Author Topic: Sell me on Binding of Isaac.  (Read 10976 times)

Offline x4000

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Sell me on Binding of Isaac.
« on: September 07, 2015, 10:37:28 am »
Misery, you in particular mentioned loving this.

I played this a bit, and just couldn't get into it at the start.  Should I play this, or Rebirth?  The scenario style bothers me a bit, but not hugely.  It seems like the sort of thing I should love, but I've been having trouble.  I love Rogue Legacy, which is sidescroller of course, but that should give you some baseline.  And I'm a huge fan of Zelda and plenty of other top-down games.  A lot of roguelikes I don't really get into because I feel like there isn't progression between runs.  I love runs so long as I feel like I'm accomplishing something different and the enemy variety is there.

So what am I missing?  It's been a REALLY long time since I tried this at all, and it wasn't on Steam, so my hours there show zero.
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Offline Castruccio

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Re: Sell me on Binding of Isaac.
« Reply #1 on: September 07, 2015, 12:51:17 pm »
I'll let Misery do the selling, but I will chime in and say rebirth is a must.  No game plays as differently each run as BOI Rebirth.  I come back to it not so much for its progression, but for its astonishing variety and thrilling (and imaginative) item combinations.

Offline x4000

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Re: Sell me on Binding of Isaac.
« Reply #2 on: September 07, 2015, 01:01:31 pm »
Good to know -- I wasn't sure just how much of an upgrade it was between the two.  Thanks!
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Offline TheVampire100

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Re: Sell me on Binding of Isaac.
« Reply #3 on: September 07, 2015, 01:19:33 pm »
For me this totally ranomness is a turn-off. A good run depends on what items you find. Good reactions get you only so far because towards the end the bosses get absurdly high HP and all the rooms are spammed with difficult monsters.
Also you can always run into something super string, even at the beginning. And in a game where you have to start entirely from the start this turns me just off.
However, the game is good enough for quick game sessions. I played it from a friends library, I don't own it myself, I will probably never buy it but it is at least worth to tr out.

Offline x4000

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Re: Sell me on Binding of Isaac.
« Reply #4 on: September 07, 2015, 01:22:26 pm »
Hmm, that sort of thing turns me off on a lot of other roguelikes I have played, too.  It's one thing that I really like about how Rogue Legacy handles things instead.
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Offline Misery

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Re: Sell me on Binding of Isaac.
« Reply #5 on: September 08, 2015, 08:49:42 am »
Allright.  This might be long, because anything from me always is, but you typically dont seem to have any issues with that at all, and you DID ask, so here I go...  I'll try not to mangle this too much.

Let me start off by saying one thing:  I really, really cant recommend this game enough (and yes, you want "rebirth", as was said before, not the original; the difference is... possibly the most dramatic difference I've seen in a piece of DLC in YEARS).  I consider it one of my all-time favorites, which isnt something I say lightly, particularly considering the downright stupid number of games that I own.  And it's worth noting that I typically DONT like games where the RNG is what determines victory or defeat.  Like in, say, FTL; I ended up not playing that all that much because of how the RNG was handled.  When you get to an event, you're given choices in a dialog box, and when you pick one, you get a result, of course.  If you get a BAD result... there's *nothing* you can do.  If the result was "one crew member dies"?  Sorry, he's gone, and no amount of actual skill will prevent this.  You cant like, dive into some desperate battle to save him or something like that.  Not in that game.  And I *hate* that sort of thing, despite loving procedural generation, which as you know is one reason why I get into your games as well. 

Now all of that being said, hmm, a bit about the game itself...

As you know, it's basically Zelda + a roguelike with a seriously stupid amount of content, and also with some shmup elements added.  Quite a ton of the old elements from the original Zelda game are in here, from the treasure rooms, to the shops, and even those funky "basement" rooms where, in the very first game, items were held.  And of course things like bombable walls and secrets (more on those later), and even a ton of items from Zelda directly exist in this game, and do exactly what you should, from the compass to the blue candle or whatever.  The exploration aspect of Zelda is always here as well; a big part of the fun of Zelda, or of any roguelike as well, is the exploration.  I looooove exploring new areas, and finding unexpected cool stuff, and this game is fantastic about that.... IF you know what you're doing.  But more on that bit later as well...

