Roguelikes: how Spelunky, Dark Souls and Isaac made death matter again
Death should be permanent. When games emerged in the early eighties, they opted for a certain count of lives. Usually three, though in many cases, this could be increased to five, or seven, or nine. Mario plunged into bottomless pits, Sonic brushed against one too many spikes and we’d wait for a jingle to finish …
Continue reading “Roguelikes: how Spelunky, Dark Souls and Isaac made death matter again”