The Binding of Isaac & Forever Games

The Binding of Isaac is my favorite game and I’ve been playing way too much of it lately. Since the final expansion, Repentance, released on consoles last week, the game has its hooks firmly in me again after months of not really touching it. There are a few games I experience this waxing and waning of interest with: Stardew Valley, the Monster Hunter and Pokémon series, Darkest Dungeon—all games I will have a feverish urge to play all of suddenly, games I will obsessively play for a few weeks, and not have to desire to touch again for months until the cycle repeats. I call these types of games “Forever Games” and Isaac is my ride-or-die forever game.

No game is meant to last forever, though, so how can a game be considered a forever game? I define this type of game not as a game that will take up 100% of your free time and be the only thing you play for the rest of your life, but more so a game you can pick up, play, out down, and return to at any time and still enjoy as much as always. I often think about what would happen if I ever had to get rid of my game collection, to pare it down to just a few titles and have only them to play going forward. Although I have lots of games—probably too many games—on my shelf and digitally to play, I feel like I could easily just choose three to five games in my collection to last me forever. And I honestly think that anyone who plays video games could do the same. They may be massive strategy games, MOBAs or MMOs, multiplayer shooters, or giant open world games. These games, the ones that someone could look at and say “I could be happy just playing this for the rest of my life if I had to,” these are forever games to me.

There is another term that is similar to mine of the forever game: the desert island game. You might be asking what the difference between a forever game and desert island game is and the answer is delicate. I don’t much like the term desert island game. It strikes me as more of a thought experiment or game you discuss with your friends. Choosing a game that you would want to be stranded on an island with as opposed to a game you could see yourself enjoying playing at any time is a subtle but important difference. I might choose a game like Skyrim, a game I would want to force myself to make the time to play, for a desert island game; I might choose a big game that would take forever to 100% like Super Mario Odyssey or Breath of the Wild; or I might choose some sort of fighting or strategy game so I have the time to dig deep and learn it inside out. Choosing a game with the expectation of forced isolation is less personal than choosing a game you have already played and know for certain you would be happy playing for the rest of your life. And that brings me back to The Binding of Isaac.

I can’t recall how I first learned of Isaac. It might have been from an old Super Beard Bros video or just a random top 10 YouTube video. I do remember the hours and hours I’ve poured into the game since first playing it in 2015. I put 200-300 hours in on my 3DS, 200+ hours so far on my Switch, and countless hours (I would estimate at least another 200) on my PS4. Isaac has been with me for half a decade and has shaped the gamer I am today; it helped me through some of my worst bouts of depression; and helped me discover my favorite YouTuber: Northernlion—which is obvious if you are familiar with the man’s content. But this is all to say that I love Isaac; obviously, it is my forever game. Now let’s answer why that is.

Isaac is a roguelike, meaning each time you boot it up the rooms, items, bosses, everything is randomly generated. Death ends a run and you start completely fresh when dropping back into the basement for a new one. This is all standard roguelike stuff, but what sets Isaac apart in my mind are the synergies. With hundreds of items, all combining and interacting with each other in strange, powerful, or run-ruining ways, each run feels more different in Isaac than any other roguelike I’ve played. More entertaining too. Besides discovering new combinations or building different archetypes of runs, the visual spectacle of wacky synergies is always a blast to watch. Isaac is an endlessly replayable game. Not just due to the randomly generated runs and seemingly infinite ways the items interact with each other, but because it is just absolutely massive.

There is just a shit ton of content in the Binding of Isaac. 34 different characters to play as, different routes to take and end bosses to fight, 45 special challenge runs to beat, and over 600 secrets to unlock that give you new items, trinkets, and consumables to play with in the game. If you only unlocked one new thing in The Binding of Isaac a day, it would take at least a few years to get everything. I’ve been playing the game off and on for over five years and I still have never gotten a 100% completed save file—although, this is mainly due to moving what console I primarily play it on. There are hundreds of hours to juice out of Isaac just to get a 100% save file and after that, you can just keep playing it since every run is different and fun. And the best part about this is that it feels like a complete game. There are no pay-to-win mechanics, no option to just purchase a deluxe edition with everything unlocked, no road map or any of the live service bullshit that seems to fill half of the AAA games releasing now. While those types of games feel soulless, cynical, and greedy, Isaac still feels nurtured, personal, and true to its designer, Edmund McMillen.

