Roguelike Game Redacted Took a Lot of Cues From Fighting Games

Roguelike Game Redacted Took a Lot of Cues From Fighting Games

As a lifelong gamer and combat junkie who’s spent countless hours mastering the intricacies of Street Fighter, I can’t help but be utterly thrilled by Striking Distance Studios’ latest creation, [REDACTED]. This isometric roguelike has managed to take everything I love about fighting games and seamlessly integrate it into a fast-paced, adrenaline-fueled package that leaves me hankering for more.


As a passionate gaming enthusiast, I must say that Striking Distance Studios took an unexpected turn with their new project, [REDACTED]. This adrenaline-pumping, isometric roguelike game boasts a vibrant comic book style, a punk-infused soundtrack, and a cheeky tone. Unlike the atmospheric sci-fi horror games like The Callisto Protocol that focus on immersion and emotional resonance, [REDACTED] prioritizes one crucial factor when it comes to roguelikes: gameplay. The best roguelike games are known for their exceptional moment-to-moment gameplay, and [REDACTED] sought inspiration from genres beyond its borders to create this captivating experience.

In a chat, Game Rant met up with Striking Distance CEO Steve Papoutsis and creative director Ben Walker to delve into the process of creating an immersive battle system in the upcoming title [REDACTED]. They shared insights on how their design was heavily influenced by the strategic and responsive nature of combat found in fighting games like Street Fighter. Furthermore, they explained how the diverse range of moves at players’ disposal connects to the game’s expansive roster of possible builds that maximize all a player’s abilities.

[REDACTED]’s Controls Feel Like A Fighting Game

Ben Walker, the creative director, emphasized that the control scheme is crucial for the game, with classic fighting games like Street Fighter serving as models of effective controls allowing a wide range of moves. In the game under development, players can dash, kick, shoot, and swing during combat, but what sets it apart is the use of combinations. For instance, a kick followed by a dash produces a swift slide, and attacking shortly after a dash initiates a distinct dash attack. Mastering these moves and using them seamlessly provides a sense of fulfillment, and it’s essential for survival in Black Iron Prison.

The focus was primarily on the controls. Being enthusiasts of brawling games and RPGs with character builds, we aimed to combine the best aspects of both. We delved into classic fighters such as Street Fighter and Super Smash Brothers to understand what makes close-combat feel fantastic, and sought to incorporate some of those elements. Additionally, we contemplated fast, aerial shooters, like old-school twin-stick shooters, and wondered if it was possible to blend these two genres together.

Absolutely, the variety of weapons at players’ disposal adds an extra layer of complexity. Heavier, slower melee weapons provide a distinct playstyle compared to quicker options, and the selection of ranged weapons is just as impactful. Essentially, selecting your starting equipment is similar to picking your favorite fighter in a game like Mortal Kombat.

[REDACTED]’s Roguelike Upgrades Shake Up Gameplay Every Run

Roguelike Game Redacted Took a Lot of Cues From Fighting Games

The depth of the combat system all feeds back into [REDACTED]‘s RPG-like build variety, which Papoutsis felt was another key component to get right in the roguelike. Known as “experiments,” the roguelike powerups that players can find during a run tend to enhance each of these moves and add new interactions. For example, sliding might leave behind a trail of fire, or dash attacks might freeze nearby enemies.

In addition, we aimed to create an immediate, quick-responding feel along with these builds. Since roguelikes are generally shorter, and I personally prefer brief games, we desired the opportunity to repeatedly construct these builds. This is similar to what League of Legends did earlier, which drew me into that game – it allowed for fun customization without demanding excessive time commitment, and offered a chance to try again and again. These were the major gameplay aspects we were seeking.

In this way, linking the experiments to the character’s moveset, each gameplay session could require players to adapt their strategy based on different playstyles. For instance, an upgrade that boosts the dash ability may prompt players to dash as often as possible, while one that enhances the kick might lead them to engage in close-quarters combat more frequently. The blend of diverse build and playstyle options makes [REDACTED] an intriguing choice for roguelike enthusiasts seeking a fresh challenge with each new gameplay session.

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2024-10-26 13:53