
Though the Castlevania series has had a rather inconsistent and confusing run over the years, the one thing tying it all together is the famed Belmont clan, with a member of the family showing up in just about every game released in the series so far. That age-old battle between the forces of good and evil has spawned all sorts of stories, but what if the Belmont clan wasn’t actually very good at the whole evil-punching thing? You’d probably end up with something approximating Rogue Legacy, a humorous and wonderfully-designed roguelike RPG following the clumsy efforts of a family attempting to conquer a castle.
The story of Rogue Legacy is a simple one which tracks the adventures of a long line of knights as each generation attempts to successfully eradicate the evils that live within the walls of the ever-changing Castle Hamson. As far as plot goes, it’s about as basic as things get, but little bits of lore are peppered in here and there through collectable journal entries that chronicle the journey of a fellow knight through the castle. Both from these journal entries and the plentiful flavour text that adorns item and stat descriptions, it’s clear that the writing is quite polished and humorous, setting an enjoyable and goofy tone that luckily doesn’t take itself too seriously.

Rogue Legacy is a roguelike action platformer through and through, leaning hard into the difficulty that the genre is famed for while interspersing strong RPG elements that support an infuriatingly addictive feedback loop. A run starts off with you selecting one of three children, each of which is of a random class and has certain ‘traits’ that either help or hinder them, usually in humorous ways. For example, a character with C.I.P. (congenital insensitivity to pain) doesn’t have a visible health bar because they don’t know how injured they are, while a character with dementia occasionally sees monsters that don’t exist. Traits, for the most part, feel well balanced in how they mix up the experience without breaking it outright, most importantly making each run feel that little bit more unique.
Classes are similarly varied, with each one focusing on a different kind of playstyle that highlights the engaging combat in unique ways. The Lich, for example, starts out with a paltry amount of health, but each kill raises the character’s maximum health cap. The Archmage has extremely strong magic capabilities, but low health and a weak melee attack. Considering that you’re typically not given much choice over which class to pick - two of your three child picks can often be of the same class - you’ll be putting in plenty of time trying out each one, neatly forcing you to try out all classes and learn to adapt strategies to the strengths and weaknesses of each one.
Once you get into the castle, the goal is simply to make it as far as possible before dying, which you will do plenty of times. There are four areas to traverse, each possessing a boss fight required to unlock the final boss, and though a player could theoretically traverse an entire given map in about forty minutes, the odds are much better that you’ll make it about five minutes before falling to a deviously-placed spike trap or a horde of enemies. Rogue Legacy is a hard game; it’s practically a given that you’re going to lose some (or, y’know, a lot) of health in every room, and once your character goes down, they’re dead forever and the cycle repeats with you choosing from another three children.
Rogue Legacy would be a good enough game if this were all there was to the gameplay loop, but it’s strongly enhanced by the underlying RPG structure that ensures not every run has to be in vain. When a character dies, all the gold they collected can be spent back at the family manor, where various stats like health, armour and critical hit rates can be boosted, or where new classes or class upgrades can be unlocked. After leaving the manor, you can also talk to a blacksmith, who forges new swords and armour pieces, and an enchantress, who enchants your gear with runes. Getting access to new equipment and new runes isn’t a simple matter of paying up, however; you have to unlock them first by finding them in treasure chests or clearing special challenge rooms scattered throughout the castle. It all seems pretty straightforward, but Rogue Legacy is hiding a nasty secret when you walk up with a new character, ready to re-enter the castle.

Charon, the ferryman of the dead, waits at the castle gate, and he cleans out any money left over from your last run. By throwing this spanner in the works, Rogue Legacy completely obliterates any hope of saving up money over several consecutive runs; you either spend it all before going back in or lose whatever you didn’t spend. Some may decry this as being unfair, but it smartly forces the player to diversify the stats that they invest their precious gold into; sometimes you don’t have nearly enough to buy that class upgrade you wanted, so you invest it into the slightly cheaper mana upgrade to ensure that Charon doesn’t get much of a cut.
