Vagante Review |

For a genre defined by unpredictability, roguelikes often sound incredibly annoying. These are games for initiation, images of famous ancestors and similarities – at least you need to know what the disease is, when a first person shooter speaks for himself. They are firmly based systems all the way to dryness. As such, their marketing materials tend to read like anatomical checklists, with the same important organs moving from developer to developer.

Steam’s Vagante feature sheet certainly didn’t set my world on fire: systematic generation, “how to play”, “tough but fair”, some reckless debt to Splendor and an indication of RPG-style leveling. Perhaps there is no need to tell you this is a pixelart deal. But then I played for 15 minutes, sat on a baby dragon and realized that Vagante is a game of calm originality and verve. I apologize to Nuke Nine, the developer for being an arrogant donkey, here are some points of my creation.

Wandering is depressing, but depression grows on you. I reviewed it on the Switch, which is the worst platform to run in many ways, because Vagant prefers the dark, and prefers pixel-wide pressure plates and spikes that wait at the bottom of the stairs like a dog at the bottom. Cats in the tree and arrow traps in the far corners that need to be expected more than spots.

Here is Vagante’s trailer for the console before the release of the new platform.

The title screen gives you a brief glimpse of an amazing forest – silk wool-like stems, a moon rising solemnly from the end, a fading band of daylight, a chariot moving to the left in the sloping copper surface. It shines like an enlightened manuscript. The game then blows everything up and throws you into a cave system with damp stalactite and battle fog. You will be able to return to the surface in the second area, where there is an atmosphere of a sleeping pond pierced by the sun’s rays. But then come the catacombs, which – well, you can imagine.

With some glossy, organic color choices and elegantly sprite animations, Nuke Nine’s taste for shade feels incredibly kinky, it’s a great game. But after a while he closed his eyes. The sensation of peering through keyholes has the effect of teaching you to stay in the details, especially those with sharp edges: bright mushrooms, well-decorated logs, rusty sarcophagus in the background. There is a nice cross between aesthetic perception and more realistic goals. It is as if one were being trained to taste the earth, even as one learns to carefully jump into dark spots and scan the treasure chambers to reveal slate or green lines.

Wandering is strangely non-depressing – For a game that has such unhealthy fixations in the trap. Can’t count how many times I’ve rolled, thanks to Blasting Layers for a winning combination of equipment features, just throw in spikes and have to react somehow No. With cries of contempt, but with the laughter of the tired Mr. Bean Vogue. Tsk tsk, those tips! Where will they turn next? Maybe it speaks to Stockholm Syndrome, but the traps never seem unfair, albeit unexpected. This is partly because they also work against enemies – nothing more satisfying than seeing a Goblin King’s charge suddenly cut off by a falling rock – and partly because of a thoughtful unlocking process at the beginning of the game, which makes sure you usually try Come back from the depths with a new class or background. On purpose.

Vagante has seriously flexible classes. The initial options may seem routine – wizards, knights and rags – but as you change them you can get your hands on a new gear and take you into one of the countless hybrid styles. Your wizard may have a really sweet hammer, which spits the homing goal and sucks health. It can persuade you to level up in energy and vitality in the campfire instead of the path of skill based on spell and magical alchemy that closes the level. After a few levels, the one you once flirted with has become a quarrelsome person who puts a few thunderbolts in his sleeve for a close encounter.

Conversely, your nightclub can stumble upon a pile of overclocked spellbooks and intelligence-enhancing gloves and decide to brainstorm before Brown – at least until you find a pair of sandals that transform you into the Sonic the Hedgehog. Even if you stick to three or four unique skill paths in each class, there is plenty of variety. The villain can be a sharp archer or a ghost with a light finger. The beast could be a punch drunk berserker or a ninja drood. Houndmasters can do all sorts of things with dogs, often causing them severe pain.

And then there’s the background – badly dramatic modifiers, which offer both helpful for newcomers and pleasantly distorted challenges for experienced players. “Acetic” improves your stats at every level, for example, as long as your equipment runs out. “Illiterate” lets you play with a burnt helmet and bombs at the expense of learning mantras I like it when fantasy games mess with archetypes I know very well, and Vagante runs her classes with addictive mischief.

