Sam either sacrificed his innocence for the sake of entertaining (and somewhat nauseating) us, is terminally online, or has some explaining to do. Because there is no way he should be able to know the Reggie monologue that well otherwise.
Noita is incredibly ambiguous. The devs effectively put a blindfold on you and tell you that your goal is to finish a test in astrophysics but to do that, you have to navigate a maze the size of Finland. I love it.
Totally agree but I think Noita is a special case here since the whole game really focuses on exploration and experimentation rather than boosting stats
thats part of the fun to be honest, with that game its all about screw around and find out. does this perk turn me into a god or end my run within seconds? only one way to find out
The amount of whiplash I received from the Reggie bit brought in suspenseful fear every second till it was over to laughing my ass over till I can't breath!
The death part of the rogue like cycle does in fact exist with chess as I learned from the hard wooden board flying towards me after I took my mother's queen
I will say that at least Risk of Rain has the excuse of not really needing to know what the items do outside of Lunar items. You might occasionally make the wrong choice with a shop, but most of your items will come from chests anyway and whether they're good or bad they'll never be actively detrimental so you might as well pick them all up. The only exception is avoiding shield generator to take better advantage of one hit protection, but even that's not really relevant until you start looping
True, but I had a lot of fun going through the logbook and reading the item descriptions there. If I unlocked a new item, it was a mystery until the logbook. Minus the original ignition tank text mishap.
@@screamingcactus1753 Risk of Rain has an item that lets you choose what you get from chests so once you get that it's wiki time. Also I'm pretty sure there are pickups you want to avoid
This is why I'm so glad DOn't Starve Together has added a Scrapbook that tells you all the needed info about any item, mob, boss, or structure once you've examined them. Now I can use the wiki for what it's meant for: pointless trivia scrolling and silly dev art
9:12 Binding of Isaac EASILY takes the cake on this issue. Hundreds of items, some of which look very much the same (the syringes), ZERO information on the item before picking it up (not even a name), and plenty of items that can completely ruin a run. And I love it.
Great tip to eliminate lack of info in risk of rain is to install the Better UI mod, which gives you all of the numerical values, proc chance, etc, all mid run. Very helpful!
The Reggie segment, and the cut at the end of it made me actually choke by laughter. I just watched it like twenty times on repeat. My man, you are a gem
5:07 As a Calamity Mod enjoyer, the two neurons in my head fired up for the first time this week when I heard the words "Calamity", "Catastrophe", and "Cataclysm" in short succession
Branching out is the way to avoid burning out. It's always better to do it sooner rather than later. Also, you're the content Sam. You make vidya, and people will watch it. Even if IS actual algae scraping :D
The breifly mentioned Addative vs Multiplicative percentages is one of my biggest frustrations in any game reliant on stats and/or numbers. They never clearly tell you which one they use, sometimes the one used varies based on what thing is being modified and sometimes they even mix them both to modify a single stat. Bonus garbage points if the stat being modified is represented as a percentage to begin with.
And they even had this from the beginning, too! Wayyy back in the beginning of early access when there were only two playable classes and no Ascensions, they *already* had good card & relic descriptions that actually told you what things did.
Some other games I've seen have similar tooltip implementation, been sort of a staple for good roguelikes I played. With One Step From Eden being a card battler, there are descriptions given for practically every mechanic. Additionally, a video is played for every spell, which Into the Breach also does for weapons. Extremely informative UI seems to be somewhat of a standard from what I can tell, as Slay the Spire and Into the Breach's forbidden lovechild Cobalt Core has descriptions on everything in all of the right ways.
The Binding of Samsmella after the reggie bit had my face contort into a mixture of both laughter, fright, awe and madness Yes.. this is what i subscribed for
This was one of the biggest issues I had with Binding of Isaac where I would get into a room and not know what the hell an item did. Alternatively I've been loving Brotato
Isaac devs built it with the idea of "knowledge gates" in mind. They wanted to reward you for spending time to learn the items, but as the game has expanded over the years, its become impossible to learn all the items. External item description mods are very helpful and very easy to install
what is even worse is that they dont come with names so you cant even google the damn things. At best you can stare at a spreadsheet of a thousand pngs and pray you can hidden object game your way to what you are looking at ingame
Honestly the best part of roguelikes imo is the ability to synergize many items/cards/runes etc. in so many exciting and unexpected ways. There was nothing better than playing Slay the Spire and finally getting the last piece of the puzzle, completing the deck, and winning with it. Learning new ways to use multiple different abilities and actions, made the games have so much replay value. Same with TBOI, and the utter satisfaction when it’s all over makes you keep coming back.
@@type_0331idk if this is a weird ass question to ask but how does it feel to not have it?, does it feel any different as if you never had it removed or sum?, or do you have to be more careful moving around?
*REGGIE THE RAT* Regardless, one of my favorite Rougelikes is Have a Nice Death, I really dig it's almost 2D-Cell Shaded artstyle with the grey montone pallet with pops of color at time. The combat is fluid and the base progression system is more or less unlocking new weapons with gold every run or new deals that can be made at the start of a run.
I've sunk over 1k hours into the risks of rains (1&2) and at this point all the item info and stats have been carved into my brain like some eldritch runes and writings
So good to see Sam coming back to the limelight, and reminding me that brotato is a game. Añd that Reggie segment was easily the most beautifully cursed thing I’ve ever seen
I love that you're branching out into what you're passionate about!! There's always going to be an audience (with me included anyway) for what you do and its extremely important to take your motivation seriously so amazing job!!!! Also reggie the o'nella is not something that i expected but something I will never forget
There's also mods for stat readouts and more detailed description with calculated totals. They honestly feel like the inspiration for the same in brotato.
