Starward Rogue: AuGMENTED Expansion. Mech Themed Bullet Hell Rogue Like Action From Arcen Games
Posted by: Jason Silverain / Category: Review, Video, Video games
Greetings
and Salutations I'm briefly breaking my hiatus today with the hopes
that I continue to produce more posts in the foreseeable future,
though I am still in hospital undergoing cancer treatment and
preparing for possible Stem Cell treatment.
Before
I begin I wish to thank Chris Lee and those at Arcen games for
providing this pre release copy of their latest expansion Starward
Rogue: AuGMENTED.
For
those of you unfamiliar with Arcen Games it is a tiny video games
company founded in March 2009 by Christopher M. Park – CEO, Lead
Programmer and Lead Designer, the company is best known for its real
time strategy game AI
War: Fleet Command
though in recent years the company has undergone financial difficulty
due to poor sales in its last two releases, TheLast Federation
(an absolutely fantastic Strategy in my option and one of Arcen's
best see my first impressions and review Here
& Here)
and Starward
Rogue
a scifi themed bullet hell roguelike combination set in the same
universe and with the protagonist of The Last Federation.
While
both games were of excellent quality their low sales highlighted one
of the many issues small companies face through digital distribution
through platforms such as Steam and how difficult it can be to
advertise. This was especially true in the case of Starward Rogue
which had the unfortunate issue of its release coinciding with a time
when the roguelike genre was been flooded with low quality, low
effort Steam Greenlight games which swamped the front pages of Steam.
Thankfully
Arcen Games returned to their diamond in the rough with regular
updates and content patches cumulating with with this latest
expansion.
Available
from January 24th
2018 for $6.99 Starward Rogue: AuGMENTED boasts a new floor type
named the gold floor with unique challenges and rewards and in
addition also has:
- 4 new music tracks composed by Pablo Vega and The Overthinkers.
- 3 new mechs: The Zephyr, The Paladin, and the Warhog.
- 90+ new items.
- 30+ new enemies.
- 125+ new rooms.
- 8 new room obstacles such as the pulse trap and the flamethrower turret.
- 10+ challenge rooms, a new room type exclusive to the gold floors.
- 6 new minibosses.
- 9 new bosses.
If
you'd like to learn more please watch the video below or continue
reading for a more detailed review
Presentation
Arcan Games have always simple “less is more” approach to sprite design which is heavily evident in Starward Rogue, each player mech and enemy has been designed with bold simple colours and thick outlines which really helps them stand out from the darker backgrounds and glowing energy bullets.
Whilst
it gives them a simplest appearance artistically from a design
standpoint it is an elegant solution to a common problem within most
bullet hell games, even so each of the mechs really stand out
individually and the various droids the player battles whilst having
a unifying theme are quite unique with a minimum amount of use of
recolours by the designer (about 2-3 with most droids). Though if I
have one gripe its that several of the invincible turrets don't
really stand out from the droids to a new player.
The
most identifying feature about each droid are their attack patterns
and the variety of colours and shapes that make up the various attack
patterns, resisting the current tend of over the top effects and
giant particle effects Arcen has once again kept things simple.
Instead the neon glow of the bullets is a suitable level with the
effects not extending outside of the hitbox (something that far too
many game do), also Arcen have not limited themselves to the typical
circles, lines and triangle type of bullets there are some very large
and weird shapes that you'll find yourself running from.
Focusing
once more on those aforementioned backgrounds the artwork tends to be
better shaded and detailed than the interactive elements of the game
giving them a somewhat cartoony appearance in compression which may
put off some but to me was very reminiscence of the run and gun games
of the 80s and 90s such as Alien Breed for the Amiga but
with much clearer HUD design that doesn't interfere with gameplay.
Again both these design choices seems to be focused on ensuring enjoyable bullet hell style of game play by minimising many of the common visual problems associated with the genre which I personally appreciated whilst playing. Believe me nothing is more frustrating in a bullet hell style shooter then dying because the bullets were not visible because they blended into the background or losing of the player character for similar reasons.
Again both these design choices seems to be focused on ensuring enjoyable bullet hell style of game play by minimising many of the common visual problems associated with the genre which I personally appreciated whilst playing. Believe me nothing is more frustrating in a bullet hell style shooter then dying because the bullets were not visible because they blended into the background or losing of the player character for similar reasons.
With
only 4 music tracks for the levels (not including the boss battle
theme) Starward Rogue did need some additional tracks, while the
small number of floors for each run (5 & 7 respectively) did
mitigate this somewhat it does become noticeable if doing several
games in a row.
Starward
Rogue: AuGMENTED addition of 4 more tracks is very welcome and
personally prefer these new songs to the originals with
EMT-ChillBronze been a particular favourite, but overall when playing
you'll usually be too busy with the action to truly listen to the
music and instead the rhythm encourages a fast paced style of play.