Even a game as story light as Isaac needs context for the world it brings the player into. It needs themes for the players to reflect on. The Binding of Isaac deals in themes of Catholic guilt, dysfunctional families, religion zealotism, and child abuse. McMillen uses the game to explore these themes as they affect his upbringing, his current life, and the world at large; and they very thematically resonate to me. Through playing Isaac, I found myself looking back on my own Catholic upbringing and family life as a kid, not only the bad, but also the good. It helped me accept how those things molded me into the person I am today. It helped me see religion as a whole in a less black-and-white way than I used to; helped me see the community some people find in their religion and the good it can do.

This connection with the themes, this interest in Catholic myths and demons the game fostered in me, is a huge reason why I continue coming back to Isaac again and again and again. Add to that, the replayable nature of the game and mountain of things to unlock, characters to play as, and synergies to learn, and the game never gets stale. It is the game I boot up when I just need to kill an hour or two. It is the game I turn on when I have no interest or am too depressed to play any of the other games on my shelf. It is the game I can also rely on to destress or calm me down when I’m feeling too anxious. With the release of Repentance on consoles, I am determined now to finally buckle down and 100% the game. It might take forever to do, but that’s fine since The Binding of Isaac is, now and always will be, my forever game. 

5 Favorite Roguelikes

The term roguelike is an interesting one. It was originally created to describe games similar to the 1980 game Rogue, a dungeon crawler with randomly generated levels, turn-based combat, and permadeath with nothing carrying over from run to run. Now the term has expanded to include any game with randomly generated levels or encounters and permadeath. Some folks have extreme ire against the term being used in such a sweeping manner, debating online that the term should be roguelite instead. While I do have my own definitions for what both roguelike and roguelite means, they are just my personal definitions. My opinion on the debate as a whole is that it doesn’t really matter. Genre names are more limiting than anything else and language is a continually growing, evolving thing so terms often become bigger than originally intended.

But this is all to say that I love roguelike games. I love when a game in the genre succeeds at still feeling fresh after dozens, or even hundreds, of hours played. I’m fascinated by how the games all have their own sort of gameplay language they use to speak to the player. I adore getting lost in games that are so heavily mechanics driven, playing run after run, and learning a little more about the game each time. I wanted to take some time to discuss a few of my favorite games in the genre. Keep in mind, I haven’t played every roguelike. Some major games I’ve only played little to none of would be FTL, Risk of Rain, and Nuclear Throne. And honorable mentions going out to Darkest Dungeon, Slay the Spire, and Into the Breach—all of which are incredible games, but feel to me to be games with roguelike elements more so than roguelike games. But with all that out of the way, let’s get into my top five favorite roguelikes.

#5) Hades

Hades released last year to instant critical and fan applause. It topped many best of the year lists and has been a commercial smash hit for developer Supergiant Games. And I found myself on the outskirts of this celebration, however. I picked up Hades the day it released on Switch and loved the gorgeous art direction, the intense and lightning quick combat, and expressiveness allotted to the player when building a run from boons offered by the Olympian Gods. However, I found myself less interested in the story and characters as most people seemed to be, preferring to just hop back into the next run. I was disappointed in the lack of gameplay benefits the relationship system brought. Neither of these are bad things really, just things I didn’t particularly care for in the game. Hades is incredible, no doubt, but it came out pretty much the same time as another roguelike in 2020—one you will be seeing later on this list—which devoured all my free time of a few months. 

#4) Streets of Rogue

Streets of Rogue is a fantastic little game with incredible depth. As a top down, 2D immersive sim, each floor tasks you with completing certain missions like neutralizing a target, stealing from a safe, or escorting an NPC to the exit of the level. How you complete these missions, though, are completely up to you. You can hack enemy turrets to fire upon their owners, use vent systems to poison a building full of hostiles, sneak around all guards, or just go in guns blazing and killing everyone in your way. What makes the game great is the options given to the player and how the game world reacts to them. Some classes immediately hate each other and will fight on sight like the members of the opposing gangs, thieves and police, gorillas and scientists. It leads to some of the most chaotic situations a roguelike can offer and some of the highest satisfaction too when everything goes just according as planned.

