Streets of Rogue (Switch) Review: Mean Streets

Streets of Rogue (Switch) Review: Mean Streets

I love a good roguelike. Every time one comes out that looks even remotely fun I jump on it. From shooters like BOI to strategy titles like Slay the Spire they all have their merits and each solid entry puts a new twist on the genre.

Streets of Rogue take on the genre is fresh and the concept is engaging while remaining straightforward. You choose a character with any number of stats and attributes. You fight through levels attempting to clear objectives in order to open a path to the next floor. I just wish that playing the game felt as tight and fleshed out as its systems do and that it had an art style to lend it some visual identity. 
The very beginning of the game is a tutorial that takes the player through the basics. Walking, attacking, using/equipping items, and identifying level objectives. Overall the basics are pretty simple. Things don’t get complex until you’re passed the tutorial and that’s when the real fun and frustration of Streets of Rogue begin.

As with many roguelikes, the player begins each new run in a hub area. There are items to purchase with currency, modifiers you can add or remove to your character, and ways to unlock fast travel to various levels. In other games, these options are unlocked as you attempt various runs, but Streets of Rogue exposes the player to nearly all of these amenities from the outset; even for a veteran roguelike enthusiast like myself, it felt overwhelming. For those that are approaching the game with fresh eyes, they might be paralyzed with choice.


If simply ignoring all of these modifiers was possible I’d recommend that until the game becomes more familiar; unfortunately it’s not. As soon as the player starts their first run, they’re forced to pick from several character types each with paragraphs of text to peruse in order to understand their unique boons and buffs. This steep learning curve is where Streets of Rouge’s biggest bane transforms into a massive boon.

Characters in Streets of Rogue have impactful differences with run-altering consequences. Each one has a variety of stats and, more importantly, drastic play-style challenges. For example, Dr (one of my personal favorites) refuses to use weapons as he has sworn an oath to do no harm. Admittedly this is a big weakness, however, his strength is an unlimited supply of chloroform which allows him to incapacitate any person so long as he can position himself behind them.

The Dr is just one example of dozens of these unlockable characters that each have multiple ways to solve challenges and overcome obstacles in the world. All have their own objectives to complete, little story tidbits, and world-building elements that make Streets of Rogue a strong contender for the most diverse roguelike I’ve played. There’s such a wealth of content here that players (like me) who want a different experience run to run will be satisfied.

In addition to an assorted cast of characters, procedurally generated levels, and a heap of modifiers, items, and weapons there’s multiplayer. Typically I don’t enjoy multiplayer in my roguelikes. I often feel the action is too hectic for two players. The cameras always struggling to fit two players without making either constantly visible. I’m happy to say that while the camera problems still rear their head in Streets of Rogue and the action can get hectic, it doesn’t typically have the same amount of pressure that others of its ilk do. Running through levels guns blazing with a friend. Handing a buddy the joycon and going on a burgling spree or each of you starting a gang with your ample charisma are enjoyable and mostly unhampered by the game’s camera or systems
As you can already tell, Streets of Rogue does a lot of things right. It has great systems that are reactive and flexible. The multiplayer is a treat. The gameplay is engaging. The downside is really the art direction and the controls. I wouldn’t say that the controls are loose per se but they aren’t tight for sure. I often found myself struggling to move precisely and melee combat rarely feels good to engage in. it does function but can be challenging just to get your character to hit the correct enemy or interact with the desired object.


Along with these control issues, the art direction is pretty nonexistent. Effort was definitely put towards providing a visually distinct look for assets in the game world. But I never enjoyed looking at the game. It’s not hard to distinguish what objects are or where you’re shooting so it’s satisfactory but I don’t find myself thinking about how cool the art is or that the visual design is amazing as in some other roguelikes.

The final verdict on Streets of Rogue really depends on what you’re looking for in a roguelike. If you’re interested in deep systems and a deluge of content with some humor sprinkled in or a fun multiplayer experience, Streets of Rogue is a great choice. If you’re turned off by roguelikes where RNG is the one and only means of mixing up the gameplay or strategizing your gameplay approach turns you off you might want to watch a few videos first.

If your only interests are story, world building, engaging environments, visually captivating designs, or exceptionally tight controls then take a walk. There’s a lot to like about Streets of Rogue but as with nearly all games of this sort it won’t be for everyone.