Of course, one of the big differences is the way the game plays.  Zelda has you stab your enemies, occaisionally using a sub-weapon from a distance maybe, but not very often.  Isaac has you shoot things instead.... but not always.... and a great number of enemies have ranged attack patterns as a result, which means that chances are, there's SOMETHING in the room shooting at you, often while something else tries to run up and bite your head off.  This is one thing the game does very, very well: no matter just how screwed up Isaac gets (as in, with very bad item combinations) there *is* a way to defeat everything, and win nonetheless.  You can always, always use skill to overcome everything else. Learning enemy patterns is an absolute must, and there's TONS of them, which are all quite varied, though there are definitely some that are more rare than others.  When you're just starting out, things wont be too tough.   The difficulty level, even if you choose hard, is set low for some time; you actually unlock the "full" difficulty as you advance through the game.  If I recall correctly,  the max difficulty is achieved by the time you defeat It Lives for the first time (and yes, that's a dumb name for a boss).  It takes awhile to reach that point for the first time, as it involves beating the Heart 10 times first.

What makes it interesting is the items though.  These can completely change how things work, and the game is famous for it's synergies.  There are, of course, ways that you can break the game.  But I've never found a roguelike that DOESNT allow this... it's just that, in this one, it's alot more fun to do.  It doesnt happen nearly as often as you'd think.  And some of them can actually pose a threat if you're not careful; I had one setup recently where, by the end of the game, Isaac was firing tears (bullets, whatever) that were so bloody huge that they literally took up the whole screen.  Needless to say, it was easy to hit things.  But they also COVERED EVERYTHING.  I couldnt see anything else while they were still onscreen.  I did win that run, but I nearly wrecked myself because I wasnt really adapting to that very well.   And that's part of the fun and challenge, is that the game will just keep DOING that.  Even after hundreds of hours, I still, rather frequently, end up with very strange setups that I've never seen before, that are doing something seriously screwy, and that are requiring me to adapt and approach situations in very unusual ways.  Other roguelikes, they dont do this.  Once I've mastered one.... it wont put up much of a challenge to me anymore.  I mean, most of them will still be tough, but I usually hit a point where I *will* win every single time.  And not just win, but win without coming close to losing.  This game doesnt have that issue.  It's one of the things that keeps me glued to it.  I might have runs where I'm all sorts of tanky and can do things like just run over rocks/walls and just CRUSH them, not even needing to fly over them, yet my attack is kinda weak or very strange, so even though I *can* take alot of hits without dying, if I'm not careful anyway, I *will* take alot of hits.  Or even runs where I might be just annihilating bosses in a single monstrous blast; I've had even runs like that go bad.  You'd be surprised at just how things can work sometimes.

What makes it all work though isnt the number of items, or the crazy synergies, or the procedural everything.  It's actually the fact that the RNG does *not* control your chances of winning.  Often, with a game like this, the perception that many people have is that it's too random, skill wont matter, the RNG alone will decide how you do, blah blah blah.  That's not so here. There will definitely be plenty of RNG.  But Isaac is a game about making decisions, and this forms the absolute core of your run.  There's no element in the game that is more important.  Obviously, yes, you need to deal with combat and use skill and such to defeat your foes.... but HOW you go about this will be decided by the decisions you make and the actions you take in relation to those. For example, you open up a treasure room, and bam, just like Zelda there's an item there to be picked up.  In Zelda, you'd just grab it, definitely.  In Isaac, this is bloody stupid.  When you encounter an item, you have a decision to make.  Do you take it?  Do you NOT take it?  Sometimes, grabbing even what often is beneficial can be the thing that undoes your run.  Choosing carefully is very important.  Generally, you make choices based on your current build, your current strategy, current active item and numbers of consumables, and even other things you've spotted on that particular floor.  Make the right decision, and you'll get stronger, or gain some sort of other benefit.  Make the wrong decision, and you might explode alot, or who knows what else.   The interesting thing is that it's not just "take or do not take" as the options available.  Often, there's a whole pile of other options.  Very often, I'll enter a treasure room (or whatever), spot the item.... and just leave it there.  It's not that I wont take it; it's that something else is influencing that decision.   Perhaps I have the D6 or another item that can re-roll items like that.  Perhaps I want to use some specific effect I already have a few times more first, having spotted a few batteries around the floor, yet not having USED them yet because I wanted to see what was in the treasure room first.   Or.... all sorts of other reasons. 

