I honestly wonder if some of the people commenting here read any further than the word "roguelike." This game is nothing like Isaac, Gungeon, etc, except for the fact that it has Permadeath and randomly generated levels. The levels aren't mazes where you walk into room, kill every enemy, and walk into the next room until you fight a boss, go to next level, and repeat everything. They're miniature open worlds, closer to GTA or Retro City Rampage than anything else, and full of main quests, side-quests, and completely optional stuff to do. See a safe in a building? Break in and rob it. Or don't. Want to buy an expensive item from the shopkeep, but don't have enough money? Go to the casino and try your luck. Or don't. Hell, depending on what character you play, what missions you get, what NPCs you meet, and what items you find, you may never have to throw a punch or shoot a bullet if you don't want to.
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Re: Review: Streets Of Rogue - An Ambitious Roguelite With Plenty Of Role Play
I honestly wonder if some of the people commenting here read any further than the word "roguelike." This game is nothing like Isaac, Gungeon, etc, except for the fact that it has Permadeath and randomly generated levels. The levels aren't mazes where you walk into room, kill every enemy, and walk into the next room until you fight a boss, go to next level, and repeat everything. They're miniature open worlds, closer to GTA or Retro City Rampage than anything else, and full of main quests, side-quests, and completely optional stuff to do. See a safe in a building? Break in and rob it. Or don't. Want to buy an expensive item from the shopkeep, but don't have enough money? Go to the casino and try your luck. Or don't. Hell, depending on what character you play, what missions you get, what NPCs you meet, and what items you find, you may never have to throw a punch or shoot a bullet if you don't want to.