#3) Enter the Gungeon

Enter the Gungeon probably has the best moment-to-moment gameplay out of any game on this list. It’s face-paced, brutal, and an absolute blast to play. Shooting down enemies, dodging bullets, sliding across tables, and rolling through pots and boxes all feels incredible due to the insane amount of polish in the game. Enemies are all expressive and easy to spot, things explode into clouds of pixels that then cover the floor, and every gun has a unique reload animation. And everything in the game is a gun. The enemies are bullets, the bosses’ names are gun puns, the guns you can pick up are reference guns in movies and games, there’s even guns that shoot smaller guns which in turn shoot bullets. The difficulty is set higher than most roguelikes I would say, but it feels so good to play that you will find yourself loading up another run again and again and a gun and again.

#2) Spelunkey 2

Remember when I said that another roguelike came out around the same time as Hades? Well this is it. After not being able to really get into the first Spelunkey, I was shocked how much I loved Spelunkey 2. It feels like a remixed and perfected version of the first game with tweaks, changes, and new additions to keep things fresh for old players and exciting for new players like myself. I’ve never played another roguelike where the player’s skill matters as much as in Spelunkey 2 due to the fact that the item pool is very limited and the game is obscenely difficult, with death often coming instantly and hilariously and with you cursing Derek Yu. It can feel discouraging to get far into a run only for it to end in a second due to a poor jump or misplace bomb, but if you stick with it there are some of the most satisfying challenges to be overcome in the game. I named Spelunky 2 my game of the year for 2020, so if you are interested in a deeper look at what makes it so great, you can find that here.

#1) The Binding of Isaac

This is it, folks. The big one. The reason I bought a New 3DS and a PS4. The game that started me on the road to loving video games. My favorite game of all time. 

The original flash Isaac was one of the first modern roguelikes and helped popularize the genre. The game has been expanded many times—I personally picked it up during Rebirth and after—which has lead to sine wave of quality, but the game is so vast, with some many secrets to discover, hundreds of things to unlock, nearly unlimited synergies between items to learn, all leading to no two runs feeling the same. The game has its own language that it speaks to the player with and it expects them to learn in order to tilt luck in your favor. What started as developer Edmund McMillen wanting to make a smaller game poking fun at Catholicism blossomed into something bigger, something more personal, and one of the most popular indie games ever made. This game means so much to me, and there is so much I want to discuss about it at any given time, that I find it hard to write about because my thoughts get wiped up and spun around like a hurricane. It is my “forever game,” a game I can pick up anytime and anywhere and still enjoy it. Come Hell or high water, from the beginning of Creation until the moment of Rapture, I will always love The Binding of Isaac.

Going Under & Weapon Durability

There are certain divisive mechanics or design choices in video games. These are things like escort missions, fetch quests, and grinding in RPGs—things that people either seem to absolutely despise, or it doesn’t bother them at all. The release of The Legend of Zelda: Breath of the Wild rekindled the fire of discussion around one such mechanic: weapon durability. Suddenly, the internet was aflame with debates of the merits, annoyances, and possible tweaks that could be made for breakable weapons in games. This discussion quickly spread from just Breath of the Wild and engulfed other games like the Witcher and Dark Souls series. I have to imagine the developers at Aggro Crab noticed these arguments burning up the internet and decided to double-down on the weapon durability mechanic because it is at the core of their recent game Going Under.

The game is a roguelite dungeon crawler that humorously mocks into late capitalism and startup culture with its story and characters while the combat is ripped right out of Breath of the Wild. There’s a variety of weapons that fall into a handful of attack patterns with swords and clubs swinging side to side, spears stab in a line, and heavy weapons slice in wide slow arcs or smash in front of the character. There are even ranged weapons with limited ammo, but they can be used for melee after all their shots have been used up and before they break. Every weapon is designed to break in Going Under and the player will have a lot of weapons break over the course of a run. Weapons break fast enough that you learn to never rely or expect any to last, but they last long enough to not be frustrating. Some people will get annoyed with the durability system, that is inevitable, but I think the designers at Aggro Crab did a fantastic job of tying pretty much every other aspect of the game in this mechanic.