@@LVL24thunderstore, there's even a handy mod manager that makes it very easy to install and configure mods. And don't be scared of nexus, it's really not that bad. You can also filter out adult content, although some mod authors erroneously label their mods as adult content, which is annoying.
Can't wait for you to do either "Replayability" or "Story" next so that you inevitably do the typical Deadcells vs. Hades comparison. Edit: the replies are a great example of how horribly at odds the games mentioned are.
@@fallen_angelmemesforlife9172 correction; all games suck except for one. From Software's infamously amazing Ninja Blade. Your dad turns into worm buddha and you fight him in the parasite shadow realm nusphere. There's a zombie helicopter. There are mandatory call of duty turret sections in this hack and slash combo based game. Quick time events. What more could you want?
I did not expect to see Sam's face plastered over Reggie. It feels cursed. But more games need to show all their numbers. Picked cyberpunk back up with the 2.0 update and it was so easy to get back into because I can see all the numbers. Then I just remember my first playthrough where the first 5 or so hours I felt overwhelmed trying to figure things out. Might be my adhd speaking there, but I don't mind a little information overflow if it means I can see exact numbers
This content is excellent, Sam. I always love the way you implement sarcastic humor into your actually very informative videos. And yeah, you're definitely not alone for wanting more information in roguelikes. I'm also a RoR2 player, and the Ukulele broke the dam for me.
This is a great video. Never thought I'd see something like this from Sam, and I'm excited to see the other videos he has planned "Fondle plant" killed me
Your timing couldn't be better! We just started learning about/making a 2D platformer with roguelikes as a pickable option. I'll make sure to spread your message like the plague among my classmates 🙏
Apoerantly Edmund McMillen said that he was planning on adding item descriptions built into the game recently instead of having to use a mod or the wiki. This is because in the old days of flash Isaac, he wanted people to not know what the items did to encourage experimentation. But as the game evolved he felt it more necessary to have built in item descriptions besides the basic two word ones.
I was surprised he didn't talk about The Binding of Isaac, since it's possibly the most egregious example of the sort of thing he's complaining about, where only after picking up an item (which is often irreversible) do you get the name and vague description of it. It's weird he McMillen thought the vague descriptions would encourage experimentation though, since the items you have access to are random and you usually just take whatever you can get. If anything I feel it discourages experimentation, like how the trinkets all have useless descriptions and very non-obvious effects, I'll tend to just stick with one whose effect I know rather than use one that I can't tell is helping or not.
@@TribonRA Also there are over a thousand items and many of them have significant downsides, like how Soy Milk nerfs your damage into the ground or No. 1 reduces your range to basically point blank
@@screamingcactus1753right, 'just experiment and figure it out' makes more sense when you've got maybe a hundred items, 90 of which are unambiguous upgrades, and maybe two or three run-ruiners.
i was shocked to see noita not included in this video! despite how fun it can be when you get lucky, it absolutely suffers from ambiguity and lack of proper item descriptions
I'd argue that the painful ambiguity in Noita is a part of the theming of it, what with the emphasis on hidden knowledge and discovery that is present throughout. But absolutely, how tf are we supposed to know that chainsaws make things machine guns only if you put them after a spell/cast group
The lategame of Noita requires at least a bachelor's in programming to understand how the various special spells, wand cycling, and modifiers all interact with each other. I'd argue experimenting and figuring out unexpected interactions is very much an intended part of the gameplay.
As someone who got Binding of Isaac recently: This was quite an interesting find! Tbh, seeing you vary your content is quite nice. I get more of your humor, and I can hear about more random things!
The appearance of the cow-tools meme @7:33 on a Samonella video gives me a mental whiplash not too unlike hearing my mom blowup the toilet. Disgusting and hilarious.
Am aspiring dev and I 100% agree with you that knowing what something does is key to good gameplay where making informed decisions is part of the experience. Thats why I love magic the gathering so much
Wow this video was actually so good. Usually when content creators branch out their first few tries stumble. But this vid knocked it out of the park for me
Fair points, great games, good content, but something you are missing here is that roguelikes have their roots based in old school D&D. One of the funnest aspects of classic D&D is that you have no idea what magic items do, or if an item is magical at all. There is a lot of fun to be had in experimentation and exploration. Many roguelike fans like myself very much prefer the ambiguity, the whole idea is you don't know what it does until you use it. It's the same with enemies, part of the fun is walking into a new room or floor and their is a brand new enemy you have never fought before, making for an interesting and dangerous encounter. It's all about trial and error, being successful in roguelikes is all about slowly obtaining skill and knowledge. While I understand your sentiment, I feel less ambiguity would take a lot of fun out of what is personally my favorite genre of video game. I feel like part of your issue is spending time on the wiki at all, just pretend the wiki doesn't exist and experiment. It is a lot funner that way.
I've loved seeing this channel keep reaching new heights of production value. I definitely saw a jump in this video. The sheer panic I felt when I saw Sam plastered on an uwu rodent cannot be matched by any modern horror film. But seriously, good job bro.
Brotato! Love that game. The UI and tooltips in the game are a gold standard every dev should learn from (excepting those who want to make a game with deliberately obscured effects.) Like everytime I play 20 mins to Dawn I wish I could hover over the perks I've already taken. It's also dang fun, and shows how tweaking some numbers and ratios can dramatically change a character's playstyle and player choices.
