![]() ![]() I just want to tell people out there like me, who enjoyed Prey and are put off of Mooncrash by hearing that it's a rogue-like: I realize there's already an army of nit-picking gate-keepers out there arguing over the use of the term rogue-like, and I swear I don't mean to join them. When you "die" you just lose the equipment they had on that run. There are very specific characters - not generic types like "you rolled a Warrior! next run you might roll a Cleric!", but specific named and voiced characters as part of the story, Vijay Bhatia the chief of security, Riley Yu the administrator, etc - and you unlock completely persistent upgrades on each of them. There isn't really "permadeath" or random characters at all. You will memorize the layout of all the areas, because you need to in order to make the most of each run. It has a tiny bit of randomization between "runs", but not the actual levels themselves. Prey Mooncrash is not a rogue-like in pretty much any meaningful way. Turning that into a rogue-like sounded like utterly destroying it to me. They're all great for me, in part because of mechanical progression, interesting NPCs (and sometimes PCs), and moving a good story forwards to a conclusion. I loved Prey, just as I've loved Deus Ex and Dishonored and the various other "Immersive Sim" games. I almost didn't play it at all, because people kept saying "rogue-like". If you just played through the base game and had some mixed feelings, I still think its worth a look. So, If you haven't thought to give Mooncrash as shot yet, I couldn't recommend it more strongly. Overall, I just found myself engaging with the systems more and to their fullest extent, because If I didn't, I'd have to start the run over. Even when shit did hit the fan, I forced to roll with it, which ended up creating some of the most enjoyable moments I had with the game. It rewarded careful planning through its levels, and encouraged calculated consumable usage. ![]() Death having more weight just adds so much more tension to the experience. It's rogue-like structure forced me to abandon any semblance of that play style. There certainly is tension in those games, but after I reload a quick save for the 10th time it can quickly turn into frustration. I recently played through another Immersive Sim classic, Thief II and found that, like a lot of other stealth games, I'm constantly saving and reloading, I'm constantly hoarding items to use them at the perfect moment. I don't expect it to be everyone's cup of tea as it's much more difficult than the base game and it requires some patience from the player, but what I found is that Mooncrash managed to add something unique to Immersive Sim genre with the it's rogue-like elements. Mooncrash I think had a quiet release for most of us and went by rather unnoticed, but If you haven't given it a shot at this point I think you very much need to reconsider. Please use flair to display what games you’re currently playing, not a punch line, username, tag, URL, or signature. ![]() New, mobile-friendly spoilers can be posted using the following formatting: Want to play online in a dead gaming community? We expect you to know these rules before making a post. Please click here to see our current rules. We no longer maintain our posting rules in Old Reddit. Join our Discord Join our Steam Group Posting Rules Whether it's price, waiting for bugs/issues to be patched, DLC to be released, don't meet the system requirements, or just haven't had the time to keep up with the latest releases. ![]() A gaming sub free from the hype and over saturation of current releases, catering to gamers who wait at least 12 months after release to play a game. ![]()
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