Progression through the castle is more or less gated by this RPG system, with each area containing enemies and traps that deal and receive damage at progressively higher levels. Much like in the Dark Souls series, one could conceivably conquer the later areas right from the off, but it’s a much better decision to stick to the places you can manage until your stats have reached an acceptable level to challenge the horrors that lie ahead. Regardless of where you are in the game, Rogue Legacy is an absolute joy to play, with tight controls and solid moment-to-moment action. Just about every room contains a clever mixture of traps and enemies that are sure to keep you on your toes, dodging and weaving between fireballs, spikes, and spears in a desperate struggle for survival. Even in easier areas, it’s not all too difficult to be overwhelmed by the obstacles facing you, and later areas introduce new enemy and trap types to keep you guessing as you progress further. Combat is quick and clean, with your basic sword attack and optional projectile attack giving you everything you need to dispatch of threats efficiently, and the controls are delightfully responsive.

What holds this all together and makes Rogue Legacy such a wonderfully addictive experience is how each run simultaneously manages to feel unique, yet part of a natural progression of what came before. Unless you pay a handsome chunk of change to a certain merchant, the castle is completely different every time, and coupling that with the wild variance in the child that you choose to control for the current run, it can feel like a distinct game in some ways. Even so, the upgrades and bonuses that you acquire over successive runs also contribute to a growing and rewarding sense of empowerment; an area that once gave you a lot of grief early in the game may be a breeze to run through now regardless of what class you’re running.
Rogue Legacy very much feels like what would come to mind if someone were to ask you to picture a “cute Castlevania”; it integrates zombies, skeletons, and other horror-themed monsters, but all of it is depicted in a bright, somewhat cheery fashion that echoes the tongue-in-cheek tone of the writing. Environments are admittedly a little bland, but each area manages to look unique by the use of different colour palettes and room designs; the forest certainly feels distinct from the tower, even if there aren’t many defining environmental hazards in either. Each area also has its own theme, and an occasionally accessible jukebox gives you the option to listen to many more music tracks, but we found the soundtrack to be a little bland after dozens of repeated runs exposing us to the same music. It’s a relatively minor issue for most, but some may find the repetitive music to be grating over time.
Conclusion
Rogue Legacy is a simple take on the tried-and-true roguelike formula, but it executes what it sets out to do exceptionally well, making for an endlessly replayable and enjoyable action adventure that no fan of the genre will want to miss out on. A high difficulty level, funny writing, tight controls and rewarding RPG mechanics make this one an effortless recommendation; the design of the game makes it easy to play in short bursts or long sessions, which means it's a great fit for the Switch. If you enjoyed Dead Cells, Castlevania, or any 2D sidescroller in that style, you’re almost certain to have a blast with this one.
Comments 47
Never could beat this one. Loved the music though.
I’ve excitedly preordered, never done that before on a download title (fairly pointless if no discount, but I was excited and it wasn’t up on the eshop yet), I can’t wait to finally try this game.
Absolutely loved this game on Vita. Despite putting in numerous hours in the dark in bed while my wife was asleep, I never got close to finishing it. Will definitely pick it up at some point. Now where's Spelunky?
Wishlist...buckling...
Brilliant game. If you've never played it, please buy it. I love the sense of progression in this game.
Will be triple dipping.
Fantastic game, my third copy too!
seems like this would b fun with the fightstick
Only if it comes out Physical otherwise I will wait and if not won't buy it.
Probably finished this game like 30 times (gets harder each time), but not sure I would buy it again. That's the thing with all of these great indie games coming to the switch...most of them are on my PS4 thanks to PS+.
Highly addictive and would recommend though.
We just need Spelunky and then we pretty much have the perfect Indie machine.
@BensonUii Meh, I'll take a physical release from either of those... so far, I've had decent luck with the standard versions. The limited/special editions sure sell quick though.
For me Rogue Legacy is still the rogue-like platformer/RPG to beat. I know everyone is high on Dead Cells right now, which I think was a great game, but not even close to Rogue Legacy for me. I think I was on NG+7 when I finally quit playing on PC, and made it to NG+4 on Vita.
The only rogue-like I ever liked for a long time. It was a lot of fun and I did manage to beat it, so I'm not planning to double dip, but I recommend the game to anyone interested in this style of game.
@BensonUii what's lrg srg?
@BensonUii I see, got it. I like those companies, but I also like when prices drop and I can get Switch carts for lower prices. Kingdom New Lands is the one that bugs me. I didn't jump in when I should've, so it would cost too much now to get it and the soundtrack.