Similar to that Chinese game, The Binding of Isaac gives no information when grabbing an item, but every item has a unique appearance, and many cause the player’s character to change in some unique visual way, or change your attack in a unique, sometimes extremely dramatic way. Your first time seeing Brimstone, it seems cool but it costs a lot to obtain, but after having it literally once, you will Pog harder than ever before every time it arrives during a run
@@gingermcgingin4106 yeah, the only problem I have with Isaac is that items like Bob’s Rotten Brain and Cursed Eye are always harmful, never a boon, so taking them without knowing sucks, especially since they aren’t an unlock, all players are stuck with them in their item and curse pools
I agree that for the modern style of roguelite, where you're trying to sculpt a build, the mechanics of all these things should be as unambiguous as possible. That said, I do have a counterpoint - in the original roguelikes like Nethack, figuring out what things do and identifying them is an essential survival element of the game. A blue potion could be a potion of healing, a potion of acid, a potion of gain level, a potion of polymorph, etc. and that will change on any given run. Scrolls of identify are valuable commodities, as are various tricks to game out the function of items. Maybe you find a ring and don't know what it does - it's not cursed, so at least you can take it off and it's probably not harmful, so you put it on. No obvious effect, but an hour later you realize you haven't needed to eat in a long time. Oh it's a ring of slow digestion. Maybe you're surrounded by monsters and in a panic you drink an unidentified potion that polymorphs you into a red dragon. Might destroy all your armor, but at least you're still alive and now you're a dragon so that's neat. Found a wand, don't know what it does - try writing on the floor with it and see what happens. "The ants seem to be moving faster" oh it's a wand of haste. Those experiences are pretty much the core gameplay loop for much of a run. Granted, many of those techniques you can learn by googling, but you still have to apply them. In those games it's often less about crafting a build out of the weird items you find and more about applying those survival skills in an unfamiliar place, getting whatever edge you can in the moment and considering the risk and reward of using unidentified loot. Most endgame builds end up being fairly similar, with what's called an "ascension kit", a set of gear that is pretty unambiguously good, bordering on essential to beat the game. This is why I maintain the distinction between roguelikes and roguelites (which perhaps need a different term). They're really fundamentally different styles of game, the only thing in common being procedural generation and some sense of starting at the beginning with each run.
There are early, traditional roguelikes that don't ascribe to the Nethack/ADOM-style mass ambiguity, tho - it's not remotely necessary for the genre. Dungeon Crawl Stone Soup really goes out of its way to try and give you tins of information in-game (e.g., actually breaking down the possibly spells enemies can cast as one example), and it's still very much a deep and interesting traditional roguelike with a ton of variety and things to discover.
Roguelites definitely need different terms, it's tiring to see people who separate roguelike and roguelite claiming to keep the term from being diluted, end up doing exactly that by lumping non-berlin yet true permadeath with metaprogression
Roguelites definitely need different terms, it's tiring to see people who separate roguelike and roguelite claiming to keep the term from being diluted, end up doing exactly that by lumping non-berlin yet true permadeath with metaprogression
Roguelites definitely need different terms, it's tiring to see people who separate roguelike and roguelite claiming to keep the term from being diluted, end up doing exactly that by lumping non-berlin yet true permadeath with metaprogression
Roguelites definitely need different terms, it's tiring to see people who separate roguelike and roguelite claiming to keep the term from being diluted, end up doing exactly that by lumping non-berlin yet true permadeath with metaprogression
Finally some new content to edge and goon too, thank you Sam as your old videos have started to run dry on gooning potential as I can never get to my edging point. However this video shall last me for years of amazing gooning to become. Perchance
Venturing into the unpredictable realm of roguelike video games is like stepping into a digital labyrinth of chaos. The thrill of these games lies in their merciless nature- one moment you're equipped with a legendary weapon, the next you're left defenseless with a comically ineffective tool. The permadeath feature turns every venture into a high-stakes gamble, where each decision can be the difference between triumph and failure. Procedural generation adds an extra layer of complexity, as you navigate through ever-changing landscapes crafted by a capricious algorithm. Despite the frustrations, there's an undeniable allure to the challenge, making each hard-fought victory all the more satisfying.
The sheer amount of terror that filled me that then turned into raw disgust seeing and hear Reggie the o'nella can not be understated
And then it turned into arousal
Ew
same
i agree but also i very much enjoyed the terror
ikr
Our favorite barn cat is back, presenting us with yet another delightful mangled bird corpse
ITS BEEN 6 MONTHS WHY ARE YOU HERE
you next.
Instead of a bird, it was a rat.
I swear the next time I'm going to see you next is going to be in a nilered video
That is a strange but accurate metaphor Mr and/or Ms. Horizon, if that even is your name.
