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I know I love it, because it feels like the weird medieval faire-attending cousin of Spelunky, offering a sequence of short 2D lives that are explored in a rich platforming ecology where even your 30th hour will reveal a fresh secret. I have occasionally wondered whether I might hate it at the same time, though. It's too good with the compulsion stuff.

It draws you in with cleverness and soothing repetition, and once you're into the mid-game, it can sometimes seem to offer little but grind in return. Nostalgic offspring tend to die fairly quickly. That said, it might be better to think of it this way: it's a game that's really thought about grind, and it often makes the grind magnificent.

Rogue Legacy takes the procedurally jumbled environments and fairly regular deaths of roguelikes, but it offers a vital twist. When your plucky knight meets his or her end in the game's sprawling castle, their stats and loot will live again, Infinity Blade style. You get to re-enter the fray as one of your own offspring: you'll stay at the same level and you'll inherit all the armour and perks your parent died with, but you'll also have a few random genetic quirks thrown in to keep things interesting.

Just look at the next generation waddling into battle, chestplate clanking and sword held innocently aloft. This time things will turn out differently, they seem to be saying. Knock yourself out, says Rogue Legacy. And then Rogue Legacy laughs. Marvellous things, offspring. Beyond a change of class - you might be anything from a paladin, which is a great all-rounder, to one of those loot-hungry spelunkers, or even a lich king, who starts weak but earns a new HP upper limit with each kill - you'll also play the chromosomal lottery, picking between a trio of potential heirs who could have ailments ranging from OCD to dementia.

Each of these traits affects the game in a specific way, whether it's something cosmetic, like stereo-blindness meaning that the enemies you face behave like paper cut-outs when they turn, and baldness, which replaces the loading screen's "Building Short- or far-sighted offspring see the game through carefully arranged splodges of Vaseline.

ADHD offspring move faster. Endomorphs can't be knocked back by enemy attacks, while hypergonadism means your attacks knock enemies back further than normal. A small circle around your ship indicates which colour is safe to barrel through, and each bullet hit instantly turns into a small missile that fires at the boss - a mixture of dodging and slamming that makes IKA mode an absolute thrill, especially when you start trying to combine this with being as close to the boss as you can be.

I'm not going to claim I'm great at rRootage, but in IKA mode the moves you can pull off are so spectacular - a sharp sweep to the left setting off a battery of missiles, a quick jiggle up and down firing even more - that you start to think otherwise. It's the one mode in rRootage where the game is constant offence, constant damage, and every single incoming storm feels like a huge opportunity.

It's a tribute to Ikaruga rather than something that stands comparison, but rRootage succeeds in making such a singular mechanic feel like its own. The mechanic here is a reflector shield with a cooldown; that is, when faced by an especially daunting barrage of bullets, you switch this on and just crash through them, which not only protects the ship from damage but also sends them back into the bosses. You've guessed it: this is great stuff. So much of rRootage operates on the same kind of loop - delicately picking through hot death, then unleashing your own - that it would be easy to think this is just repackaging, but having to make the call yourself in GW is the difference.

The cooldown is a few seconds, which is an age in something this fast, and so you want to be using it constantly while also ensuring it's there when you really need it.

On later levels this can come down to a bit of memorisation, because rRootage gets simply crazy after a certain point. Much more important than that, rediscovering the game with touch controls is a revelation. The biggest change this brings to rRootage is analogue control - the ship in the PC original moves at a constant speed, meaning you have to master bit-by-bit movement when negotiating bullet fields.

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