The combat in Going Under has a hectic, chaotic energy to it thanks to the weapons breaking. If a weapon breaks in the middle of a fight, you have to decide whether to rush to grab another one, quickly switch to another weapon you’re holding, or finish the fight with your fists. You’ll find yourself constantly surveying the room you’re in for enemy attacks and weapons you could grab in the future all while dodging, attacking, and running around like an Amazon warehouse employee. Every weapon can be thrown too, meaning that if a weapon is close to breaking, you can use it for a bit of ranged damage by hurling it across a room. This is useful when you spot a weapon laying on a table or shelf you want to grab as you can position yourself next to it, chuck your old, busted weapon to create a moment, and then grab the next weapon and continue the battle.

Luckily, the rooms of the dungeons are small and confined. You have plenty of room to kite around enemies and avoid incoming attacks, but you will hardly ever be out of range of grabbing something, anything, that can be used as a weapon if your final one shatters in your hand before the room is cleared. The game has a sort of Dead Raising quality to it since pretty much everything can be used as a weapon. Chairs, pencils, swords, keyboards, even throw pillows can be grabbed and used to smack enemies around. And it is necessary to use everything you can get your hands on since weapons break so often, especially while fighting tankier enemies like the bosses.

As a general rule, I prefer boss fights to be one on one encounters. I like them to be big, imposing, and test my skills at the game. I’m always a little weary when a boss spawn basic mobs in the fight because it feels like a cheap way to complicate the fight instead of focusing on giving the boss tricky mechanics and harder to read attack patterns. This is obviously not a hardset rule, just a preference, since many games manage to design boss fights with basic minions in them too very well, and Going Under is one such game. Every boss in the game will occasionally summon mobs into the fight, but this is due to necessity. Bosses have long health bars and your weapons will break before you manage to chip it down completely. Having basic enemies spawn into the fight helps bring in new weapons to use once you defeat them. Sometimes beating the round of mobs will even summon a drone delivery, dropping off a box that can contain more weapons and even healing items.

As a roguelite, a big part of the appeal of Going Under is building a run as you explore a dungeon. Each floor has a room with a choice between skills you can equip, along with additional skills you can purchase from the shop or find in boxes that drop as you clear a room. These skills are all passive effects that range from changing the speed and damage of attack, acquiring and buffing enemies to fight with you, setting fire or freezing enemies under certain conditions. No skill actually affects the durability of weapons used in battles in the dungeon, which was disappointing at first. Then I realized the run building aspect of the game comes from the moment to moment gameplay and decision making with weapons to use then acquiring skills themselves.

There is something satisfying in the roguelike/lite genre when making a run work when the game seems to be working against you—not giving you useful upgrades or skill, nothing really tying anything together to build synergies between what you are handed. This can be frustrating in games like The Binding of Isaac or Slay the Spire where the best way to victory is creating a build as you play, but Going Under is more akin to Enter the Gungeon, where the passive skills and upgrades you get are secondary to the weapons you find. It goes back to the idea that during combat you will find yourself scanning the room for future weapons you may need. You will most likely acquire a preference for certain weapon types—for me, it was one or two handed weapons that attacked in a sweeping motion—but you can never rely on having those weapons available to use. So sometimes you will have to make do with what you can grab and this is where the run building aspect of Going Under lies for me—making use of weapons you may not like or know well, trying to ensure you keep as many good weapons you do like on hand at any giving time, and just making what you can get work no matter what. It adds a level of improvisation and strategy to the chaotic battles in the dungeons of the failed startups.

When Breath of the Wild released, I remember a lot of discussion about how the game needed a system or some way you could repair damaged weapons you liked so you could choose how long to keep them and when to toss them out. While the weapon durability mechanic in the game bothered me really, I agree with this idea. As a huge open world adventure, I think this would be a great way to add an RPG character building feel to Breath of the Wild and could be used as a way to reward players’ exploration. For a while, I thought Going Under was missing an opportunity to have a similar sort of mechanic in the game, either by a shop or consumable item that could repair your weapons or skills that could affect the durability of them. But the more I thought about it, the more I realized it was not necessary for Going Under and would possibly undercut the entire design of the game. Everything in the game, from level design to combat, is built around the weapon durability mechanic. Taking that out takes away all of the game’s uniqueness and charm.