I could have never guessed a stick figure would make me jump everytime they upload
Same 😂
Exactly, I was literally just trying to find a video to fall asleep to and now I'm fully invested in whatever Sam has to say
Same
It's not a stick figure mom, it's a professor
Sam either sacrificed his innocence for the sake of entertaining (and somewhat nauseating) us, is terminally online, or has some explaining to do. Because there is no way he should be able to know the Reggie monologue that well otherwise.
he made a cel-maxxing joke, he is terminally online
Yup…terminally online
Or he’s gay
Sam knowing the entire Reggie monologue took me so off guard
Fr wtf
Sam jacked off to femboy furry porn, he just like me fr fr
He knows some good shit
Who doesn't
Yeah when I got to that part I uh, well ummm- I kinda uhh, well y'know.... Actually nevermind
I like this new type of content, we’ll support whatever type of content you want to make
I can’t wait for his next video to come out in 3 years
he's the type of youtuber that's funny as fuck who you'd watch anything they make because they're funny
@@xpercade8926 me on my way to watch the Sam O'nella sex tape
Sounds like we’re desperate and we are
yeah, honestly sam is overall really funny and can make anything entertaining. i'd watch him talk about drying paint
Noita is incredibly ambiguous. The devs effectively put a blindfold on you and tell you that your goal is to finish a test in astrophysics but to do that, you have to navigate a maze the size of Finland. I love it.
Totally agree but I think Noita is a special case here since the whole game really focuses on exploration and experimentation rather than boosting stats
finnish devs are just sadistic
thats part of the fun to be honest, with that game its all about screw around and find out. does this perk turn me into a god or end my run within seconds? only one way to find out
Instead of item descriptions, you can just make a handy gif depository of how each spell kills you to remember why not to use it in future runs
1500 hours spent -- 10 wins on the clock B)
The Reggie bit got me SOLID
What kind of solid
@@TheSentient_Potato my meat.
@@TheSentient_Potato I am SOLID LIKE A SNAKE!!
@@Marjitrovitskihey bro this is your dad. Mind explaining this to me???
@@Mewtwodestroyer uhmm 😬 i uhh Uhh Nuh uh
The amount of whiplash I received from the Reggie bit brought in suspenseful fear every second till it was over to laughing my ass over till I can't breath!
I have never felt such a fear before in my life
I’ve had death threats, but this...
god that activated my fight or flight response.
@@Cicada-3301 I’m just gay ;n;
@@Cicada-3301 how did I even offend? ;n;
0:28 sam, I know you’re you, but I would never expect a Reggie the rat edit. You are the best youtuber.
I did not expect a Reggie edit.
I CERTAINLY did not expect to be into the Reggie edit
Somehow it doesn't surprise me at all
I was not expecting a FULL Reggie the rat edit. I thought it would be a quick 5-second gag, but nope. It just kept going
I hope this confirms he's a gay ass furry, we are DESPERATE for some good(?) representation
I was about to say the same thing lmao
"when a raincel really starts riskmaxxing" is my new favorite Sam quote
Ever since he made this video, I'm convinced to a fanatical incoherent extent that he's making a 2 and a half hour video essay on NOITA™
This video was even more unhinged than his regular videos, I love it
Unhinged with a side of FTL OST makes my world whole again
The death part of the rogue like cycle does in fact exist with chess as I learned from the hard wooden board flying towards me after I took my mother's queen
valid response
Wait, you can also respawn?
Big mistake 😬
I could listen to Sam talk about Roguelikes for 20+ parts. Not just cause it's entertaining, but also interesting, especially about a genre I enjoy.
Hey Sam................
Sam, if seeing more of your content means branching out and doing videos like these, then I am all for it. Great stuff dude
It's crazy that both in isaac and risk of rain there was a need for mods so you could just "read item descriptions accurately"
I will say that at least Risk of Rain has the excuse of not really needing to know what the items do outside of Lunar items. You might occasionally make the wrong choice with a shop, but most of your items will come from chests anyway and whether they're good or bad they'll never be actively detrimental so you might as well pick them all up. The only exception is avoiding shield generator to take better advantage of one hit protection, but even that's not really relevant until you start looping
True, but I had a lot of fun going through the logbook and reading the item descriptions there. If I unlocked a new item, it was a mystery until the logbook. Minus the original ignition tank text mishap.
@@screamingcactus1753 Risk of Rain has an item that lets you choose what you get from chests so once you get that it's wiki time. Also I'm pretty sure there are pickups you want to avoid
@@Leto_0bungus, unless you get the void wungus
I mean isaacs eid becomes kinda unnecessary once you start grinding for completion marks. By that point you should know what everything does
Hell yea, can't wait to see were Sam's freebased fish-tank algae arc takes him.
Dang, Sam is down bad for roguelikes 🥵
Not only him though 😳
Sam always surprises me.i could seriously hear this man talk all day about any subject on this earth
That Reggies segment... God. I never, never, EVER expected to see something so amusing, yet so cursed.
I was writhing in my bed for the entire segment. It was hilarious and yet made me feel like i was going feral
i cant believe he actually did the whole thing. Most (sane) people would stop after the first sentence.
The best part is that Whygena (reggie creator and furry porn artist) has now seen this and commented on it on twitter.
@@SaltWaterDrums hehe, nice.
@@muntthedubious_9308absolute lowlife behavior
That Reggie the Rat segment hit me in the chest like a mortar shell duct taped to a drone hitting a russian soldier
it physically took years off my life
I agree, incredibly cursed
Felt like getting crushed by a missile truck falling unto me
*Vatnik
FTFY
how the fuck did your brain come up with this comparison
That Reggie part almost made me have a heart palpitations
You were just that aroused huh? Impressive
I had actual recoil and ended up on the floor
No way, I like Reggie too!
@@Bloom0029 wait no not like tha-
@@Bloom0029 Reginald Rat make my tictac go BOING
This is why I'm so glad DOn't Starve Together has added a Scrapbook that tells you all the needed info about any item, mob, boss, or structure once you've examined them. Now I can use the wiki for what it's meant for: pointless trivia scrolling and silly dev art
That's my favorite part of all wikis, silly dev art.