Which is another thing.  The more you learn about the game, the more info you will have to make decisions with.  When you're first starting out, you'll probably just grab everything to see what happens. You'll experiment alot, which is important.  But as you learn what more items do, and start to learn how other things work, such as secret and super secret rooms (rooms entered via bombing through walls; there's one of each on each floor, and they're actually NOT completely randomized; the game uses specific logic to decide their position, and using that knowledge, you can deduce their most likely locations), or perhaps special actions you can take based on things you've spotted around the level, you'll start to have more and more info that factors in, and you're suddenly less about just choosing at random or just "because", but instead choosing based on all of these other things you know, which dramatically reduces any effects that pure RNG can have on you.  Where I'm at, I look back on the game, and I cannot honestly say that the RNG has ever killed me purely on it's own.  Not once.  It can make things hard, or it can sometimes make them easy, but in reality, it's all based on MY decisions and actions based on what I encounter during my runs, and what I do with those things that I encounter.  And this is something I love about it; alot of roguelikes actually have trouble with this, and there are plenty of them where the RNG, and the RNG alone, can kill you no matter what you do.  Again, I hate that sort of thing.  But this game simply doesnt do it.


Now, that being said, the game has a bit of a mean learning curve.  Alot of players are REALLY DAMN HAPPY when they defeat Mom or the Heart for the first time, because they probably had great trouble getting to those.... despite that those are NOT the final bosses, and much worse things wait beyond them, once you unlock the areas past there.  But the learning curve means that getting there just is not at all easy early on.  You *will* have alot of stupid deaths, and at times, it will probably seem like the RNG alone got you.  But no, there's ALWAYS something you COULD have done to have overcome whatever took you out.  Like in any roguelike though.... you need enough info and enough skill to manage to DO it, and to recognize it for what it is.   The game can be pretty frustrating for new players.   Something tells me though that you specifically dont really mind that sort of thing though.  Heck, your own games certainly have tough learning curves, but they work out very well in the end.  This one, to me, is the same.


Now, there's actually alot more to it than even just that.  Seriously, this is a *deep* game.  Hundreds of hours in, and I'm still learning new things.  But it'd take me seriously forever to explain much of it here; everything I've said here only looks at the basics.  As I said though, there is depth here.  Lots of it.  It's one of the reasons why I can recommend this so highly.

Not just depth though.... but also content.  Yes, there IS overall progression in this.  A seriously stupid amount of it.  Almost TOO much.  There's a huge number of things to unlock, both characters, items, entire new areas, and even bosses.  So very, very many of them.  And tons and tons of things just even when you start out.  Hell, in total, the game has over FIFTY seperate bosses in it.  That's.... alot.  And when you also consider "champion" versions of bosses, and also room layouts, even a fight with the same boss can be very different from one game to the next.  There's a big difference between fighting Monstro in a normal open arena, and fighting four bizarre little red hyperactive versions of him in a room with rocks and holes in a funky layout.  There's an equally stupid number of enemies in the game, and some damn silly number of items right now; 350+, I think it is?   And we're near the point, FINALLY, when Afterbirth will come out, which'll add some damn silly amount more to it.

Even just something like room layouts.... I theorize that there are AT LEAST a thousand different room layouts in the game that can appear.  SO many hours in, so many times through the game and through each possible area, and I still, quite frequently, am finding rooms I've never seen before.  And heck, for Afterbirth, the expansion, the developer has already stated that JUST in there, there are over 1000 *new* rooms being added.   Which I should have also mentioned; the game generates the FLOOR procedurally, but the actual contents of the rooms are not.  It's like how you guys did the building interiors in Valley Without Wind.  Which really does work out much, much better than "pure" procedural generation.   You'll start to recognize certain rooms as you go, and have an idea as to what you might want to do about them based on your current build and amount of things you're carrying. 


