studio and publisher NaconPC preview written by Richard with a copy provided by the publisher.

Estimated reading time: 7 minutes


Rogue-likes: the bane of my existence and yet a genre I always find myself coming back to. This time we've got a preview look at Rogue Lords, a Van Helsing style "myths and monsters" themed journey to re-establish yourself as the best demon/dark lord in the land.

Rogue Lords takes a lesser used path, having you as the player command your minions as the "devil". Your goal is to dominate the lands of the humans, using your dedicated minions as a medium to spread your influence. Unlike the more traditional rogue style, this time comes at you as a bit of a deck builder with progressional choices as to what situations you want to find yourself in next.

You can bring a team of three with you into each Book, which is subdivided into chapters. Each chapter will start at a node, branch out through different paths, and then culminate at a single point again. At the end of each stage you have a boss battle. Each node on the map is a new encounter, and can be randomly chosen from: a skill shop, a battle, an event, an elite battle, a random encounter, a "healing" pool, or maybe a sacrificial altar. The paths through each chapter are randomly decided, so you better start planning how you want to sit for the final encounter at the beginning of each Book. Your job as the devil takes on a few interesting facets, mainly the fact you can cheat. Which is nice, cuz most roguelikes make me want to cheat.

But first you need to know how each node works, and how the game progresses. Normal combat nodes, for instance, allow you a choice between a terror effect, a skill, or souls (the games currency) when entering combat, and will reward you upon completion. Event nodes task you to perform an action you deem beneficial to your characters, which will provide them with stat bonuses or effects upon success, or perhaps a fight on failure.Completing a node will let you take a branch to the next node in the 'tier' along the pathway. So how do you cheat? Well, you're the devil, you're not meant to play fair. During an event, combat, or on the map you can hit a "devil mode" button which will let you adjust things to your will. You only have a limited number of points to use though, and while you can recover those and the Springs nodes, you may need that power if you get into a tough fight as well.

On the map your cheating is pretty much restricted to connecting to a path branch you aren't able to reach from the path you're on. In events and battle however, cheating becomes a lot more integral. For events you select a character beforehand, only knowing what the succesful outcome will provide. You then have a measure against that characters peronality status to perform an action, which you get a choice from two or three options. The chance of success depends on how high your character personality status is. But what about when your success rate is super low for all your option? Well, then you cheat, and increase the chance of success. Congratulations, you've now completed your task and won your reward. Depending on the other characters in your team, there might be some short conversations and bonus rewards, or you might receive a negative trait if the character isn't happy with the outcome. As an example, of the three characters initially offered: Dracula, Headless Horseman, and Bloody Mary, I found Bloody Mary didn't like it when I attempted a stealth check as the horseman. She then got negative one to the "scare" stat for that.

Combat in Rogue Lords is both rather well balanced and yet horrifically unbalanced as well, at least for right now. You start with five action points, and each character has their own moves independant moves, although they all use the same action point pool. Each action will take a set number of points, and will then become unusable until rechatged. Each character has a recharge, some with different effects. For example, Bloody Mary can place a mirror behind a target that duplicates her attacks. Combat is turn based, so you go first, and then your enemies. You can cheat here by adjusting both your own unit health pools or enemy health pools, moving around staus effects, or recharging skills. So how is this both balanced yet unfair? Well, what skills you earn are randomized, so you may earn or have for purchase a lot of mediocre skills.

This won't bode well towards the end of the book when you need better skills. My first attempt at a full book had my Dracula largely useless, as I rarely got many skills that fit well with the build I was using. In addition to that, the second last fight I got in was wretched. The enemies kept spamming full party damaging moves, and I barely had enough output to outpace them. And then wave two came in with an almost identical set of enemies and I got demolished. On the other hand, I had an absolutely dirty setup going where I could build up twelve stacks of damage over time on every enemy, while dishing out an average of about sixty damage per turn, if played right. It's largely up to chance, hence the "rogue" in the title, although the battles can range from "super easy" to "nai wa" at basically any point.