"I wish I knew how to groom" we all do Sam, we all do
In a couple years this might become the funniest joke ever
@@proot. A student suspiciously started consistent A's in Sam O'Nella academy and the board investigated
Yeah, my pet rabbits looking pretty nasty rn
Well you're in luck because this video is sponsored by Manscaped. Manscaped is a-
no we fucking dont
Waking up at 4AM and hearing Sam talking about Risk of Rain is an absolute blessing. Thank you! :)
Waking from the dead after getting this notification and holding my phone with no flesh on my hands was a real challenge.
Sam is such a acrid main
9:12 Binding of Isaac EASILY takes the cake on this issue. Hundreds of items, some of which look very much the same (the syringes), ZERO information on the item before picking it up (not even a name), and plenty of items that can completely ruin a run. And I love it.
All give speed, range or dmg, except adrenaline(pink)
skill issue tbh. And besides the number of items that actually ruin runs can be counted on your fingers.
I beat mom once and installed the item name and description mod and it is still that confusing
@@Quatro921 There's no skill in guessing what a thing does and by how much.
@@Quatro921idk there's plenty of items that can literally just end a run if you don't know what it is
I’m harder than an elden ring boss rn from that Reggie bit
Sam knew the entire Reggie monologue and recited it *perfectly.* He's truly Our Guy.
*our gay
**our gaymer
Which means he’s seen the whole video
Truly our best guy
gaymer👍
please use more than one braincell when browsing the internet@@Cicada-3301
Great tip to eliminate lack of info in risk of rain is to install the Better UI mod, which gives you all of the numerical values, proc chance, etc, all mid run. Very helpful!
didnt they add a bunch of that info into normal item descriptions?
They sure did!
@@obscure.reference
I shouldn't have to install a mod to know what items do.
@@atoxicperson6794 or you could check the logbook
@atoxicperson6794 you shouldn't but you also shouldn't know it exists and decide to make your experience worse for no reason
The Reggie segment, and the cut at the end of it made me actually choke by laughter. I just watched it like twenty times on repeat. My man, you are a gem
The choking should’ve sent you to God instead.
Thanks Sam. I am now traumatized
@@sirreginaldfishingtonxvii6149 Sam: "You're welcome"
Never let this man find DEEP ROCK GALATIC, or we will never see PART 2
Even if we're not talking about history, Sam still makes amazing content..
See you in half a year, if we're lucky, everybody!
"anyway lets talk about chickens 🥴".
5:07 As a Calamity Mod enjoyer, the two neurons in my head fired up for the first time this week when I heard the words "Calamity", "Catastrophe", and "Cataclysm" in short succession
IKR
Damn, new calamity fans still coming in this many years later. Funny how that works.
YOUR MENTAL FORTITUDE IS FADING
losing trust ending friendahip and rage escalating
I started foaming in the mouth like a rabies victim
Glad to see Sam is the type of teacher to keep up with the ever evolving internet culture. Most teachers don't do that.
Edit: dear God it's Reggie
Sam'o nella gaming videos is not something i knew i need, he should do more of this.
Branching out is the way to avoid burning out. It's always better to do it sooner rather than later.
Also, you're the content Sam. You make vidya, and people will watch it. Even if IS actual algae scraping :D
Fr
The breifly mentioned Addative vs Multiplicative percentages is one of my biggest frustrations in any game reliant on stats and/or numbers. They never clearly tell you which one they use, sometimes the one used varies based on what thing is being modified and sometimes they even mix them both to modify a single stat.
Bonus garbage points if the stat being modified is represented as a percentage to begin with.
Path of exile's more vs increased modifiers
Don't ever play warframe then lmao
In this respect, I think slay the Spire is one of the best roguelikes because almost all of the relics are very clear about what they do
Slay the spire is great at giving the player info. Almost everything does EXACTLY what it says
And they even had this from the beginning, too! Wayyy back in the beginning of early access when there were only two playable classes and no Ascensions, they *already* had good card & relic descriptions that actually told you what things did.
StS is so good it’s probably the game I’d Recommend to anyone
@@SepticSafe_ Honestly same. Even if you don't really love RPGs you can enjoy that game
Some other games I've seen have similar tooltip implementation, been sort of a staple for good roguelikes I played. With One Step From Eden being a card battler, there are descriptions given for practically every mechanic. Additionally, a video is played for every spell, which Into the Breach also does for weapons. Extremely informative UI seems to be somewhat of a standard from what I can tell, as Slay the Spire and Into the Breach's forbidden lovechild Cobalt Core has descriptions on everything in all of the right ways.
Sam O'Nella on Roguelikes? umm based?
Based? BASED ON WHAT!?
5:07 Sam has no idea how happy this small Terraria Calamity mod reference made me.
Fr
SAME
That Reggie part brought back bad memories....
10/10 video
@@t3rriblequality645 which do you think?
The quote for quote Reggie parody had me both wheezing and taking immense phycological damage at the same time. Bravo, and I hate it.
genuinely thought it was only going to be the first couple lines, but then it kept going and going, MAD props to sam
0:09
Other youtubers dealing a racism allegation: 😨😭
Me, dealing with a racism confirmation : 🤩🤩
I loved everything about this and hope you do more!
Sam, whatever content you want to make, I'm sure it'll be extremely entertaining
your writing is so snappy and solid! i always know you as a creative when it comes to your word choice but god this goes hard. would love to see more!
