One of the early breakout indie hits of the 2010s came in the form of Rogue Legacy. This effort from Cellar Door Games was reminiscent of classic games like Castlevania and Ghosts 'n Goblins, but with one key difference. As more and more brave warriors died, their descendants would return to try again and they would all have their own unique genetic traits. It proved to be an incredible game, one that people would rediscover over and over as it made its way to more platforms.
Now Cellar Door is ready to work on a sequel. But what exactly can players expect out of a Rogue Legacy 2, especially since there weren't a lot of details issued with the game's announcement? To find out, Shacknews reached out to Cellar Door co-founder Teddy Lee to ask about Rogue Legacy 2, its development, its much larger aspirations, and how the studio is coping with the continuing coronavirus outbreak.
Shacknews: How long have you guys been working on Rogue Legacy 2 and what this the right time to announce it?
Teddy Lee, Cellar Door Games co-founder/game designer: We've been secretly working on Rogue Legacy 2 for about two years now. We jumped straight into development shortly after the release of our previous game, Full Metal Furies. We usually take some time off after projects, but FMF's lukewarm reception made us feel like we needed to kick start development quickly.
We always planned to announce our game around this time, but then the COVID-19 pandemic happened and made us reconsider. As a way to have some fun, we actually decided to release earlier on April Fools as a small joke, but then that announcement sort of exploded. We were just going to say it was real the next day, but suddenly that didn't seem like enough. So we rushed to get a few more tidbits about the game in when we made it official.
Shacknews: The first game was such a creative effort. What made you guys want to go back for a sequel?
Lee: We always wanted to make a sequel to Rogue Legacy. It was just a matter of 'When' instead of 'If.' Yeah, there's a business side to the decision, but a big driving force for me was always see what we could do to put a spin on the sequel, because it introduces all these interesting rules and restrictions.
You have to make something that an existing audience wants, but we still need to take our own creative gambles. If all we do is "bigger and better" then I think we'll be letting ourselves and our fanbase down. Rogue Legacy helped pioneer the rogue-lite genre, and while I don't think it'll be quite the vanguard this time around, it’s very important that we don’t just retread worn ground.
Shacknews: You only showed off a five-second tease, but in that tease, we could see an art style similar to the first. Should players expect Rogue Legacy 2 to look visually close to the previous game?
Lee: It's no longer pixel art, but stylistically it’s very similar to the original Rogue Legacy. From the beginning we knew we wanted to do something new, so we teamed up with Matt Hammill, the Art Director for Lovers in a Dangerous Spacetime (and fellow Torontonian), to do the art for RL2. And he's done an awesome job!
I think the art style is a perfect mix of old and new. Even though it's not pixel art anymore, it's still immediately recognizable and retains the charm of the original. We also brought on Glauber Kotaki, the pixel artist for all our previous games, except this time he's handling all the character animations. And even though the models are 3D, we're using stepped animations similar to games like Dragon Ball FighterZ to handcraft every single frame of animation. The results are really terrific and honestly, the static screenshots don’t do the game justice.
Shacknews: How much can you tell me about the setting? Are players exploring a new castle, assuming they're exploring a castle at all?
Lee: This game is much larger, and players will be exploring a kingdom rather than just a castle. The number of biomes in this world are going up, and we're trying to tie every biome together narratively. It's hard to explain now, especially since the details to the narrative stuff comes in very late, but we're excited with how we plan to tell the story to Rogue Legacy 2. At this point things are pretty fluid so it may not work out, but we can always pivot. We're also working on ways to make the biomes unique and interesting. Rather than just having the second biome have harder enemies, the structures of the biomes will change as well, with new rooms, environmental hazards, and so on.
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