
Miser_Reborn
Rogue-likes (those being a game like The Binding of Isaac, Risk of Rain, or Rogue Legacy) are hard to review. Consider why they are fun. The thrill of a Rogue-like comes in not failing, which in truth is present in all game, but in the case of a Rogue-like things get a little more complicated. See, the entire game isn't played for completion as much as it is not failing. Meaning, the game is designed around you being MISERABLE. MEANING, anything I call a problem with the game can just as easily be chalked up to the fact that it's "supposed" to be that way. I had the same problem when I said I didn't enjoy Papers, Please as much as I should've. I guess I can accept the fact that the game is designed around you having as horrible a time as possible and is basically impossible no matter how right you do, but at the same time it doesn't exactly make my hobby of choice feel relaxing.
But let's give this a crack and see if this game has any undeniable flaws. Spelunky is a Rogue-like (in case you didn't catch on yet) that gained notoriety for its randomly generated levels and absurd difficulty. Ironically, though, the former is where many of the problems with this game arise from.
If you'd asked me about an hour ago, I'd try to convince you that randomly generated levels do not work, but in retrospect that was me trying to be adamant for the sake of being poetic and salty. It's not true. Hypothetically, it can work. In fact, it does work here. The benefit of a random level generation is, of course, replayability. However, thinking about it now there are much better ways of making your game more replayable. For example, you can make your gameplay actually fun. You can make your levels have secrets the player won't discover even after dozens of playthroughs. You can add different difficulty levels or bonuses or multiple endings or a ton of other ways. Of course, the easiest way to do it is to just make every level different. That way, people can't get bored of the levels in the game even if they try!
This thinking is so terrible it makes me resort to maymaes.
By sacrificing levels that are actually designed, you also sacrifice the love and care a level that someone painstakingly designed has. That being said, most games that do have randomly generated levels are centered around it. See: Minecraft, Terraria, and, indeed, Spelunky.
So to circle back to the actual game I said I'd talk about in the beginning, Spelunky is one of the few times random level generators actually work. Ye. Feel free to rub the fact that I realize I was wrong in my face, Christian. Without the random level generation, the game would be a lot less fun. You'd know where all the secrets were, what all the best strategies to use are, and would be able to practice reacting to the relative few situations you'd get thrown into. If you take away the random levels, the game basically becomes centered around the combat, and considering how weak the combat in Spelunky is (press "X" to kill shit), you can see how the game would be lackluster.
Thanks to random level generation, though, Spelunky becomes an unpredictable game where every experience feels different. Hell, I have evidence that having unchanging levels in Spelunky WOULD suck. Proof: The Daily Challenge. Whenever I play the Daily Challenge with some friends who've already gone through it, they usually tell me where all the secrets are, or what's in the mystery box, or something else along those lines. It's not as fun as it is discovering things for yourself. I still like the Daily Challenge for the competitive aspect, but it's good evidence that randomly generated levels, surprisingly, work in the game's favor.
...Except it also fucks the game over to no end.
With random generation comes luck, and with luck comes BULLSHIT ASSFUCKERY. I'm told that this game is "always beatable," but all that means is that the level is made of three tiers, each of which has a drop to the next level. It does NOT mean always fair. It's about as fair as a 16-bit Sonic game. There is some shit there is ABSOLUTELY no way you can see coming. I'm sorry, but there is no way you can defend the fact that you can't be certain you'll be able to BREAK A POT without dying. You should be able to drop from another level with the peace of mind that you AREN'T catapulting yourself to an instantaneous spike pit of death. You should be able to rest assured that you WON'T run down a long hallway into an oncoming arrow trap. In summary, THE GAME SHOULDN'T BE A LUCK FEST. To an extent, luck is acceptable in Rogue-likes, but when things go this far, shit hits the fan.
There's some other bullshit in the game. I already mentioned how the combat's pretty blech. Jumping's a little awkward, and having to maneuver yourself around ledges to kind-of wall jump is often a pain. Also, the fact that you can only hold one weapon at a time is BULLSHIT. It makes me think that this guy:
has no feeling in one of his arms. (Also, I play as that character for obvious reasons. if you don't know why, you haven't been here long enough.)
CONTINUITY ERROR IN PART THE SECOND
9 Replies

Miser_Reborn
Another thing: the time limit in this game is BULLSHIT. It has a Berserk-esque ghost that comes in if you take a vague amount of time in a level. I see two objections here. The first is, why the hell won't the game tell me how much time I have left. The second, and more importantly, is WHY THE FUCK DO YOU HAVE A TIME LIMIT, ANYWAYS? All it does is add to the frustration, and I guess this goes back to these criticisms walking the line between intentionally frustrating and actually problematic, but seriously, WHY?! I imagine it's to add tension and give you an incentive to hurry up, but is that REALLY necessary? I'd rather relax and spend a little extra time while RISKING MY LIFE on account of the fact that everything can kill you than being shoved along by the game itself. Again, you can probably dispute this one, but I'm definitely calling bullshit. Also, the fact that it's a ghost is stupid. Kills (pun intended) the atmosphere.
I'm probably sounding nitpicky, but this kind of shit bogs down the experience for me. I've never been much of a fan of Rogue-likes to begin with. The game suffers from the good and the bad of random levels. On one hand, it allows for endless replayability, but on the other, it costs the game the refinement of a level created with love and care. It comes down to whether or not you like Rogue-likes, I suppose.
What year did this game come out, anyways?
Ehh.... this one's not getting GotY, sorry.
Spelunky gets an 8 out of 10.
....P. S. i forgot to mention this somewhere in the actual review, but the music's great. Like, really great. ..That's it.

ADashofRainbow
ah.... another Stingy review that I'm sure is well written and I'm sure has a lot of effort put into it but I just don't have the patience to read it

Popstock
Well, I can say I agree with half of this. I mostly play indie games, so I'm pretty seasoned in Spelunky. I can say that you're wrong on pretty much all accounts. There are easy ways to get around breaking a pot; you can look down; and arrow traps are pretty rarely placed unfairly. You just have to work around them. Combat's fine. And the time limit is there to make things more intense and make things harder for you. Also, would someone please explain what the red turbanned guy in Spelunky has anything to do with this review?
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