
So if I really like Master Blaster, I can theoretically start with a legendary version that will be better than anything I can find for a considerable amount of the run.

In addition to giving skins, players start with a higher-tier version of said weapon. What makes it divisive is the leveling itself. Right now it goes up to level six and gives players immediate access to their favorite weapon. One of the things added in the final version is a weapon leveling system. This leaves weapons, which is, unfortunately, going to be a divisive topic. Surge Abilities have similar shortcomings, though difficulty will eventually make different skills more or less viable on a run. Most players will likely flock to skills that match their play style or are just practical like 50 percent more health. I’m never going to bother with slide damage, extra melee damage, or speed when my shield breaks because that simply isn’t how I play. Depending on skill, there might be some initial wonder and excitement to try the various options and plug-ins, though most just fit a play style. Unfortunately, I wouldn’t say Arcadegeddon does a good job of this. Where the rogue-lite genre does best is giving players a way to succeed, without taking away from random chance. These all give players options, the issue is that everything converges on the same endpoint.

To help overcome these obstacles, players have access to roughly 30 weapons, along with over 10 surge abilities (magic, healing, buffs, etc) and 10 plugins (extra health, more melee damage, better healing, etc). Each has its quirk, there are some versions where the point moves and others where it stays stationary, both with distinct positive and negative elements. There are a small handful of possible options, which ultimately come down to staying alive, standing in a specific spot, or shooting something. Players are basically sent to random worlds and need to defeat increasingly powerful enemies and a variety of challenges. What makes Arcadegeddon interesting is the core loop itself. The choice is ultimately up to you, with it all coming down to how much you like the gameplay loop. In fact, if you’re not interested in the narrative, you can actually opt out of doing the various groups’ quests that progress the narrative. There is a bit more to it, like factions that add their own perspective to the conflict, but it’s also something that largely exists to give players a reason to play. To do this they injected a virus into his game and you need to get rid of it. Essentially it’s a simple story of a small business owner fighting against the evil corporate overlords who want him gone.

If you didn’t play early access, the story is essentially unchanged. Now that Arcadegeddon is officially out of early access, is it the next Hades or does it ultimately miss the mark? We had some issues, enjoyed the core concept and were excited to see what the “finished” product looks like. This is something I reflected on with Arcadegeddon, as we gave it a favorable impression when it launched in early access. Shortcomings will get fixed, incomplete parts will be finished, glitches are expected and with early access giving a timeline, it’s even easier to be hopeful. The hard thing about early access, betas and other early looks is a certain amount of benefit of doubt is required.
