Rogue Aces Review

<p><em>Rogue Aces <&sol;em>is an air-combat rogue-like&comma; but don&&num;8217&semi;t let the &&num;8220&semi;rogue&&num;8221&semi; in that title fool you&period; The inherent limitations of a purely aircraft based 2D game severely lacerates the aforementioned rogue-like experience&period; It won&&num;8217&semi;t hook most players in the same way as <em>Spelunky<&sol;em> or <em>Rogue Legacy<&sol;em>&comma; but it&&num;8217&semi;s at least a competent arcade shooter&semi; One whose merits rest solely on its ability to waste time&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;137371" aria-describedby&equals;"caption-attachment-137371" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-137371 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;04&sol;11193206&sol;Rogue-Aces&lowbar;20180410191527-1-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-137371" class&equals;"wp-caption-text">Rogue Aces&comma; Curve Digital<&sol;figcaption><&sol;figure>&NewLine;<p><em>Rogue Aces<&sol;em> consists of three core campaign modes along with distinctive arcade modes ranging from Hot Potato to Survival&period; The campaigns are the meat of the game&comma; though among these&comma; the absence of training aids is the only distinction between the normal and veteran campaigns&period; In the normal campaign&comma; you have the option of automatically landing at the expense of some of that session&&num;8217&semi;s scored points&period; However&comma; it doesn&&num;8217&semi;t restrict more skilled players from landing manually&period; For the skilled <em>Rogue Aces<&sol;em> player&comma; then&comma; that differentiation is practically nonexistent&period; The only other notably absent &&num;8220&semi;training aid&&num;8221&semi; comes in the form of icons indicating enemy airplanes&period; This doesn&&num;8217&semi;t make the game any more hardcore as the limited screen real estate makes hunting down off-screen planes a chore unless they&&num;8217&semi;ve been damaged enough to leave behind a trail of smoke&period; All it adds is busy work rather than challenge&period; The two modes are identical in structure aside from those minor alterations&period;<&sol;p>&NewLine;<p>They also contain a fairly basic and addictive gameplay loop&period; Each session begins with an airplane on a landing zone and a randomly generated mission&period; After completing each mission&comma; the plane will need to land before <em>Rogue Aces<&sol;em> doles out the next objective&period; These mandatory pit stops refill the plane&&num;8217&semi;s fuel&comma; health&comma; rocket&comma; and missile ammo&period; Each mission is generated randomly with each pit stop serving as a satisfying book-end to an excursion&period; This structure continues for as long as the player can survive&period; That endless nature induces a compulsive drive to perform better than before&period;<&sol;p>&NewLine;<p>These campaigns are also where the rogue-like elements figure most prominently&comma; though even then&comma; they add so little compared to rogue-likes in other genres&period; Each session begins with choosing a male or female pilot&comma; then deciding on one or two stat boosts for an immediate edge&period; Terrain is procedurally generated&comma; though the land and enemy placement has next to no impact on the actual gameplay experience&period; The missions are all standard affair&colon;<&sol;p>&NewLine;<ul>&NewLine;<li>Kill x number of foot soldiers<&sol;li>&NewLine;<li>Destroy x number of tanks<&sol;li>&NewLine;<li>Take out x number of enemy planes<&sol;li>&NewLine;<li>Neutralize the enemy base<&sol;li>&NewLine;<li>Destroy the train<&sol;li>&NewLine;<li>Take out the airship<&sol;li>&NewLine;<&sol;ul>&NewLine;<p>The list goes on&comma; but it&&num;8217&semi;s all basic drivel that doesn&&num;8217&semi;t really change depending on how long or high a stretch of land is placed&period; The player&&num;8217&semi;s strategy is never altered to any noticeable degree&comma; making each run feel the same even if the missions are given out in a different order or even if this base is fifty meters away as opposed to twenty meters away like the previous run&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;137373" aria-describedby&equals;"caption-attachment-137373" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-137373 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;04&sol;11193629&sol;Rogue-Aces&lowbar;201804061814591-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-137373" class&equals;"wp-caption-text">Rogue Aces&comma; Curve Digital<&sol;figcaption><&sol;figure>&NewLine;<p>Experience points are acquired for each completed mission&period; Leveling up unlocks new game modes&period; Gating unlockable modes behind experience points is an interesting idea that encourages players to maximize efficiency&period; The problem it presents&comma; though&comma; is an incredibly slow drip-feed of content&period; New modes aren&&num;8217&semi;t unlocked at each level&period; Some require leveling up multiple times before a new one appears on the menu and unless you&&num;8217&semi;re incredibly skilled&comma; anything past level 5 is a slow burn&period;<&sol;p>&NewLine;<p>This stilted progression prevents players from just jumping in and having fun like it wants you to&period; What if I want to play the veteran campaign&quest; I have to dump a handful of hours in before the option is even given to me&quest; What if I want to access the fun arcade modes aside from the starting Survival mode&quest; I have to dump several more hours in&quest; It flies in the face of the game&&num;8217&semi;s arcade sensibilities&period;<&sol;p>&NewLine;<p>It doesn&&num;8217&semi;t help that the third campaign mode&comma; Frontline&comma; feels like a throwaway addition just to fill out the menu screen&period; Instead of being given one mission at a time as with normal and veteran&comma; Frontline loads the player with all of the objectives at once&&num;8211&semi;usually five or six per island&period; Once all objectives have been completed&comma; you are returned to the map screen to pick another island with a similar set of objectives&period; Rinse and repeat&period;<&sol;p>&NewLine;<p><em>Rogue Aces<&sol;em> had potential&period; It&&num;8217&semi;s a silly arcade shooter with some interesting ideas including hijacking&comma; which by the way&comma; can&&num;8217&semi;t be done in the core campaign modes&period; Unfortunately&comma; it squanders that potential with incredibly limited scenarios and a hamstrung progression system that takes too long to unveil its various arcade modes&period; That&&num;8217&semi;s not to say it has no merit&period; You could find worse for &dollar;13&period; It&&num;8217&semi;s an okay distraction to put on while listening to a podcast or talking to friends when you know you want to play something&comma; but don&&num;8217&semi;t want a game that requires too much of an investment to get into the thick of it&period; Waiting for a sale is recommended&period;<&sol;p>&NewLine;<p><em><strong>Disclaimer&colon; <&sol;strong><&sol;em><em>A free Rogue Aces code was sent by Curve Digital for the purposes of this review<&sol;em><&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;

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