Another gem of a re-release for Switch. I got the Platinum trophy on Vita. I won't double dip without a sale, but will add it to my wish list moving forward. Highly recommended to anyone who hasn't played it and has any fondness for 2d platformers.
Played this on Vita. It was a lot of fun.
I played this back on the Vita. Solid game but I never managed to beat the first boss and I grew too frustrated to carry on playing after 100+ runs lmao. Might give it another go at some point though.
I have this on the PS4, great game.
I used to think I hated Roguelikes and lites, but I am finding that as long as they feature some kind of permanent progression, I shouldn't disregard them. I had more fun playing Dead Cells than anything else in a long time. It looks like this one might do the trick.
Already own this on the PS4, but would buy a physical version.
The developers themselvs call this game a rogueLITE, but an informative site uses incorrect information calling the game a roguelike.
Cool.
I try to be a productive contributor to society and then my Switch gets another great game like this. Thanks Obama.
Love this game
About the review very first sentence, let's not forget Order of Ecclesia
Another 9/10??
Seems from most of the comments that yes, it is in fact deserving though...
May have to try it!
@neogyo
Another?
Shoot, my issue has been not enough 9/10 where deserved. Diablo 3 is amazing (can confirm via personal experience, not just reciting what others say) yet it only got an 8/10
Seems 9/10's are reserved only for indie games.
@JaxonH
You guys focus too much on numbers. It isn't because Diablo isn't an indie, it's because these two games were reviewed by different people. I love Diablo 3 but I have to admit that the text is too small in handheld mode.
I really wish NintendoLife would drop the scoring system anyway so people will focus more on the actual review.
Going to give this a shot never tried it
@Frenean
Nah, I don't focus on it more than a split second. It's hard not to notice though.
But... it's not a one time occurrence- it's a long-term trend of indies getting higher scores than seriously legit AA and AAA games. Which means it's not just variation among reviewers, it's actual variation in how all reviewers here, as a whole, review indies versus AA and AAA games.
Shooo, why Nintendo hasn’t managed to force some demo for any games?
Comments are dythirambics, but how I’m supposed to find out by myself if i’m into roguelikes ??
@JaxonH
Well I'll never agree that AAA games automatically deserve a point or two higher on the scale than an indie game just because they're more technically impressive and have a bigger budget. Love Diablo 3, but I'd rather play a game like Stardew Valley any day of the week. I'm honestly glad indie games get the recognition that they deserve, these small time developers work so hard and put so much love into these games, not because they have to please their shareholders but because they're passionate about making these games, oftentimes while working a day job just to make ends meat.
I guess it's because I'm getting older and have seen the videogame industry get worse and worse over time, but these amazing indies are refreshing and keep me optimistic for the future. Meanwhile look at Activision Blizzard. Diablo 3 was critically acclaimed and loved by fans, so the obvious course of action is to make a bigger, better sequel right? Nope. Activision Blizzard sees it more profitable to get a Chinese mobile game developer to help them lazily put together Diablo Immortal, a more simplified phone game that no one asked for but will inevitably help them rake in the cash with micro transactions. These big companies are out of touch with gamers while indie games are made by gamers.
@Frenean
Indies are nice, nobody said they should get an extra point, but it seems they get judged harder and it even seems it's the indies that are the ones getting an extra point, just because "it's good for an indie"
And while being a higher budget game doesn't automatically make a game better, it does have a correlation with certain aspects that typically make games more entertaining, such as more enjoyable graphics, higher quality voice acting (and voice acting period, since many indies can't even afford that), better presentation, etc.
So statistically speaking, they should at the very least average the same scores as good indie games, if not a little higher for reasons mentioned above. Yet from my observation they actually score lower, as if indie games are held to a less stringent standard.
This game is not as good as Monster Hunter Generations Ultimate, Dark Souls, Dragonball Fighter Z, Octopath Traveler, YS VIII, etc. yet it's sitting at the exact same score. It's sitting at a better score than Diablo 3, Valkyria Chronicles 4, Wolfenstein 2 and South Park Fractured But Whole.
I mean, I am all for giving indie games their due, but that's just not right.