Now, I could ramble on.... and on.... and on.... about this.  I really could.  But at this point, if you want to know more, it's best to just ask questions about it, as if I keep going any further, this will start to get confusing.

I will though point out a couple of the game's DOWNSIDES, as it wouldnt be fair not to.

The biggest and by far the most goddamn obnoxious downside.... at first.... is lack of information.  This always bugs the hell outta me.  Now, to be fair... MOST roguelikes do this.  I mean, seriously, this is SUCH a common problem that it's just even MORE obnoxious.   But this game, yes, has the issue.  When you grab an item, sometimes it may tell you just what it does.  It may say something like "DMG up + range down" or "Homing Shots".   But other times.... it wont.  Like, when you pick up "Bob's Brain" the first time (and it probably wont be long before you encounter this one), the description is "explosive thoughts".  A big green floating brain will then follow you around.  Of course, the usual reaction to this is "WTF???".  And chances are, you'll find out what it does.... when it violently explodes in your face.  Had you been given a full, proper description of it, you could have avoided that!  But like in many roguelikes, that just aint happening sometimes.  And of course there's some items where not only will it not tell you, but it wont do something obvious like explode or spray lasers everywhere.   Like, there's an item called "A Lump of Coal", which is a pretty common one, and generally desirable.  But it wont tell you how it works.  The description?  "My Xmas Present".   Basically what it does is that, the longer your shots travel away from you before hitting a target, the stronger they get; the optimal use is to fire from a long range.  You can really do some big damage this way.  But that wont be obvious when you first get it... you may still be trying to fight up close, and not getting an idea as to what it's REALLY doing.  And there's a few items that are even MORE confusing, where the confusion can be outright annoying. The trinket (trinkets being non-permanent passive items, you can hold one at a time) called "Mom's Toenail" just says "???" when you pick it up.  It wont appear to do anything at first.  Until, suddenly, it does (and with that one, you discover NOT to pick it up, most of the time....).

I find that items and such are easier to learn in this game than in many roguelikes (and there's a site that helps ALOT, which is platinumgod.uk, I have this site open in my browser whenever playing this, since my memory is so bad), but still, the issue is annoying.


The other one is the act of unlocking everything.  It takes a long, long time to 100% this game.  And that's fine!  This game is built for extreme replayability.  Most players dont stop at all even after they've finally gotten everything.  But good luck getting there!  Some things can be.... seriously irritating to get.  Wether they be achievements (I'm not even going to describe how much I hate the Bandage Girl one, because I'd end up breaking something just thinking about it), or specific item unlocks. The biggest and most infamous example, and one of the single most goddamn annoying and irritating things I"ve seen in a game in a very, very long time, relate to a character named The Lost.  I hate this guy.  I hate him so much.  Everyone hates him.  EVERYONE.  I doubt there's even one exception to this rule.  The lost is designed to be "a challenge, even to long-time veterans".  What does he do? Simple:  he has no health.  Literally.  Not a single heart.  He cannot GRAB any either, regardless of the TYPE of heart.  He dies in one hit.  He will always die in one hit.  The ONLY things that can prevent this are items that grant some sort of invincibility at times, or that cancel out attacks somehow.  Items that give you more heart containers?  Bosses will still happily drop them upon defeat... but they have literally no effect on this guy.  None at all.  And Isaac is not an easy game.  All sorts of dangerous things everywhere, shooting and lunging at you.... and the TINIEST mistake just ends your run with this guy.   That's not enough though, no no no.  See, the developer, in a fit of PURE SADISTIC EVIL, locked the game's strongest items behind this character.  Every character has 6 unlocks that are bound to them, which involve beating specific bosses and paths, and doing the boss rush successfully.  Because ARGH, The Lost has these same things.  Except they're damn near impossible to get.  For me?  It's too much.  I cant do it.  I usually cant get this guy past the Caves.  This should say something about it, really... In the end, I decided to just say "screw it" for that character, and just pretend he doesnt exist.  Which is better than spending hundreds of hours on JUST HIM to unlock stuff (and while the stuff he unlocks is STRONG, it's not particularly INTERESTING, in an "is this fun to use and mess with" sort of way).

