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2024 is when I decide to really get into the game I've bounced off the most in my entire life, after two Steam refunds and multiple sneers at genre labels on the back of the box specifically tailored to kill me.

The search for the "roguelite I can tolerate the most by being as close to deterministic as possible" ends by embracing the one that is more often flaunted to be a pure RNG-fest, an exercise in putting coins into a jukebox set on "shuffle" and watching the funny lights that happen to pop out that run. Reality is, a top-down cardinal directions shooter with no iframes crutch option (shoutout to EtG) is simply a pretty strong foundation to build your game on top of, and the enemy roster more than enough supplements it with the varied slew of contact, projectile, AoE, delayed, hitscan, chasing etc. monsters threatening space as well as any good action game would.
Concessions have still been made, a noteworthy absent here is enemies anticipating and shooting towards the direction you are currently moving to, the game is clearly welcoming towards the casual gamer's proclivity towards circlestrafing while shooting inwards as the default approach (shoutout to Doom '16). By its randomly generated room nature, it can never properly contend with the handpicked enemy compositions you'd find in a regular action game. What's there is still solid at hell, and the default 1x1 rooms are small enough that their boundaries alone make good arenas to test your skill in weaving between threats, target prioritization, and all other conventional real time skills. The end result is a blazing fast sequence of densely packed encounters that rly make u think & execute before screen scroll is even over, and allow me to reiterate it's so funny this went down in history as The Luck Based One while stuff like Dead Cells me has me repeating 10 minutes of trite every time I want to see something that doesn't bore me. AND you get to put a coin in the funny jukebox too!

The gallery of inscrutably named items enriching the loot pool that make up its main form of progression are what make TBOI infamous, potentially turning your pathetic pea shooter into the most bullshit ms paint rain of death conceivable. I personally don't mind, for now (more on that later), the power gap between the run ending powerups and the purely utilitarian ones, I genuinely would enjoy the overall game much less if it allowed you to consistently become a walking AoE nuke devoid of the minutiae in spacing and fundamentals I've been rewarding with lavish praise until now - what I do enjoy is seeing how every run makes me recalibrate my mental stack on the spectrum between "positioning Isaac well to hit my enemies" and "positioning Isaac well to dodge shit", feeling like I'm really getting my money worth from apparently lame synergies that still allow me to remove either end from the equation. Some of my most successful runs aren't omg ludovico + azazel ggs we take those, but low damage regular-ass shaped projectiles Isaac having spectral, piercing, and homing, allowing me to keep my eyes glued to him and nothing else thereby maximizing evasion. I consider all of this very healthy for the skill ceiling of the game, and it turned what I initially expected to be a "low effort game for when you are sleepy" into a LOCKED IN kinda of mental effort that leaves me wanting for a cigarette, and maybe lying on the bed for a bit, after an hour and a half like the best of 'em.

... That's where my review of the game would've ended a couple of weeks or so ago, being an expanded version of my initial thoughts when I was still early in run progression, halfway through current objective of killing Mom's Heart 10 times (the second "end of run" final boss, arguably the end of the tutorial). I maybe would've added that the game needed some kind of RNG mitigation like a minimum damage floor the lower you go in floors because I want to turn every game into KH2 as it's the stat that most damages a run through sheer bad luck (the game is not beyond this kind of rigging, ie Hush's light pillars are tailored against your current Speed stat so that they are always avoidable). However, the more I progress and unlock final bosses, the more the effects of a bad/unlucky run are felt.

The question that takes up increasingly bigger space in my head is, how does the game incentivize not giving up on those bad runs?