The Binding of Samsmella after the reggie bit had my face contort into a mixture of both laughter, fright, awe and madness
Yes.. this is what i subscribed for
😂 you know who Reggie is? Why? Why are you looking them up? Hahaha. You told on yourself
@@AnkleGremlin Not like me I just randomly found them while looking at femboy rule 34
@@idk-em2yqsome things are better left unsaid and this is one
@@idk-em2yqbased
This was one of the biggest issues I had with Binding of Isaac where I would get into a room and not know what the hell an item did. Alternatively I've been loving Brotato
Yeah the creators are planning on implementing the item description mod into the game because of that
Isaac devs built it with the idea of "knowledge gates" in mind. They wanted to reward you for spending time to learn the items, but as the game has expanded over the years, its become impossible to learn all the items. External item description mods are very helpful and very easy to install
Yeah honestly External Item Descriptions is less of a mod and more of a requirement at this point
what is even worse is that they dont come with names so you cant even google the damn things.
At best you can stare at a spreadsheet of a thousand pngs and pray you can hidden object game your way to what you are looking at ingame
You should try barony
The Reggie the Rat bit is the most I’ve laughed at something in a decent while.
Honestly the best part of roguelikes imo is the ability to synergize many items/cards/runes etc. in so many exciting and unexpected ways. There was nothing better than playing Slay the Spire and finally getting the last piece of the puzzle, completing the deck, and winning with it. Learning new ways to use multiple different abilities and actions, made the games have so much replay value. Same with TBOI, and the utter satisfaction when it’s all over makes you keep coming back.
"Foreskin privileges: Revoked"
Damn that hit home hard
Same 😔
@@type_0331idk if this is a weird ass question to ask but how does it feel to not have it?, does it feel any different as if you never had it removed or sum?, or do you have to be more careful moving around?
@@t3rriblequality645 it tickles
*REGGIE THE RAT*
Regardless, one of my favorite Rougelikes is Have a Nice Death, I really dig it's almost 2D-Cell Shaded artstyle with the grey montone pallet with pops of color at time.
The combat is fluid and the base progression system is more or less unlocking new weapons with gold every run or new deals that can be made at the start of a run.
I am so glad I had already put my drink down when the Reggie bit hit, and the frame of Isaac just killed me.
The sheer amount of excitement that filled me that then turned into raw joy seeing and hear Reggie the o'nella can be understated
reggie?
@@aurelia8028look up Reggie the rat
Reggie ;) at 0:30 @@aurelia8028
0:27
I am not going to lie, the Reggie moment made me rush off to WhyGena’s Patreon(worth it) just to burst all over my phone
It would take at least a year in a shipping container in good ol' Guantanamo for that to be beaten out of me.
real and relatable
Me too😉💗
I've sunk over 1k hours into the risks of rains (1&2) and at this point all the item info and stats have been carved into my brain like some eldritch runes and writings
And his music
@@tim3130. Was electric (insert Micheal Bay background explosion)
@@Gentlendyyou made my day
This man just comes back to reveal he's gaming hard. A true role model
This video is fantastic, I always love your editing and writing style. Don't ever show Reggie again though that was scaring me.
Yeah, he don't need to show me what I already see :3
@@Partemis is this clip like playing on a loop in front of your retinas 24/7?
@@birdflox1337 probably
@@birdflox1337what else do we use our eyes for?
So good to see Sam coming back to the limelight, and reminding me that brotato is a game. Añd that Reggie segment was easily the most beautifully cursed thing I’ve ever seen
Sam, that reggie reference was painfully long and made me vomit my breakfast on my cat
Do NOT stop doing this
I love that you're branching out into what you're passionate about!! There's always going to be an audience (with me included anyway) for what you do and its extremely important to take your motivation seriously so amazing job!!!! Also reggie the o'nella is not something that i expected but something I will never forget
The stat thing in risk of rain has a mod that lets you ping items and it shows you the detailed description! (with percentiles and stuff)
There's also mods for stat readouts and more detailed description with calculated totals. They honestly feel like the inspiration for the same in brotato.
It's a good mod (I use it) but it should be in the base game.
@@LVL24if you wanna mod ror2, u should prob check r2modman instead of nexus. i think it’s itemstats but im not entirely sure
@@LVL24thunderstore, there's even a handy mod manager that makes it very easy to install and configure mods.
And don't be scared of nexus, it's really not that bad. You can also filter out adult content, although some mod authors erroneously label their mods as adult content, which is annoying.
Also to note: a lot of the descriptions are taken wholesale from Risk of Rain 1, so them lifting them makes sense when RoR2 was still in the works
“shit their pants and relapse on Elmer’s” is an absolutely iconic line
Can't wait for you to do either "Replayability" or "Story" next so that you inevitably do the typical Deadcells vs. Hades comparison.
Edit: the replies are a great example of how horribly at odds the games mentioned are.
Yeah
Anyways both games suck ❤❤
@@unquestionableexistance8704absolute God awful take
@@unquestionableexistance8704 Correction: all games suck
@@fallen_angelmemesforlife9172 correction; all games suck except for one. From Software's infamously amazing Ninja Blade. Your dad turns into worm buddha and you fight him in the parasite shadow realm nusphere. There's a zombie helicopter. There are mandatory call of duty turret sections in this hack and slash combo based game. Quick time events. What more could you want?
@@Ezekiel_Allium watermelon
I did not expect to see Sam's face plastered over Reggie. It feels cursed. But more games need to show all their numbers. Picked cyberpunk back up with the 2.0 update and it was so easy to get back into because I can see all the numbers.
