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Rogue Legacy Platform: PS3. PS4, PSVita, PC, Mac, Linux

Price: $14.99

If there's any place that death matters even less than in comics, it's videogames. We rush headfirst into a level only to get killed immediately, respawn, repeat. The only thing that death costs us is the time it takes for the game to load up again. But in Rogue Legacy, death means something. It means you might have to spend your next playthrough with the level upside down or without color or as a dwarf or... well, you get the idea.

Rogue Legacy feels like a game ripped from the NES era of videogames. It's a hack and slash in the spirit of Ghosts 'n Goblins where you traverse various rooms in a castle killing your enemies with either your sword or spells all the while collecting gold. However, unlike Ghosts 'n Goblins, the rooms change from playthrough to playthrough. (But the difficulty is about on par with Ghosts 'n Goblins, which is to say, HARD.) Enemy placement changes, rooms change, boss locations change. Each of your playthroughs is randomly generated so no two runs will play the same.

But the levels aren't the only thing that changes from playthrough to playthrough. Instead of playing through the same character throughout the entire game, you play as the heir of your recently deceased forefather. With that comes playing through as a different class or a host of different attributes or handicaps. One heir might be a giant barbarian who can gain mana by destroying the various jars and tables that litter the dungeon. Another heir might be a miner who gives you a gold bonus that can show you enemy placements on your minimap but can't see in 3D. Or you might end up with Alzheimer's and not be able to access the map at all!

What helps the game from feeling like you're continuously trying to break through a wall by banging your head up against it is the ability to upgrade your castle with gold, which in turn upgrades your attributes for all your heirs. You can also buy better armor and weapons or runes, which give you abilities like double jumps, dashes or even flying. You can even lock the dungeon down in return for only getting 60% of the gold you would have found. But beware if you're looking to save up for that one big upgrade... you'll need to plunk down all of your gold just to attempt the dungeon again.

At first glance, it almost seems unfair. An unforgiving game, with a random dungeon and a character that may not be able to survive for very long? Sounds like we're venturing into controller tossing territory, aren't we? But as you play through a (sometimes quick) succession of characters, the game becomes a addictive. You want to try to make it just a little bit further. You familiarize yourself with enemy patterns. Your reflexes get just a little bit better. Next thing you know you've spent an hour on the game.