I have to say, I really like what Leikir/Cyanide Studio has done with the skills. Your skills can be upgraded to increase damage and reduce action cost, either by collecting three of the same skill, or by leaving a skill at the shop, which you will get back upon your next visit, only upgraded. My only gripe is that if you get three of a skill and they 'can' fuse, they 'will' fuse. You can't just elect to keep them seperate if you wanted. You can also earn a skill, and skill slot, by sacrificing a skill at an altar. This unlocks a skill slot and gives you a replacement for the sacrificied skill.

To add to all this, you get the randomized effects that are either positive terror effects, or negative threat effects. A positive could be an extra skill after battle, and a negative could be a reduction in devil points restored from a fountain. Increasing terror also provides permanent better reward chances for a book as you invoke more of the effects. The threat effects are generally one-offs, at least from what I've experienced, and will drop on a random node ahead of you. Terror effects will be dropped on a 'row' of nodes, and may be fifferent for each node in the row.

Summary

One of my favourite aspects of Rogue Lords that I've seen is that it can boil down to strategy, even if you get a little hosed by RNGesus and the Gacha Lords. That being said, the 'cheating' mechanic is a really good way to help balance against luck insurance, and I was quite grateful for it. I'm really excited to see where the full release for Rogue Lords is going. It has a great concept with some fresh ideas, the art style is well suited for this style of gameplay, and the core mechanics seem well thought out. While a little balancing of the enemy AI might be desired, I suppose getting beat down like you're a sandbag is part of the challenge behind roguelike games. Here's hoping you were able to at least try out the demo while it was up, and if not, look forward to the release planned for some time this fall!

Score: N/A


 





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Rogue Lords Debut at PC Gaming Show


Lesquin, France, June 15, 2020
– NACON today revealed the first gameplay trailer for Rogue Lords, a new tactical rogue-like game co-developed by Cyanide and Leikir Studio, set in a murky and macabre 17th-century dystopia named The New World.

Rogue Lords casts players as The Devil in an age when Evil has been defeated and the world has been left out of balance. Unable to physically manifest in The New World, The Devil turns to his more faithful disciples to spread darkness across the land. Dracula, Bloody Mary, the Headless Horseman, the White Lady, and other evil icons unite in an unholy crusade against the Demon Hunters and cultists who conquered the forces of evil once before.

In Rogue Lords players explore a 3D map thanks to a team of three Disciples of Evil and sow chaos and corruption, making important choices and engaging in challenging turn-based combat where outright defeat means game over and the end of the story… this time.

Each run is unique, with new paths, new encounters and new opportunities on every playthrough. Players might choose to burn a farm to the ground on one run or spare the land and recruit its residents to The Devil’s cause on another. Some choices are riskier than others, and the disciples’ talents will change the outcome of the encounter. Dracula can calmly persuade mortals with his vampiric charm while the Headless Horseman might end the conversation through sheer terror alone.

When all is lost, players can draw upon The Devil’s powers and use their harvested souls to transcend the bounds of the game world and cheat. Enemy health bars, luck and other variables can be manipulated at will to tilt the balance of power in Evil’s favour and literally change the game.

Rogue Lords will be released in 2021 for PC, PlayStation®4, Xbox One, and Nintendo Switch™.

Find us on Facebook, Twitter, and YouTube.

