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Ex BioShock devs announce FPS roguelite City Of Brass - Steam 2017, Consoles 2018

GavinUK86

Member
https://www.rockpapershotgun.com/2017/07/06/ex-bioshock-devs-announce-fps-roguelite-city-of-brass/

When a collection of former Irrational devs, who worked on BioShock, Freedom Force, Tribes: Vengeance and more, tell you they've got a first-person roguelite for you to play, it's well worth paying attention. City Of Brass is an Arabian Nights-themed procedurally generated FPS, arming you with a whip and a scimitar, and challenging you to see just how far you can get through its permadeath streets.

Announcement Trailer

Gameplay Trailer

Official Site

brass02.jpg
 

Gator86

Member
Super depressing. Love Bioshock but there's no quicker way to torpedo my interest than adding rogue____ to it.
 

pirata

Member
This is definitely on my radar, now. Cool to see more non-traditional settings. Though, I must admit, Bioshock devs abandoning handcrafted level design for their first outing is a tad disappointing.



Also, like I posted on the trailer comments on YouTube, when did the word "announcement" drop out of the English lexicon?
 

tebunker

Banned
What's wrong with rogue titles?

Nothing inherently. Its just that those elements are being shoehorned in to everything and there are a lot of people who would prefer a hand crafted experience wih stronger story elements and not so reliant on the dying/losing your shit/starting over type of base that rogue entails.
 
That is badass. Moving forward into gens now and beyond, we should start seeing devs develop more procedural and dynamic game design frameworks, such as the roguelike. To see competent AAA quality developers say they are going to flourish out a game in this genre is very exciting.

Instead of arrogantly acting like I know exactly how this experience is going to suck, on the contrary I'm very excited to see how they progress the genre. I'll be watching this one.

Roguelikes are one of those things gaf hates because a lot of indie devs rely heavily on it's design aspects without making it very exciting. And also because hating on new ideas we're all curious about makes you seem edgy and knowledgeable (it doesn't)
 

theWB27

Member
Nothing inherently. Its just that those elements are being shoehorned in to everything and there are a lot of people who would prefer a hand crafted experience wih stronger story elements and not so reliant on the dying/losing your shit/starting over type of base that rogue entails.

Is there a popular game that does it? I don't know why I'm having a hard time knowing exactly what it is.

Oversaturation.

I can dig this case.
 

Yukinari

Member
Dead Cells basically made roguelites enjoyable again by letting you keep upgrades you bought for example.

If this game doesnt do anything like that its gonna be another Gungeon/Isaac for me.
 

Mivey

Member
What's wrong with rogue titles?

I like the basic idea that Rogue brought into games, making things more systemic and iterative, but I find it sad that most developers seem to stop thinking for themselves when they are handed a basic template. Unwilling or unable to build on it and change stuff.
I generalize, of course, there are great roguelites like Crypt of the Necrodancer that do make the concept its own. Just too few out there.
 

Harlock

Member
Rogue Legacy had a great back history and this can have too, if doing right.

And rogue is the way of a small team create a game with more legs. Just need to be good =D
 
And also because hating on new ideas we're all curious about makes you seem edgy and knowledgeable (it doesn't)

Actually I'm just not into permadeath and procedurally generated levels.

No worries though, you're still definitely as enlightened as you'd like to think you are ^_^
 

Yukinari

Member
At least they didnt reveal this the way that We Happy Few did where everyone thought that game was gonna be a cool story driven FPS.
 

120v

Member
so a Tower of Guns/Ziggurat kind of deal?

could never get into those. but ex Irrational, so on my radar regardless
 

AColdDay

Member
The only way I would be interested in this is if this has the "narrative legos" concept they were experimenting with, which would explain the design choice to make it procedurally generated.
 
Actually I'm just not into permadeath and procedurally generated levels.

No worries though, you're still definitely as enlightened as you'd like to think you are ^_^

That's fine, you're still judging a game you know nothing about except by genre alone. My point is to not be into an entire genre is a bit ignorant to me. But if you don't like permadeah, that's fine, we don't need everyone who dislikes certain mechanics filling up reply slots with that same opinion over and over when they should know by the title that this doesn't interest them
 
What is "Roguelite"?

Is this the new Soulsborne Metroidvania?
Randomly generated levels and permadeath
More speficially the "lite" part of "roguelite" means there's some type of progression, usually in equipment or stats or being able to skip further in to the game on a fresh run. Dead Cells and Rogue Legacy are roguelites for example. Straight up rogueLIKES don't have any progression between deaths.
 

theWB27

Member
I like the basic idea that Rogue brought into games, making things more systemic and iterative, but I find it sad that most developers seem to stop thinking for themselves when they are handed a basic template. Unwilling or unable to build on it and change stuff.
I generalize, of course, there are great roguelites like Crypt of the Necrodancer that do make the concept its own. Just too few out there.

I'll look up the game to see what it is.
 
Seeing how Binding of Isaac is my most played game this gen, I can't wait for this one. Roguelike is a great genre that needs more attention. If done right, of course.
 

Anno

Member
Looks like it could be cool. Will definitely keep my eye out for more.

Also, is there a running list somewhere of indie titles made by ex-Bioshock/Irrational devs? I feel like there must be a dozen or more by this point.
 
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