Why start at the beginning of a story when you can start at the end?
Roving Rogue, a game developed and published by PadaOne Games, tells the story of Kurt just as he defeats the last boss of the game, then progress towards the beginning of the game. Out on the Wii U July 2nd 2015, Roving Rogue is an old-school 2D platform game that allows you to jump and teleport. Roving Rogue has you pitted against enemies as you try to teleport and progress through a stage, avoiding obstacles and trying to out run the lava or collapsing building behind you.
Most, if not all, other games play out using normal story progression, beginning to end, Roving Rogue does it in the opposite direction. While you progress from chapter 6 of the story back to chapter one, you start to find out portions of the game at the beginning of each stage and how it came to be that you arrived to defeat that last boss. Each level has a description that gives a short summary of the events happening. This doesn’t reveal much of the story however.
The main component in finding out what happened in the story past the basic information is the statues that are in each level. Every level has 3 statues, when collecting all of these statues for the level the story book then reveals a paragraph of story. Without the statues the story is blurred and doesn’t reveal enough of the details, even at the end (beginning) of the story they say it would help if all the statues were recollected.
The game has only two buttons that need to be used to play the game, one button jumps and the other button teleports. While this doesn’t sound very complex, the teleport has its limitations. First off, the teleport only lasts so long while holding the button. Hold too long and you’ll likely not teleport and then just die. The other teleport is short, tapping the button will allow you to teleport a small distance instead going a large distance like when holding the button. This can be very helpful for certain situations, but the time between a short teleport and long is so small sometimes you can accidentally use a long teleport and restart you to the previous checkpoint as you’ll most likely die.
The enemies in the game have a few variations from charging at you, firing arrows, to those slightly more complex like shooting fire or ice, and those whom have a giant void shield where it negates your teleport. As you progress, the later types of enemies become progressively more and more common, but the main gameplay style doesn’t change from avoiding obstacles and trying to get to the exit faster than the lava or falling debris.
The game isn’t hard to complete rushing into the levels and just finishing the story that way, however as I’ve said there isn’t much story that is unlocked through this fashion. IF you want a challenge and to know the story in full you’ll have to collect all of the statues on each level. This will for certain statues require a lot of patience and timing, however not all of the statues have to be collected in one run so you could do one for each of the statues if need be.
Overall, Roving Rogue is a nice amount of fun, however after you’ve played so much of the game only having the enemies change doesn’t bring much more fun to the table. Although, If you like the idea of revealing story backwards or through the collection of items then it may be for you. The game is a lot of fun in short bursts, and is probably a lot of fun in multiplayer, but I didn’t get to experience that portion of the game. So with the gameplay and story progression, anyone who sounds like they would enjoy this type of game should definitely pick this up.