Fantasy roguelike In Celebration of Violence will launch on Nintendo Switch next week, Dolores Entertainment has announced.
Described as "a rich and deep fantasy action roguelike game of exploration and murder," In Celebration of Violence was produced and developed by indie developer Julian Edison. It features methodical combat that has you planning attacks, dodges, blocks and parries while keeping an eye on your environment, and you'll also need to improve your stats and buy items to help against the game's permadeath system.
The game has been inspired by the likes of The Binding of Isaac, Dark Souls, and Rogue Legacy, and supports single-player or local multiplayer options for up to four players.
In Celebration of Violence is largely a game of exploration; the combat is weighty and deliberate, the story vague and largely absent. Offering more than three hours of gameplay if you manage to run through one of the games branching paths, you begin with nothing more than the most basic controls - your wits, a wooden sword, a pitchfork and a torch. What makes the game fun is learning how to play and all other items, secrets and mechanics you must learn and discover on your own.
In Celebration of Violence features large, procedurally generated and interconnected lands such as plains, swamps, cites and of course, dungeons. There are many ways to reach the final bosses and the dungeons are a particular challenge with its many secrets and traps; only the daring and strong will manage to find the exit! A large number of weapons, items, spells, and mementos are scattered throughout the world to find, including shrines of gods. You can opt to pray to a shrine to receive a variety of favors, bonuses, and items. But choose wisely, as some gods may become angered by your actions with devastating consequences.
In Celebration of Violence launches on Switch on 26th November. Since its release on Steam in February this year, the game's received 'very positive' user reviews.
As always, feel free to share your thoughts with us in the comments.
Comments (17)
I only have time for so many roguelites and this one doesn't really jump out at me as something I need to play. I'll keep an eye on reviews though so if I hear nothing but good things it can go on the wish list.
It looks okay I suppose, Hades is the Rouge-like on my radar right now though.
Is this Anti's new favorite game?!?! I think so!
Yay, violence 😊👍
They nicked Deadly Premonition’s logo.
God, the pixel art in this hurts to even look at.
@Ralizah Right?? I think part of the problem is that it’s extremely zoomed out while the sprites are tiny and... let’s just say ‘sparsely designed’. I understand that indie developers usually do the art themselves and only a select few are skilled at both the creative and technical side of things but yeah, this guy kinda could have done with outsourcing his art.
These are the kinds of rogue-likes that turn me all the way off. It's not even the procedural generation, and it's not the perma-death, I can understand the appeal of that feature as it harkens back to the days of the arcade where you had one chance to go through a game before getting a game over.
It's the "art". This overwhelming conceit that super-simplified, barely-perceptible pixel art graphics are somehow appealing. I grew up on 8-bit NES and the like and I can't think of any game that I played that looked like that. Visuals matter. Art direction matters. I could have been roped into playing something like this if it did something different with the imagery.
Sigh.
Yeah, not looking like something I would enjoy. To each their own...
They do know Children of Morta exists right? 😅
@nessisonett It's the sprite art equivalent of stick figures. I don't expect every indie game to look gorgeous like Owlboy or Iconoclasts, but this is just ugly.
@Ralizah I would like to point out that the other side does occur, as in developers who’re great at art and sound but absolutely cannot code. Toby Fox is one, Undertale is written in Game Maker without any regard for good practice. It’s horribly coded and poorly optimised and yet, it’s a great game. Games can definitely be more than the sum of their parts but first impressions matter, especially when there are so many indie games coming out these days that ‘it’s coded by one person’ doesn’t really excuse this sorta thing anymore.
Steam release in February? Played this years ago. Must have been early access. Left a bad impression with me, and I never went back to it. But ill check it out again, see how far they came.
Aaaaand... it's another big time pass for me. Just looks like all the other low-res pixelart roguelikes that seem to be flooding the Switch right now.
@nessisonett Agreed! There are enough resources online that give clear direction on what good game making/coding practices should be followed that excuses are hard to come by... at least good ones. Yes, 1 person can make a great, fun, game but it is really hard to do without any input from outside sources, i.e. playtesters (that aren't gonna tell you what you wanna hear), artists that will truly critique your work (this part can get painful), and sound engineers that will listen to your Sh*te soundtrack and tell you how to fix it. So, the one man team comes down to one person listening to what many others have to say and then making something based on good direction. It's never as simple as, "I have a great video game idea!" those are a dime a dozen and ideas are cheap, implementation and creation are hard!
@BenAV my thoughts exactly.
The description made me think of Dead Cells lol. However, this one really isn't doing anything for me. The 'art' has almost no personality whatsoever. And perhaps this is just my preferred playstyle, but 'weighty' controls always just felt sluggish and laggy to me. I'll just stick with Hades, Hollow Knight, and Dead Cells for my roguelike fix
Tap here to load 17 comments
Leave A Comment
Hold on there, you need to login to post a comment...