Vagante crossover style is a feast. The diversity in construction is most evident in the way they search and move in each systematic format. It may seem primitive at first – a jump, a tail grab, a platform you can drop or jump on – but again, the chances increase rapidly. Spelling dash and teleport allows you to bypass hotspots once you understand their range. Grappling hooks and climbing gloves allow you to avoid heavy objects and hit the ceiling with arrows. Triple jumps and angel wings let you fly, although the temptation to get some air can be an underground liability. There are tools that allow you to breathe underwater or go through walls. Weapons form your understanding of geography. They all have different times, arcs and ranges of attack – the flail is a particularly tough but very funny toy, a dramatic wind blowing anyone who comes at you from behind you.

Vagante has sneakily destructive environments. I was only a few hours into the game when I realized that water has physics and volume. You will see layers that are slowly flooding, carcasses floating around and a single rat sinking into despair as the exits are slowly turning black. It is also possible to use water bodies for strategic gain – perhaps using a drill rod to wet the waist of a fire-breathing baby dragon. Don’t get me wrong – this is not nine. The warping game is far from broken, but somehow, it makes it even more addictive. Noita (which I love) is an exciting hole in the chain reaction, where entire caves often self-destruct before they can be seen, while the possibilities of evacuation sites need to be carefully considered.

Vagante is about the object that lies to you. What does this weird new Broadword do? Oh heck, it’s a cursed blade that can’t be disarmed and it sinks you like a rock. What is this inviting purple medicine? Oh heck, he cut your fire resistance in half. It’s best to start accumulating those identification scrolls (which need to identify themselves), as the object’s properties vary from level to level with little consideration for other games’ expectations. Since I discovered the hard way, a green drink is not always a regenerative drug. Wizards will make this maze easier to navigate – there is an unlock on the path to alchemy skills that automatically detects all drugs. You can also eat items that you don’t want, Mysterious Evil and Caldron that make the layers point to point. Be careful, though: the results will not always be beneficial.

Vagante has a brutal mid-game difficulty hitting. Things are expected to be easier when you first set foot in the woods with a relatively generous outlook (and a pixie sniper), but catacombs provide a spike shape by securing the brakes with new traps, a detached arm with facehager pretentiousness, and ghosts that close Invisible. The Rift, after all, is a terrifying cocktail of deadly drops and enemy type that punishes you if you stay still.

There are also level bosses, who quickly evolve from cartoon mascots that can sometimes be defeated by a simple swap, to evil knights and monsters that can kill you with a few hits. Officers have the key to the treasure chest and optional fields, but it is often possible and practical to avoid them if your inventory is already full of enchanting items. Even if you have a good chance, maintaining health is important for later areas – you can always recover something from a fire, but prevention is better than cure.

When you die, wandering allows you to do something. There are some fun options for dead co-op partners that prevent one player’s mistake from ruining everyone else’s fun. You can self-regenerate as a skeleton, not only using tools but also rebuilding and collecting items for those who are still alive. Skeleton players recover between their flesh and blood levels, thanks. Die as a skeleton and don’t be afraid, you can always reappear as a Wraith which is basically a very depressing illumination. I wasn’t able to keep a lot of multiplayers due to the absence of a player before the console release, but suffice it to say that it has a lot of charm.

Vagante has a mysterious caravan driver. Whenever you start a race it is at the bottom left, a terrifying look from the screen. How many heroes does this ferryman bring to the fore as a result of contempt at the hands of a necromancer or crazy shopkeeper? How many more lost souls did he hide in the depths of that covered wagon of Tardis? Was he once an adventurer himself? He is an employee who takes advantage of the arrogance of adventure – perhaps dividing his deliveries between Vegante and Hamlet of Darkest Dungeon – or a monstrous incarnation of the forest, sent to seduce the careless with the promise of a hat that turns gold into health. ? Do you feel any remorse for his actions? When will it end? Also, he has mule names and why can’t I pet them?

After all, wandering is the definition of a hidden gem. However you must use an identification scroll before decorating it. I’m glad I played on the switch despite the eye strain, because the small screen makes it even stronger which is what I like most about the game: its brevity and deliciousness. Roguelikes are often sold as different shows, but I admire them for their sense of economy, the same part that is exposed in many satanic combinations. Vagante is really a wide small Swiss Army knife, even if it’s probably not a first page game.

True, this is not the case with Noita’s crude mess, where a single teleport to Lock Unlock can take you halfway without touching the controls. Nor does it have Hades’s personality and sexual appeal or the conceptual ingenuity of a loop hero. But thanks to its deceptive directness, it seems easier to take than many of its peers. On that note, it’s lunchtime. I go out for another trip through the caves.

Leave a Comment