One of the most exciting things about the game is the Devil/Angel Room system. tldr, by doing no damage runs on specific floors you get rewarded with the potentially best shit in the game, starting from the second one. That's another thing I, initially, unequivocally loved, another piece of the puzzle that turns even the lamest, earliest rooms in something requiring proper finesse as bad plays quickly compound into a more miserable time than it needs to be.
If I get hit and miss out on them, my bad, right? Well yes, but no, because only RED HEART damage counts against a no damage floor, and you can find BLUE HEARTS which act like armor above your regular hearts, and, just like regular hearts, each of them takes two hits to deplete. The no hit run turned into a doable 2-hit run. Maybe you are really lucky and drop multiple blue hearts, it's now a 4/6-hit run and now you are coasting so hard it's not even funny. Maybe you get neither and gotta play it straight, and get hit at the very last second of floor 2, and oh, actually there's a pity system and the earlier you get one to spawn the faster you snowball by making others spawn next and you just missed out on all of that, and oh, the rest of the run is also going like shit, and oh, you find yourself flouride staring at the time counter wondering why you shouldn't just spam R(estart) every time you want to play the game hoping the first floor's RNG dumps a bunch of blues on your lap.
How am I incentivized to keep going instead?

From what I gather, you eventually have to gauge how well a run is going by yourself and pick a proper boss to end it. "If it's going great, try for Delirium or the Repentance content, if not, stop at Mega Satan or even the Lamb, if it really sucks cut your losses and end at Sheol/Cathedral". Or something like that. That sounds palatable NOW that I have unlocks to work towards to against any of them, but once I only the very top echelon left, what the fuck do I personally get out of ending a potential run halfway through at Cathedral? I'm the guy who least needs extrinsic rewards such as unlocks/achievements to enjoy the act of play, but 30 minutes to beat a final boss I've already done dozens of times is still 30 minutes.
What incentive do I have to stay on a run that's gonna end early and on a technicality?

I'm not gonna write a proper conclusion because this is a review I'm specifically keeping open for the inevitable reevaluation as my worries are either assuaged or confirmed by what's waiting for me ahead.




Uncharacteristically of me, I'm gonna put up a list of my pain points while I spitball solutions, which ultimately show you just can't take the fight out of the RNG hater.
1) As mentioned, put some kind of damage floor, or implement a pity system for DMG UP items, or have DMG UP on more items, or whatever needed so I don't have to look at 3.50 Damage on floor 8 (afaik the truly busted damage shit comes from specific multiplier items, not from the humble +0.4s)
2) Introduce some kind of mild pity system for bombs and keys for the first three floors (skipping out on MULTIPLE treasure rooms because you get zero (0) keys for ten minutes is just mind numbing)
3) Remove Hard Mode's changes to shops, namely that they can spawn at a lower quality level than what you currently have them upgraded at (they can't even spawn after the halfway point of a run at all, they require resources to enter, sometimes they are not a shop at all but it's a miniboss, they are not guaranteed to have stuff you want in them, is the additional dice roll really needed?)
4) Change how blue hearts interact with Devil/Anger Room chances or change how they spawn on the first floor. My most immediate idea is "just make one and only one always spawn, but hide it behind multiple layers of rocks so the player needs to choose whether it's worth consuming like three bombs when they can soldier on and try their skill instead", but people would just start Restart spamming for plentiful enough bomb drops instead. Plus characters that fly wouldn't care.

Possibly the only reason humanity as a species was put on this bitch of an earth

You know how FE combat is pretty bad when it’s just “bunch of blue units against bunch of red units” because you can aggro the red units one by one with a tank, clean house with the other blues, move the tank up one space, spam end turn until it’s over, and that’s why FE thrives when map design, enemy compositions, chests and valuables, recruitable NPCs you don’t want to kill with a counterattack, turn limits, enemy AI, map objectives and win conditions run directly counter to that?
What if we removed all of that and made a merge units mechanic that doubles your stats in a game with low level DnD campaign tier numbers that further benefits the spam end turn strat?

You know how FE has three plots they recycle every few games? What if we put all of them in at once, having the astoundingly high number of around NINE chapters each to start, develop and conclude?

At least they finally nailed menu management, cartridge blast processing technology makes animations a joy to watch and skip both, and whoever came up with the idea of having battle tracks being map themes with added instruments that switch in and out instantly deserves a Grammy