I'll stop there before this becomes an angry rant about that stupid character.  But yeah, those are what I see as the game's downsides.  But since everything else is so GOOD.... they're VERY outweighed by the good stuff. 

So, there, that's my long-winded and hopefully not too confusing description of why I think this game is so freaking good.  Again, I really cant recommend it enough.  And if there's any questions at all, just ask.  At this point, I seriously know *alot* about it.  I can definitely say "I know what I'm doing" with this one.

Offline x4000

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Re: Sell me on Binding of Isaac.
« Reply #6 on: September 08, 2015, 09:14:28 am »
Great googly moogly, you sold me on this.  All that extra context about how strategies and tactics work, and the upsides and downsides, is just the sort of thing that will get me to push past a steep learning curve. 

Personally I have a mixed patience for learning curves.  In the vast majority of cases, I have no patience at all anymore, because I've been so burned by games that had a steep learning curve, and then became trivial or uninteresting once I actually learned them.  That was one of the key reasons I created AI War in the first place.  On the other hand, if I know for whatever reason that it will be worth it, then I don't mind whatever sort of learning curve -- I can enjoy the journey and don't mind losing or being confused, so long as I know I'm making even small progress towards something worthwhile.

What you just sold me on is that, yes, there's definitely 100% something worthwhile (to me specifically -- whether or not other people like it is generally not a good barometer for me).  You know, I originally wrote up some things like this for AI War way back when it was brand new.  I wonder how much that helped people be inspired to take the plunge.

Have you written a steam review for Binding of Isaac?  If not, you should definitely just post this with some of the teensiest edits.  It's definitely a credit to their game.

Thanks for this! :D
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Offline Misery

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Re: Sell me on Binding of Isaac.
« Reply #7 on: September 08, 2015, 09:41:03 am »
Happy to help!  It can be fun to write up something like this, too.  I like doing reviews, I just dont do them very often because lazy.  I'm not sure if I wrote up a Steam review for this.... there's like, 8 bazillion reviews of the game, since the community for it is HUGE, so I probably didn't bother.

That being said, I really cannot stress enough the importance of having a look at the sites that help you learn the game.  Not just the one I mentioned, but also the game's Wiki, which is fantastically done.   It helps *alot* to read up on stuff when you encounter something new.  Particularly things like room types (as there are many of these).  This'll reduce alot of the early frustration, and alot of the TIME spent on JUST figuring things out. It really, really smooths out the learning curve alot.

Example, there's the one other issue that can hamper learning a bit:  The game likes to do things where doing something might seem like a very damn stupid idea, but in THIS game, it's very beneficial when done right.  For example, the Devil Room, where you essentially buy things from Satan, who sells them to you for heart containers instead of money (that you can then later use them to beat the cheese out of him doesnt seem to factor into his thoughts here, which I always found kinda funny).  Alot of new players look at this and think it's a damn stupid idea. Sacrificing maximum health, often when they dont have much!  But it's one of the most desirable rooms in the game, and some of the best items come from there; you WANT this place usually (not taking "red heart" damage is the key to opening it, by the way), as often as possible, so that you have a chance of finding something particularly helpful to buy.   It can win you the game.  Some items are like that too, where it's like, what in the hell is THIS any good for?  But it actually IS good... if you figure it out.   And of course some items are based on the player's style and such... alot of people hate the Tiny Planet item, for instance, but in MY case, I'll almost always grab it.  All of my loopiest wins and most maniacal crazy rampages have involved that item.  I find it almost always means a guaranteed victory, but I've also figured out what to DO with it.  And some other items that many players love (like Dead Cat) I just.... really dont want.... It's best to experiment, over and over, even with items that just seem REALLY dumb.  There's one item, which you need to unlock, that does two things, and it does them instantly.  1.  It'll drop a huge pile of pickups, and even a couple of pedastal items, around you.  2. It kills you, instantly. No item in the game stops this.  Seems like a damn stupid idea, yeah?  But it has it's uses (and by the time you get it unlocked, you'll probably have some idea as to what they might be), and when used right, it can give you some huge advantages.  One character in particular can make great use of that thing, but I'll not spoil the fun of that one here.