Then I just remember my first playthrough where the first 5 or so hours I felt overwhelmed trying to figure things out. Might be my adhd speaking there, but I don't mind a little information overflow if it means I can see exact numbers
Love this. It's impressive how your writing is just slightly different to fit this more rammably format. keep it up, I'm here for it
This content is excellent, Sam. I always love the way you implement sarcastic humor into your actually very informative videos. And yeah, you're definitely not alone for wanting more information in roguelikes. I'm also a RoR2 player, and the Ukulele broke the dam for me.
This is a great video. Never thought I'd see something like this from Sam, and I'm excited to see the other videos he has planned
"Fondle plant" killed me
Your timing couldn't be better! We just started learning about/making a 2D platformer with roguelikes as a pickable option. I'll make sure to spread your message like the plague among my classmates 🙏
Who's we?
@@AnkleGremlin 'we' are a bunch of highschool students focused on game art and design 👍
defo look at risk of rain 1
@@thewhistlingdemigod6570 👍🤓
@@k90v85and dead cells 🦧
The format works. Keep it coming. You have a talent to make any topic interesting with your storytelling.
I'm so happy to see more of daddy Sam, doesn't matter what format it's in
Hearing Sam talk about rougelikes is the best thing to happen to me all year. Please more of this 🙏
Apoerantly Edmund McMillen said that he was planning on adding item descriptions built into the game recently instead of having to use a mod or the wiki. This is because in the old days of flash Isaac, he wanted people to not know what the items did to encourage experimentation. But as the game evolved he felt it more necessary to have built in item descriptions besides the basic two word ones.
I was surprised he didn't talk about The Binding of Isaac, since it's possibly the most egregious example of the sort of thing he's complaining about, where only after picking up an item (which is often irreversible) do you get the name and vague description of it.
It's weird he McMillen thought the vague descriptions would encourage experimentation though, since the items you have access to are random and you usually just take whatever you can get. If anything I feel it discourages experimentation, like how the trinkets all have useless descriptions and very non-obvious effects, I'll tend to just stick with one whose effect I know rather than use one that I can't tell is helping or not.
@@TribonRA Also there are over a thousand items and many of them have significant downsides, like how Soy Milk nerfs your damage into the ground or No. 1 reduces your range to basically point blank
@@screamingcactus1753right, 'just experiment and figure it out' makes more sense when you've got maybe a hundred items, 90 of which are unambiguous upgrades, and maybe two or three run-ruiners.
i was shocked to see noita not included in this video! despite how fun it can be when you get lucky, it absolutely suffers from ambiguity and lack of proper item descriptions
he did
I'd argue that the painful ambiguity in Noita is a part of the theming of it, what with the emphasis on hidden knowledge and discovery that is present throughout. But absolutely, how tf are we supposed to know that chainsaws make things machine guns only if you put them after a spell/cast group
shoutout to Gas Blood for completely leaving out the toxic immunity it gives out of the description despite it making the perk far better otherwise
The lategame of Noita requires at least a bachelor's in programming to understand how the various special spells, wand cycling, and modifiers all interact with each other.
I'd argue experimenting and figuring out unexpected interactions is very much an intended part of the gameplay.
The trick is to be Finnish, so you understand all the things with Finnish names :^)
The fact that Sam plays Faster Than Light makes me kick my feet like a little girl
As someone who got Binding of Isaac recently: This was quite an interesting find!
Tbh, seeing you vary your content is quite nice. I get more of your humor, and I can hear about more random things!
Good luck
@@mydrillasanjay5397 I only got ??? yesterday, so I will need it.
legends say part 2 is going to release in 2049
Yay Sam is making videos more often again. I hope you are well and stay motivated! We love your content :)
...I think I need Sam O'Nella ASMR now, the Reggie diatribe awakened something in me there
great to see this channel being used again lol, also nice calamity mod reference
This format of talking about games works so well for your comedy, keep it up
Hey Sam! Long time fan here, I’m willing to support whatever you do! Even crime!
Academy takin over Wooo
whats this? sam got away with murder? cant say i approve but at least hes trying out new stuff
I have a new appreciation for your account now after hearing you use the FTL music, awesome Sam!!
The appearance of the cow-tools meme @7:33 on a Samonella video gives me a mental whiplash not too unlike hearing my mom blowup the toilet. Disgusting and hilarious.
Am aspiring dev and I 100% agree with you that knowing what something does is key to good gameplay where making informed decisions is part of the experience. Thats why I love magic the gathering so much
giving too much information to the players is also bad imo, the game just feels soulless and have a risk of overwhelming the players
Wow this video was actually so good. Usually when content creators branch out their first few tries stumble. But this vid knocked it out of the park for me
Fair points, great games, good content, but something you are missing here is that roguelikes have their roots based in old school D&D. One of the funnest aspects of classic D&D is that you have no idea what magic items do, or if an item is magical at all. There is a lot of fun to be had in experimentation and exploration. Many roguelike fans like myself very much prefer the ambiguity, the whole idea is you don't know what it does until you use it. It's the same with enemies, part of the fun is walking into a new room or floor and their is a brand new enemy you have never fought before, making for an interesting and dangerous encounter.
It's all about trial and error, being successful in roguelikes is all about slowly obtaining skill and knowledge. While I understand your sentiment, I feel less ambiguity would take a lot of fun out of what is personally my favorite genre of video game.
I feel like part of your issue is spending time on the wiki at all, just pretend the wiki doesn't exist and experiment. It is a lot funner that way.