@JaxonH
You're letting subjectivity cloud your argument with the last point. Rogue Legacy is a different type of game than every single one you've listed. Furthermore, I've played this game, and it definitely deserves a 9/10. It's one of the most polished roguelites out there. Tight controls, great art style and soundtrack, challenging but fair, everything about it is well made and I can't really think of any complaints. Instead of judging this game on its own merits you're comparing it to out of genre AA and AAA games and deeming it an inferior product with no real reasons except that it's indie and those games aren't. (By the way I've played most of those games and they're all great) Higher quality graphics and voice acting also do not make a game automatically better than other games. The art style in Rogue Legacy is intentional and it does it well.
Also, you bring up bigger publishers being able to afford voice acting as if having more money to develop your games means you're putting more love into your games than those without. That's like comparing A Link to the Past and Breath of the Wild and automatically deeming Breath of the Wild better because it has more technically impressive graphics and voice acting
A game should be reviewed on its own merits and the only time it needs to be compared to another game to judge its quality is if they're both of the same genre.
Looks a lot like shovel knight(not a bad thing)
@Frenean
No, I'm really not.
There's plenty of indie games I would handily fork over a 9/10 for. Bastion is one of them. Transistor is one of them. Hollow Knight. Steamworld Dig 2. Inside. Shovel Knight. Guacamelee. Undertale. Hyper Light Drifter.
But people get carried away. They somehow grow to think every decent indie game is near perfection of what a video game can be. Out of a possible 10 points of a perfect video game, you are trying to tell me this game is a 9? Please.
And comparisons should be made for every game because they are all using the same 10 point scale. Which means how good they are directly corresponds to how good another one is on that same scale. Obviously you review it on its own merits. Nobody said anything about reviewing it based on anything other than its merits. The problem is reviewing a game on a sliding scale simply because it's an indie, then reporting it on the same scale every other game uses. That's hogwash.
This game is not better than all those extremely high quality games I listed earlier. It's just not. And the score should reflect that. Plain and simple.
edit
Also, I don't care how much "love" a developer puts into a game. They could put more "love" into it than all the AAA games on the market. Doesn't make it a more enjoyable experience though. At the end of the day, what matters is how enjoyable the experience is. And money definitely helps with that. Doesn't mean it's a pre-requisite but it does mean there is a correlation. I don't give a crap how much "love" they put into it, if I have to sit there and read text because they couldn't afford quality voice acting or if I have to sit there and listen to C grade voice actors because they couldn't afford better ones, then that's just too bad. The game is objectively less good as a result.
The only subjectivity seems to be coming from you by judging a game based "how much love they put into it" rather than judging it based on the end result. The end result is all that matters, and money definitely affects the end result. Doesn't mean you can't make a 9 out of 10 game as an independent developer. But it does mean you're climbing up a much steeper hill to achieve it than a developer that has means
Have you played this game? Or are you telling me that your judgement of it not being a 9/10 is coming out of your butt? A 10/10 game is not a perfect game, no game is. At the end of the day it comes down to taste. I'm not really going to get into this further with you, the fact that you use subjective terms like "better" and "good" after using the word objective to describe a game shows me that you don't really have a basic grasp of the English language. At the end of the day, Diablo 3 and Rogue Legacy were reviewed by two different people, reviews that are subjective in nature. What you may deem a 9/10 I could consider a 7/10 and vice versa. Rogue Legacy is sitting pretty at an 85% on Metacritic, so it's generally agreed upon that this is a great game. I don't really know why you don't consider this game a 9/10 other than you not having played it and judging it based off of a gameplay video. At that point it just seems like it's not your type of game, and that's fine.
Ugh... I just bought Diablo 3 for the 4th time, and now I'm going to get this for the third time.
@Frenean
No, it is you who does not have a grasp of the English language, nor do you have a grasp of an intellectual argument.
I use the term better when I'm describing something that's better. (Like this game not being better than other, better games). I use the term objective when I'm describing something that is objective (like A grade voice actors being objectively better sounding than C grade voice actors, something that can be validated with tests and focus groups)
And if it comes down to taste then why did you question my original post? If it comes down to taste then why did you take issue with mine? Ah... because it's only a matter of taste when you're defending your own views.
I know full well that what you consider a 9, I may not. That's fine. You are free to like this game as much as you wish. I have already addressed this three or four comments ago, when I spoke to this not being a single one time event, but a systemic issue across the board, across all reviewers, across all games.