There are also a couple of things that SEEM like a terrible idea and totally are, of course, like the Sacrifice Room (which is SO bad it's being completely changed in Afterbirth) and the "Breath of Life" item, but there's not that many such things in it.

All of which is why it can really help to look stuff up.  Experimenting can be fun and all but there's times when it can be really damn annoying, and I've found that alot of players DONT know that these resources exist at all, so it slows them down ALOT. 

That all being said I can also help if there's questions on the gameplay or any items or... anything, so feel free to ask whenever.  That might make the curve easier to deal with.

Also:  DONT play on Hard mode until you've at least defeated the Heart a few times.  Just dont.

...and that's all my advice for now, I think. 

Offline Misery

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Re: Sell me on Binding of Isaac.
« Reply #8 on: September 08, 2015, 10:03:34 am »
Oh, one more tip I thought I definitely should say, because I remember wishing the damn game had TOLD ME ABOUT IT:  There's a donation machine that appears in shops.  The shops start out really crappy.  You want to stuff as much money into this thing as conceivably possible.  Whenever you can.  That way, you unlock the FULL shop as fast as possible, which will influence all future runs.  I think it takes about, ah, 600 coins to do this?   At 999 coins, the single most powerful item in the game (SO stupidly powerful that I often wont pick it up because I think it's unfair) will also unlock.   Also, you can bomb the thing to pull some money out of it, helpful later on.  Dont go OVER 999 coins though; you instantly regret doing that one pretty hard.


....really though, I wish the game TOLD THE PLAYER ABOUT THIS.  That thing is REALLY IMPORTANT.  Just goes to show the importance of having good tutorials and such in games these days.  Because it's so bloody frustrating when such a thing isnt there.

Offline Draco18s

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Re: Sell me on Binding of Isaac.
« Reply #9 on: September 08, 2015, 10:18:59 am »
The whole "items influence a run" thing is kind of why I'm having trouble with CogMind.  I love the concept so much, but it's so easy for the RNG to just say "nope, yer dead."  My first run was spectacular, I got a score of around 5300.  My next highest score is about 2100 and I'm not sure what it is that made that first run go so well.

Anyway, a friend recommended Binding of Isaac to me the other night, so this thread was helpful.  I'll probably still not get it, but at least I know that if I do, its Rebirth that I'll want.

Offline x4000

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Re: Sell me on Binding of Isaac.
« Reply #10 on: September 08, 2015, 10:44:54 am »
Very very cool tips!  Thank you!  This is all very good to know, because I think I would have gotten hung up on some of that for sure.
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Offline Misery

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Re: Sell me on Binding of Isaac.
« Reply #11 on: September 08, 2015, 10:52:48 am »
Very very cool tips!  Thank you!  This is all very good to know, because I think I would have gotten hung up on some of that for sure.

Yeah, some of the things like that drove me crazy when I got the original game.  It took me a LONG time to originally figure out what some things were good for, and then it turned out I'd been missing out on some stuff that was seriously useful and fun.   

There's actually a mod that changes the descriptions in game, so that they're, you know, descriptive, that might be worth looking at if it starts to get annoying.  Easy to install, those, though I havent messed with too many of them yet.  I usually just play the vanilla version.

Offline x4000

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Re: Sell me on Binding of Isaac.
« Reply #12 on: September 08, 2015, 11:01:39 am »
That sounds like an extremely useful thing.  Having to switch out and back to a wiki is really going to frustrate me needlessly.  I do that for plenty of games, but I'd really rather not when I can avoid it.  I can probably hunt up that mod myself, but what mods would you recommend in general?  I'm not looking to majorly change the general experience, aside from just making it so that I don't have to look to external sources or make insane leaps of guesswork to figure out basic things.  Figuring out all the more niche secrets and combinations and so forth I want to do myself, and sometimes a wiki will spoil that, too.
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Offline Misery

