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Some of the areas in Rogue Legacy 2 can’t be accessed properly until you’ve unlocked certain skills. While Rogue Legacy 2 still procedurally generates the world for each new attempt, there are now Metroidvania elements incorporated into this. It’s a fun balance trying to figure out how long you should hold out before spending resolve. You can find relics that set your weapon on fire, or even ones that will resurrect you if once you die.
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Relics often grant huge buffs to various stats or attacks. The first of these is something called resolve, which is a new currency of sorts that you can spend throughout your adventure to unlock powerful relics. Not only that, but the story is easier to follow and develops over multiple playthroughs – you can unlock lore by helping to heal scars you find around the world, and you talk to a lot more Gods than before too. There are more classes, more spells, more areas, and more bosses. Outside of that, there’s a lot… just so much of Rogue Legacy 2 to play. However, the difficulty is one of the biggest changes, because Rogue Legacy 2 adds in House Rules. The moment-to-moment gameplay feels very similar, it’s still infuriatingly enticing, combat still feels delightfully old-school, and it’s still incredibly hard. You run around, jump a lot, try and hit enemies, fail, and die. If you’ve played the original game, you’ll be familiar with the basic gameplay here. Sometimes that means they’re only able to see in black and white, sometimes it means they’re giant, and sometimes it means they fart instead of casting magic. The thing is, your genealogy isn’t great, and each of those kids has some kind of quirk to them. Every time one of your adventurers dies (and they will), you get to take control of one of their progeny for your next run.
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As the legacy part of the title implies, the key thing about this game is that it’s all about family. That’s not as dark and twisted as it sounds. Rogue Legacy 2 is an action roguelite with a heavy focus on sending children into fraught platforming battles.
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