https://playclassic.games/games/role-playing-dos-games-online/play-rogue-online/play/
Rogue 1980 | Windows
1-interacción: 7
2-mundo/apartado artístico: 7
3-concepto: 7.4
4-puesta en escena: 6.3
5-narración: -
6-sonido/apartado sonoro: -
7-jugabilidad: 6
8-historia: -
9-duración/ritmo: 4.6
10-impacto: 6.5
7.4
7
7
6.5
6.3
6
40.2/60pts
67 promedio
Rogue 1980 | Windows
1-interacción: 7
2-mundo/apartado artístico: 7
3-concepto: 7.4
4-puesta en escena: 6.3
5-narración: -
6-sonido/apartado sonoro: -
7-jugabilidad: 6
8-historia: -
9-duración/ritmo: 4.6
10-impacto: 6.5
7.4
7
7
6.5
6.3
6
40.2/60pts
67 promedio
i should have done this a long time ago, but i finally decided that as a self-proclaimed rogue-like enthusiast, i should actually play the game that introduced the genre.
it's a turn-based ascii dungeon crawler that uses a lot of text-based inputs to progress. it's really simplistic in presentation and truthfully, it is simple in gameplay as well (despite how much more complex it may seem as thanks to the lack of tutorial and long list of commands). it was... fun? but i've definitely been spoiled by the roguelikes of modern day. i played a few runs, never really did particularly great, and i doubt i'll ever really come back and try to progress super far. i will say though, that this brought back a lot of really fond memories of making my own text-based choose your own adventure dungeon crawler in high school when learning to code. overall, just happy to finally have experienced it!
it's a turn-based ascii dungeon crawler that uses a lot of text-based inputs to progress. it's really simplistic in presentation and truthfully, it is simple in gameplay as well (despite how much more complex it may seem as thanks to the lack of tutorial and long list of commands). it was... fun? but i've definitely been spoiled by the roguelikes of modern day. i played a few runs, never really did particularly great, and i doubt i'll ever really come back and try to progress super far. i will say though, that this brought back a lot of really fond memories of making my own text-based choose your own adventure dungeon crawler in high school when learning to code. overall, just happy to finally have experienced it!
I was actually at UCSC in '80, except I was majoring in Business Management so I wasn't exactly reserving time on the Unix terminals to play elf games. Toy and Wichman were nice kids though, and while this game is essentially a shittier Pokemon Mystery Dungeon, it's really quite an accomplishment considering they had to balance development with doing my homework. Ordinarily I'd rate it lower on account of its failure to live up to its sick-ass Tron world box art, but I probably owe it a couple stars on account of the black eye I gave Glenn when I got a C in macroecon.
Later roguelikes (named after this game) definitely have it beat in terms of features. Yet, like many first games, its simplicity is both charming and accessible.
At first, you may be enthralled by map generation and promise of endless adventures... but once you inspect the nooks and crannies, the game's complexity starts to fall apart. And you know what? It works because that's exactly what's required to beat the game.
To anyone who unfairly criticises this game, go retrieve the Amulet of Yendor first. I'll wait.
At first, you may be enthralled by map generation and promise of endless adventures... but once you inspect the nooks and crannies, the game's complexity starts to fall apart. And you know what? It works because that's exactly what's required to beat the game.
To anyone who unfairly criticises this game, go retrieve the Amulet of Yendor first. I'll wait.
In my very laidback and low priority search for a roguelike to truly enjoy, I decided to go with the systematic route and play the game that started it all. There are very few games out there that have named a genre, but I can definietly see why this was so groundbreaking. Mechanically, it's the bare minimum, but there is a certain charm to it that I think comes from the age and limitations. That being said, the gameplay loop gets dull very quick, and sometimes the exploration and combat are too simple for their own good. I also have to admit I didn't reach the end of this game, but I felt like I was done after playing for a couple hours. The search continues, but I'm still glad I played this, its certainly impressive considering its age.
I donno man.
I get that it's from 1980, but maybe if your control scheme requires 'R' and 'r' to do completely different things, your game might be suffering from a UX problem.
Outside of that, the game is just -- okay.
You move around and beat shit up. You go to the next floor and move around and beat more shit up. There are items to help you beat shit up, and items that help you get not beaten up. It's not exactly hard to get.
Oh but don't get me wrong, the game is definitely challenging. But it's challenging in the tedious way. The 'oh my run ended because of some bullshit' way. The 'oops I guess I ran out of the food' way. The 'oh is that the fifth enemy with a stun ability in a row' way.
Couple all of that with such interesting minute to minute gameplay as:
Walking!
And you'll see why I'm not exactly raving to play more.
Like, I see why it was a hit for the time, but after decades of iteration on the formula, there remains nothing terribly interesting about the game now besides the challenge.
I get that it's from 1980, but maybe if your control scheme requires 'R' and 'r' to do completely different things, your game might be suffering from a UX problem.
Outside of that, the game is just -- okay.
You move around and beat shit up. You go to the next floor and move around and beat more shit up. There are items to help you beat shit up, and items that help you get not beaten up. It's not exactly hard to get.
Oh but don't get me wrong, the game is definitely challenging. But it's challenging in the tedious way. The 'oh my run ended because of some bullshit' way. The 'oops I guess I ran out of the food' way. The 'oh is that the fifth enemy with a stun ability in a row' way.
Couple all of that with such interesting minute to minute gameplay as:
Walking!
And you'll see why I'm not exactly raving to play more.
Like, I see why it was a hit for the time, but after decades of iteration on the formula, there remains nothing terribly interesting about the game now besides the challenge.
I have not beaten this game since I first got it on 5.25" floppy but it's so good for being text mode. Go play it online at internet archive.
As it happens, the roguelike that is the most like Rogue is Vampire Survivors. It's fitting that automating programs like the Rog-O-Matic emerged for Rogue almost immediately, as ordinary gameplay is a generally automatic process punctuated by rare moments of danger which demand decision. In the absence of Nethack's mechanical complexity or Mystery Dungeon's narrative framing, Rogue feels more akin to Minesweeper or Wordle: it's a time-filler.
I don't know how a game so historically important that it has an entire genre named after it could be called "underrated", but Rogue definitely is.
I reflexively want to say something like "it's clunky, but..." or "it has limited ASCII graphics, but...", but that would actually do a disservice to how frictionless and engaging it still is to play today. No, I haven't actually gotten to the bottom floor of the dungeon (furthest I've gotten is somewhere in the mid teens), but that doesn't matter. Winning doesn't mean anything significant anyway; you'll still have to start a new character next time you play just like if you had died on the first floor.
It's a shame that the number of hotkeys and actions available to you at any time makes it pretty much only playable with a full-fledged keyboard, because it really would be the perfect phone time waster just as it is.
I reflexively want to say something like "it's clunky, but..." or "it has limited ASCII graphics, but...", but that would actually do a disservice to how frictionless and engaging it still is to play today. No, I haven't actually gotten to the bottom floor of the dungeon (furthest I've gotten is somewhere in the mid teens), but that doesn't matter. Winning doesn't mean anything significant anyway; you'll still have to start a new character next time you play just like if you had died on the first floor.
It's a shame that the number of hotkeys and actions available to you at any time makes it pretty much only playable with a full-fledged keyboard, because it really would be the perfect phone time waster just as it is.