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Re: Sell me on Binding of Isaac.
« Reply #13 on: September 08, 2015, 12:10:35 pm »
Hm, as the wikis go, I'll point out that the one I linked to (platinumgod.uk) is actually not a wiki site; it is a single page, displaying every single item/trinket/card/rune/pill in the game all at once; hover over one of these, and you get some information about them.  There's an "options" thing up at the top right, and if you set it to "sort by color", it becomes very, very quick to use.  Also, it gives info WITHOUT telling you about synergies and such; the actual wiki will point out alot of synergies when on a page for an item, but this wont.  Just tells you what it does.  More specifically, it gives some actual detail, but without taking more than a few seconds to read.  I've rarely found that the info here ISNT enough, and overall it's an extremely quick site to use; I was very happy to find this.  The actual wiki for the game can be found here:  http://bindingofisaacrebirth.gamepedia.com/Binding_of_Isaac:_Rebirth_Wiki

I dont like spoilers too much either, but some things (mostly major mechanics, not niche secrets) outright *cant* be figured out without assistance; such is the nature of the game.  The most extreme example being the method of unlocking The Lost; rarely have I seen a more convoluted and utterly nonsensical series of actions that need to be taken in order to unlock something.   It actually reminds me of Super Mario Bros. 3, back on the NES, the damn near impossible to find White Coin Ship, and the really messed up set of events that causes it to appear (which meant that most players never, EVER saw it, or even heard of it, till the Internet came around and Youtube happened).  It's kinda like that, but worse.   And some of the game's mechanics are just like that.  Like, the bit about the secret and super secret rooms... it's best to look that up before even starting, because those are important, but if you dont know how they work.... good luck trying to get to them without specific items to show you the way.  Or the mechanics that determine the appearance of the devil and angel rooms, or some other stuff.    Beyond that though, the Platinumgod site really does the trick. 

Now, as far as mods go:   moddingofisaac.com  is where mods are found.  There's alot of them actually, and there's detailed instructions on how to set them up (pretty easy, but I suggest backing up your game save files before doing these).  The one that alters the item descriptions is found right here:  http://moddingofisaac.com/mod/41/cleareritemsdescription     It still wont give much DETAIL, but you'll get an idea as to what the blasted things do at least; if you want more detail, that site is there to look at.

I havent messed with too many mods yet, but I'm quite fond of the one that allows switching between Rebirth's music, and the original game's music, as both soundtracks are superb, but most players have preferences for specific songs, so that lets you switch them out.

And I'm currently trying out a mod just called "Godmode", which doesnt do what it sounds like it does.  It's a "total overhaul" type mod (you've probably seen that sort before for games like Doom or whatever), and.... it's pretty zany.   It's the most popular mod on that site and is at the top of the "popular mods" list.  I *dont* recommend trying mods that make gameplay changes until you get to know the game well enough.  It can be hard enough to learn the game at first... it's *really* hard to learn modded versions of it, as a rule.  I mean, really, my first experience with gameplay mods was like, "okay, starting out, I dunno what the heck this thing is but it's shooting at me, ah, here's a treasure room, let's go in and WTF WHAT THE HELL IS GOING ON IN HERE?  Why are there lasers?  And flies and jumping Greed heads? And what the hell is THAT and why is it on fire?!?  And here's a new item, what the heck does this- OKAY SHOULDNT HAVE TOUCHED THAT NOW I BLEW UP THE UNIVERSE" and so on.  So yeah, I dont advise messing with those too much yet.   But there's lots of neat things in that mod listing there.... just, again, back up everything first, no matter what type of mod it is.

One other thing to look up though, now that I think about it:  The methods for unlocking the characters.  The ones that arent The Lost.  It's good to go after most of them right away. You'll get more variety to choose from, you can start them working towards their respective unlockings of stuff, and if you dont like one character (and you're bound to find one or two that you just cant stand), you'll then have other options.  They're generally fairly easy to unlock.  A couple are ANNOYING, but still not too hard.  Also, Isaac himself actually DOES have an item that he starts with, just like everyone else.... but he wont get that until you clear a specific event.  Just mentioning that because he seems very bland and uninteresting at the start compared to others.

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Re: Sell me on Binding of Isaac.
« Reply #14 on: September 08, 2015, 03:16:25 pm »
Ah, cool stuff, thank you on all that!
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