And a systemic issue is a completely different thing than one reviewer having different taste. But since you seem to lecture people on the English language, you should already know that. At the end of the day, I never said this was a bad game. What I said was, only that I notice scores of good indies overscored, sometimes by a single point, sometimes more, but the bias becomes obvious when you look at the scores of much higher quality games. And it's not a problem exclusive to this site either. It's something I think reviewers need to address. Because when you tell me this pixel graphics indie #479 is as good as Monster Hunter Generations Ultimate- one of the best games I've ever played- I'm going to expect one of the greatest video games I've ever played. Because that's what you're telling me when you rank them as equals.
At the end of the day I just made a passing comment about noticing indies seemingly skewing higher. And you have taken that passing comment and turned it into an all out combative argument. At the end of the day you're not gonna change my mind that indie games tend to skew a little higher than they should. And clearly you're not going to change your mind. So why are we still talking
@JaxonH yea I should’ve been more clear that I’ve noticed indie games tend to rank higher in reviews on this site, I definitely agree with you there.
That said, I see some of Frenean’s point as well. I love all the heart put into many indie titles- and I bet you do too:) If they do keep the number system, maybe it would be best to have a separate indication for indie games as the price, “quality” and scope can be vastly different. I just picked up Crawl for $7.49 and am absolutely loving it. Would have paid $30 for it. Now, The World Ends With You for $50, no way. Maybe $30. Money shouldn’t affect a games score but when games can run the range of .99 to $60+, it’s hard not to factor price. One Strike is a solid game for $5 (I paid .99 on sale), I’d give it an 8/10. But if it cost $30, I’d probably rank it 6/10. I agree that these numbers shouldn’t matter that much, but the truth is- most people still like to see that score to better categorize/judge. The problem is, these scores are opinions. It’s hard not too feel emotion around them haha.
Thanks for the thoughts!
@neogyo
I just have beef with him saying that this game can't be a 9 even though he's never played it, and then comparing it to Diablo. They are two very different experiences and Rogue Legacy shouldn't be stuck at an 8 or lower just because a different reviewer gave Diablo a score. It's honestly very silly, especially when no two people have to base games off the same grading scale. This is all subjective and Jaxon needs to realize that.
@neogyo so they should have given it another score??
just so there wouldn't be too many 9's?? #moronlogic
This comment section shows what happens when people browse on devices with keyboards rather than touchscreens...
You are doing the hobby a massive disservice painting in such huge brush strokes as indie and aaa. Neither terms identify the game really and 2d is just as valid as 3d for gameplay
Could never really get into this game myself. The overall silly tone and procedural platforming were great, but the grinding just killed it for me, along with the feeling that it was impossible to achieve a win condition at any point early in the game. Contrasting this with something like spelunky or the binding of Isaac, where the player has a chance of getting a win even on their very first run, but likely failing due to a lack of experience at that point.
@GrailUK
100% agree!
@proof21 uh no , that wasn’t what I meant
Late comment, but if it can help anyone making a purchase decision, I got this initially on my PS Vita. Bought it again for PC. And bought it again for my Switch. I don't remember how many times I finished this game already, and I'm running through it again on the Switch and still have a blast doing it. It's the type of game I always go back to from time to time. There are few games out there I can say I'd go back to again and again and replay them to the end.
This game, to me, has that "just one more time" addictiveness to it. When you die, you know it's not because the game is "cheap" but because you simply aren't good enough. And next time, you know you'll be better. Your first runs will maybe last a couple of minutes... But later on, you'll be able to venture in the castle for over 30 mins per run...
I personnaly never found the grinding so bad, either that, or I'm better at it than most and don't require so much of it to beat bosses and harder ennemies??? I admit that sometimes, there are so many ennemies and projectiles on screen at once in some rooms, that it almost requires reflexes that a classic shooter fan would know about, but I don't have a problem with that.
I'd take games like these any day over many of the bland AAA productions out there that can often bore me to tears, even with all that professionnal voice-acting and high resolution models and textures. These don't make a game fun. Fun makes a game fun.
And this game, for me, deliver fun by the truckload.
This game is ok, but not great. Apart from the terrible graphics, there are serious balance issues... I'm not sure I ever got past the last phase of the final boss.
The difficulty goes from very easy, to dying Ina few seconds... Just by tweaking health numbers.
That said, it does have a "play again charm" ... The core gameplay loop is ok. Probably a 6 or 7 from me.
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