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cover-The Binding of Isaac: Rebirth

Thursday, October 10, 2024 9:48:27 AM

The Binding of Isaac: Rebirth Review (hacksbury64)

All information based on Repentance (the best way to play the game) after getting all achievements.
After playing this game to completion, it only felt right to review it. The Binding of Isaac is easily one of the best games in the rogue genre (I don’t care if it’s a -like or a -lite). No other game has made me cheer in victory, cry laughing, and groan in anger on such a frequent and regular basis. The main draw of this game is the gameplay (no doubt). There certainly is a story that you can slowly reach the core of as you play through the various routes each run can offer, and while I do enjoy it a whole lot, it should by no means be the thing that inspires you to play the game. Below are some nicely labelled sections about different gameplay elements. I’ll try to keep things as devoid of context as possible, since discovering niche mechanics or interactions is best done organically.
Characters:
The game starts with just Isaac to play as, allowing for an open yet controlled period of exploration. Soon enough you’ll unlock a handful of other characters and be able to explore their unique traits. Each character encourages a different style of play, from simple high-damage/low-health archetypes, to focusing the build on a specific type of item. Some characters are naturally strong, while others require time and a good few deaths to understand (the latter of which I found much more rewarding to play). The game never feels as if it’s overwhelming you with character choice, as the roster is filled out at a steady pace while you progress through the game’s routes and defeat new bosses. While I would not say that there are any unfun characters, some are certainly less fun. To keep it brief; a set of twins and a man who can’t make his mind up have caused me some slight anguish. Through fulfilling certain criteria and/or beating set challenges, there are a slew of permanent upgrades certain characters can receive. While I do wish some of these had a bigger impact on how the character plays, they are largely interesting and enhance the relevant character.
It's fascinating what you can find in your own home.
Items:
This game has a lot of items, over 700 by the time everything is unlocked. Some items give standard boosts to health or damage, while others radically alter how you play. Simply pick something up and see what it does; Some extra range? Homing projectiles? An infinite stock of bombs? Everything is part of the learning experience and even a mix of shoddy items can show you something new. Each item also has its own wonderfully depicted sprite, which is invaluable when you recognise an item you enjoyed previously, or indeed, one you did not. Even the most simplistic of runs will still net you around 8 items to play with, and that number will only increase the more you learn and improve. Almost everything you do with a character will unlock more items for you to find, expanding the game in a way that is proportionate to your experience and skill.
Looking between the walls is far more rewarding than it is in real life.
Enemies and Bosses:
Every dungeon has its monsters, and in this game that means every area hosts its own assortment of horrors. Enemies are widely varied in design, attacks, movement patterns and sounds. Every room will mix enemies in a way that tests your movement and understanding of your items. All encounters test and build upon your ability to prioritise threats and move effectively around projectiles and obstacles. Your experiences culminate in the many boss fights each run provides. Bosses can range from ‘that enemy you saw earlier is bigger now’ to completely unique encounters. Each floor hosts its own pool of bosses, keeping each run fresh and making you consistently apply your skills. Every run will end with a battle against an End Boss. These are, naturally, some of the hardest encounters in the game and are literally the culmination of not only your current run, but every run before it. Each End Boss is unique in design and attacks, and always feel satisfying to beat, whether that’s through a tense whittling down of their health or complete obliteration.
Things aren’t always as you remember.
Art:
Every item, character, enemy, boss, environmental piece, attack, room, and door is rendered in some of the best and most consistent pixel art I’ve seen. I wouldn’t say that the art is the reason to buy the game, but it’s incredible how distinct and clear every element of the game is.
A few more things:
Want to alter the game somehow? Download a mod, there’ll (most likely) be one that does what you want.
Stupid stuff you can do:
- Drink soy and almond milk
- Eat playdough
- Fill a room with faeces (helpful more often than you might think)
- Assemble the corpse of your pet cat
- Blow yourself up (in many fun and exciting ways)
- Heal by setting off a grenade in your face
- Pee on the floor (this will save a run at some point)
- Sneeze (for crit damage)
- Make the game ‘Pay-to-Win’
- Put worms in your brain
- Get cancer (in two unique ways)
- Mandatory self-damage boomerang bombs
- Fake items
- Pay off angry debt collector
- Clip out of bounds because you’re too small
- Clip out of bounds because you can’t count to 13
- Donate blood
- Open your eyes and see
The Binding of Isaac is a true feat in game design and should be played by anyone who somewhat knows what a rogue game is. It is a game that teaches you to appreciate what you have, face your fears, persevere in the face of danger, and that hardships can be overcome. It is entirely possible that you won’t have the same experience I did playing this game, but (in a funny sort of way), maybe that’s how it’s supposed to be.