About NACON

NACON is a company of the BIGBEN Group founded in 2019 to optimize its know-how through strong synergies in the video game market. By bringing together its 8 development studios, the publishing of AA video games, the design, and distribution of premium gaming devices, NACON focuses 20 years of expertise at the service of players. This new unified business unit strengthens NACON's position in the market, enables it to innovate by creating new unique competitive advantages, and achieve its ambition to become one of the world's leading players in gaming. https://www.nacongaming.com/

About Cyanide

Cyanide is a French video game development studio created in 2000 and based in Nanterre. It has two subsidiaries located in Montreal and Bordeaux. The studio is known for its sports games, such as the popular PC series Cycling Manager and its console version, Tour de France. Cyanide is also the author of Blood Bowl (Sport/Fantasy, 2009), the adaptation of the famous Games Workshop board game; Game of Thrones (RPG, 2012); Styx: Master of Shadows and the sequel Styx: Shards of Darkness (Infiltration, 2014/2017); and Call of Cthulhu, a game adapted from the tormented world of HP Lovecraft (investigative RPG, 2018). More information can be found at www.cyanide-studio.com

About Leikir Studio

Leikir Studio is a cross-media company. Its objective is to deploy original worlds on all media platforms. Today, the studio is made up of a web team and a video game development team, creators of the brawler Wondershot and the platformer/bullet hell Isbarah.



Article by: Susan N.




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New Rogue-Lite Launching This Year From NACON

Lesquin, France, February 21, 2020 – NACON is pleased to announce Rogue Lords, a new rogue-like game co-developed by Cyanide and Leikir Studio. Rogue Lords takes place in a gloomy 17th Century New England where mortals and diabolical entities walk side by side.

The game inverses the usual tropes, with the player taking on the role of the Devil who, weakened following a terrible defeat, is seeking to regain his powers. His goal is to once again spread corruption throughout a world left destabilised by his absence. To achieve his dark designs, he directs a team comprised of illustrious Disciples of Evil, such as Bloody Mary, Dracula, the White Lady and Baron Samedi.

In Rogue Lords, the player explores a 3D map and chooses how he will sow chaos during numerous interactions with other characters. He also launches his Disciples of Evil into difficult turn-based combat and uses their skills as best he can to overcome adversaries. If he loses, it’s game over. The player then loses all character progress and has to start a new run. He will have to choose wisely in order to find a balance that will enable him to avoid defeat. As a last resort, the player can call upon the Devil's special powers and cheat via the game interface in order to turn the situation on its head in a brand-new way!

"Rogue Lords is a game we came up with several years ago with Jérémie Monedero, the Game Director", said Camille Lisoir, Artistic Director at Cyanide. "We are delighted to see the project become reality. We have fantastic synergy with the talented team at Leikir Studio and we can't wait to reveal our diabolical world."

The equally macabre and poetic Rogue Lords will be released this Autumn on PC, PlayStation®4, Xbox One and Nintendo Switch™.

Find us on Facebook, Twitter, and YouTube.

About NACON

NACON is a company of the BIGBEN Group founded in 2019 to optimize its know-how through strong synergies in the video game market. By bringing together its 8 development studios, the publishing of AA video games, the design and distribution of premium gaming devices, NACON focuses 20 years of expertise at the service of players. This new unified business unit strengthens NACON's position in the market, enables it to innovate by creating new unique competitive advantages and achieve its ambition to become one of the world's leading players in gaming. https://www.nacongaming.com/

About Cyanide

Cyanide is a French video game development studio created in 2000 and based in Nanterre. It has two subsidiaries located in Montreal and Bordeaux. The studio is known for its sports games, such as the popular PC series Cycling Manager and its console version, Tour de France. Cyanide is also the author of Blood Bowl (Sport/Fantasy, 2009), the adaptation of the famous Games Workshop board game; Game of Thrones (RPG, 2012); Styx: Master of Shadows and the sequel Styx: Shards of Darkness (Infiltration, 2014/2017); and Call of Cthulhu, a game adapted from the tormented world of HP Lovecraft (investigative RPG, 2018). More information can be found at www.cyanide-studio.com

About Leikir Studio

Leikir Studio is a cross-media company. Its objective is to deploy original worlds on all media platforms. Today, the studio is made up of a web team and a video game development team, creators of the brawler Wondershot and the platformer/bullet hell Isbarah.



Article by: Susan N.



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