I've loved seeing this channel keep reaching new heights of production value. I definitely saw a jump in this video. The sheer panic I felt when I saw Sam plastered on an uwu rodent cannot be matched by any modern horror film.
But seriously, good job bro.
Brotato! Love that game. The UI and tooltips in the game are a gold standard every dev should learn from (excepting those who want to make a game with deliberately obscured effects.) Like everytime I play 20 mins to Dawn I wish I could hover over the perks I've already taken. It's also dang fun, and shows how tweaking some numbers and ratios can dramatically change a character's playstyle and player choices.
sam o nella always fails to groom
Love you branching out into gaming and maybe something you enjoy more, do what you want to sam
Similar to that Chinese game, The Binding of Isaac gives no information when grabbing an item, but every item has a unique appearance, and many cause the player’s character to change in some unique visual way, or change your attack in a unique, sometimes extremely dramatic way. Your first time seeing Brimstone, it seems cool but it costs a lot to obtain, but after having it literally once, you will Pog harder than ever before every time it arrives during a run
*Most* items have a unique apparence. There's a few that look Similar, most notably Bob's Brain & Common Cold because of how dogshit the former is.
@@gingermcgingin4106 yeah, the only problem I have with Isaac is that items like Bob’s Rotten Brain and Cursed Eye are always harmful, never a boon, so taking them without knowing sucks, especially since they aren’t an unlock, all players are stuck with them in their item and curse pools
@@PXanderbob's brain is great if you have explosion immunity
0:35 man I hate that I know where this is from
Your humour translates so well to this style of video essay, if this is what you wanna keep doing then absolutely go for it, your class
HOW DARE YOU JUMPSCARE ME WITH THAT REGGIE THING!!!
I agree that for the modern style of roguelite, where you're trying to sculpt a build, the mechanics of all these things should be as unambiguous as possible.
That said, I do have a counterpoint - in the original roguelikes like Nethack, figuring out what things do and identifying them is an essential survival element of the game. A blue potion could be a potion of healing, a potion of acid, a potion of gain level, a potion of polymorph, etc. and that will change on any given run. Scrolls of identify are valuable commodities, as are various tricks to game out the function of items. Maybe you find a ring and don't know what it does - it's not cursed, so at least you can take it off and it's probably not harmful, so you put it on. No obvious effect, but an hour later you realize you haven't needed to eat in a long time. Oh it's a ring of slow digestion. Maybe you're surrounded by monsters and in a panic you drink an unidentified potion that polymorphs you into a red dragon. Might destroy all your armor, but at least you're still alive and now you're a dragon so that's neat. Found a wand, don't know what it does - try writing on the floor with it and see what happens. "The ants seem to be moving faster" oh it's a wand of haste. Those experiences are pretty much the core gameplay loop for much of a run.
Granted, many of those techniques you can learn by googling, but you still have to apply them. In those games it's often less about crafting a build out of the weird items you find and more about applying those survival skills in an unfamiliar place, getting whatever edge you can in the moment and considering the risk and reward of using unidentified loot. Most endgame builds end up being fairly similar, with what's called an "ascension kit", a set of gear that is pretty unambiguously good, bordering on essential to beat the game.
This is why I maintain the distinction between roguelikes and roguelites (which perhaps need a different term). They're really fundamentally different styles of game, the only thing in common being procedural generation and some sense of starting at the beginning with each run.
There are early, traditional roguelikes that don't ascribe to the Nethack/ADOM-style mass ambiguity, tho - it's not remotely necessary for the genre. Dungeon Crawl Stone Soup really goes out of its way to try and give you tins of information in-game (e.g., actually breaking down the possibly spells enemies can cast as one example), and it's still very much a deep and interesting traditional roguelike with a ton of variety and things to discover.
Roguelites definitely need different terms, it's tiring to see people who separate roguelike and roguelite claiming to keep the term from being diluted, end up doing exactly that by lumping non-berlin yet true permadeath with metaprogression
Roguelites definitely need different terms, it's tiring to see people who separate roguelike and roguelite claiming to keep the term from being diluted, end up doing exactly that by lumping non-berlin yet true permadeath with metaprogression
Roguelites definitely need different terms, it's tiring to see people who separate roguelike and roguelite claiming to keep the term from being diluted, end up doing exactly that by lumping non-berlin yet true permadeath with metaprogression
Roguelites definitely need different terms, it's tiring to see people who separate roguelike and roguelite claiming to keep the term from being diluted, end up doing exactly that by lumping non-berlin yet true permadeath with metaprogression
6:30 I didn’t know bad dragon did a collab with this game.
Finally some new content to edge and goon too, thank you Sam as your old videos have started to run dry on gooning potential as I can never get to my edging point. However this video shall last me for years of amazing gooning to become. Perchance
Did you feel strong making this comment? do you perhaps feel sinful?
Sam O'nella will never make a new video after he reads this 😭
Now edge for 76 hours
Venturing into the unpredictable realm of roguelike video games is like stepping into a digital labyrinth of chaos. The thrill of these games lies in their merciless nature- one moment you're equipped with a legendary weapon, the next you're left defenseless with a comically ineffective tool. The permadeath feature turns every venture into a high-stakes gamble, where each decision can be the difference between triumph and failure. Procedural generation adds an extra layer of complexity, as you navigate through ever-changing landscapes crafted by a capricious algorithm. Despite the frustrations, there's an undeniable allure to the challenge, making each hard-fought victory all the more satisfying.