Gameplay
As
you may have gathered from the review so far Arcen have tailor the
experience of Starward
Rogue to focus on smooth fast paced gameplay and the attention to
detail really shows.
More insane than Boatmurdered is a claim not to be taken lightly
The
controls are responsive and intuitive whether using keyboard and
mouse or Xbox controller, a failure to evade is always in the hands
of the player (or bad luck) and if a weapon is slow to fire then it
is a purposeful property of the weapon. There is no artificial
difficulty via slippy movement or button delay which is a welcome
relief from some of the other examples of the bullet hell genre I've
played, difficulty comes at less player health and fast complex
bullet patterns. (Don't let the video fool you I was playing very
easy mode and the enemy bullets are slowed at that setting.)
With
the three new mechs the Zephyr, the Paladin and the Warhog bringing
the total number of available mechs up to a total of 12, each with a
unique set of abilities and level up options. Those wanting to challenge themselves will
find plenty of new opportunities to experiment with play styles for
these new mechs as each takes an existing play style and adds a twist
to the gameplay.
The
light armed and armoured Zephyr emphasizes fast gun and run game play
ideal for speed runners, the beginning each level with a slew of
bonuses that slowly tick down each minute until they are completely
gone after 5 minutes forcing fast reactions and a rush to the boss.
The
poster boy/mech of AuGMENTED
the Paladin is another close range fighter to join the Flame Tank
though its energy sword allows for greater range with its beam
projection actually striking the enemy with the sword does far
greater damage. Its secondary weapon is an energy shield to soak up
the hits as you move in closer to engage and each floor you begin
with an healing item however you lose 10% of your credits, making it
difficult to save up for various upgrades.
Last
but not least is the Warhog who sacrifices speed for attack power and
begins play with a powerful shotgun, the ability to place a pair of
turrets and a single missile launcher attack that grows more powerful
with each missile collected before its ability of reducing all damage
by 1 is taken into account. This allows the Warhog to steamroll its
way through easier early levels however in the later game or harder
difficulty settings where evasion is key to survive the Warhogs
reduced speed makes surviving a difficult challenge.
This
is not taking account of all the various weapons and upgrades that be
found in the game, Starward Rogue already had an impressive array of
available weapons and items and AuGMENTED simply builds upon this
whilst also patching several of the more buggy items (range
extending/reducing items have all but been removed).
I
personally highly approve of the energy system that the game
implements for its secondary weapons, in many shoot em ups special
weapons are things to be conserved but in Starward Rogue the energy
for these secondary weapons replenishes each floor which actively
encourage experimentation and replayablity.
Likewise
the new enemies and floors some of which were designed by Arcen games
own Starward
Rogue community
all further this aspect which is Starward Rogues greatest strength
though this does come at cost.
At
its heart Starward Rogue is a very short roguelike favouring short
gaming sessions rather than the long playtimes or endless grinds
other roguelikes often prefer, only 5 floors of action or 7 once the
game has been successfully completed three times. This
one huge unlock contains lots and lots of new content within the game
but then there are only a few other things with no visual feedback
when the player finally unlocks them.
However
this new content is most focused on additional enemy variants and the
developers are on record stating “ That's something we'd like to
improve in the future, if we can.” AuGMENTED
fills the gap with its new golden floors and new challenge rooms but
overall there are still a few weaknesses.
While
the story for this style of game is usually a excuse plot Starward
Rogues initially builds up to be something more, unfortunately this
suffered from the funding issue during the development and now there
is still no real plot or explanation within the game of Rodney or the
monolith even to the ending which was lacking. The developers had
expressed a desire to fix this with AuGMENTED if time and funding allowed but from my experience no development has been done however
if sales do well I certainly see Arcen games returning to Starward
Rogue to finally fix this detail due to their respectable history of
support for their older games.
Overall
Starward Rogue is a game that wants the player to enjoy the journey
than focus on the finish, players expecting a grand epic of a roguelike may be disappointed by the lack of story detail and simplistic level system but those wanting a arcade style of play more reminiscent of the bullet hell genre will not be left wanting. This latest release of AuGMENTED really
does help fuel the adrenaline fuelled action in this quirky
combination of genres.
Pros
- Well developed blend of genres taking best elements of the bullet hell and roguelikes while removing the worst.
- Unusual genre combination (originally) and is still one of the best examples of the style to date.
- Wide array of weapons and foes to test them on without the worry of ammo constraints.
- Catchy fast paced music that suits the games theme and feel well.
- Great for short gaming sessions.
- Good modding community with developer feedback.
Cons
- Visual style can be unappealing to some with its simplicity.
- Story features not implemented due to lack of funding during initial development but may be patched in depending on success of latest release.
- Due to point 2 completion of game may feel unrewarding for those wanting more beyond the gameplay.
- Success can be luck based.
- Level up system may feel primitive to those wanting or used to a more in depth system
- Relatively short gameplay for each individual run with no apparent unlocks for completion of the runs (beyond unlocking a 7 floor run).
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