As well as the PS4 / Xbox One / Xbox 360. It sounds like it is the original PS3 game plus all of the DLC plus some new levels, bosses, and abilities.
This is pretty much one of the best "indie" games that I have played. It's basically a Metroid-like brawler and it is very good. It also gives a ton of nods to old school Nintendo games, sometimes in pretty clever ways. Essentially, it is a game that was meant to be on a Nintendo platform and now it will be. If you haven't checked it out yet and you have a Wii U, you should definitely pick this one up when it hits.
It's left a good first impression on me. Got stumped on an early puzzle and took a break to post here about it. The controls take a bit of getting used to, I like using ZL to dodge instead of the right stick (taking my fingers off the buttons), but one of the combos they teach you requires the right stick to input correctly. Hopefully this isn't reflected in actual battles.
@Anand Well, my point there was just that a whole "genre" arose with a name that was based on a specific game. Of course, this doesn't really negate Jargon's point if he also thinks Roguelike is a dumb name for a genre.
Is it really that specific of a featureset though? And what if something is close to that featureset but falls short a bit? Does it then become a Roguelikelike?
@Zero YEAH. It's a lot more specific than "get new ability, access new areas".
Roguelike used to mean other turn-based RPGs that played exactly like Rogue. Like Shiren the Wanderer. But the term has recently expanded to cover many more gameplay styles, as long as they have random level generation, permadeath, and many simple, interconnected systems that interlock to form a complex whole.
Anyway, I don't think the "Metroid genre" has become ubiquitous enough to shed its origins. The Kart genre was kind of close for a while...
Just from watching the devs play the game for a short bit a few days ago, I already saw a bunch of new areas and enemies I hadn't even seen in the original. I still don't know how much it exactly adds to the original but considering how much I enjoyed it, I wouldn't mind double dipping anyway.
This game is pretty sweet! I put in a little over an hour and finished the first main area, and I already really like the style, sense of humor, and combat. The floaty, high-impact battling reminds me of Viewtiful Joe--definitely a good thing.
So, Steph and I have been playing this a bunch today. Word of caution, you gotta have the Pro Controller for a 2nd player.
Apart from that... Wow, what a fun, stylish game! Why has no one thought to do a game using Mexican mythos/iconography until now? I love the music, the character designs, the story... everything about the look and feel of the game is inspired and inspiring. Muy bueno!
The gameplay is really great, too. As Jargon mentioned, it has some Metroid progression, but the gameplay is a little twitchier, like they took the level structure of Metroid, mixed it with the gameplay of Castle Crashers and threw in some standard indie platforming gimmicks with the dark world stuff. And, of course, some ideas of their own.
This is definitely a must own game. Anyone who hasn't picked it up, what are you waiting for? Do it!
Most of the time it's pretty good, though some of the mechanics don't suit coop very well. Steph's a pretty good platformer, now. She's tackled Mario and DKC with me and does pretty well. So the brawling sections, the boss fights and some of the basic-to-moderate platforming challenges are really sweet with her as my Player 2. She's made me proud a few times, tackling a few of the platforming puzzles before I do, even.
But some of the more twitchy ones she's gotta go into the bubble for. The dead world stuff, in particular, can get a bit difficult with two players of unequal skill, largely because the screen doesn't necessarily follow player 1 to the degree that it should. So you end up with your lead character at the edge of the screen, unable to jump to the next platform because he can't see it, as player 2 is standing on a platform on the other side of the screen. Simple solution: Player 2 goes into the bubble. Steph doesn't mind doing this for the more technical portions of the game, but players with more pride will probably hate doing that. I can imagine it causing fights between me and my childhood buddy Rob when we were kids. "Just go into the bubble already! We'll never see the ending at this rate!"
I'd still give 2 players the thumbs up, as my experience with it has been wholly positive, but the nature of the game means certain sections are best played in single. And player 2 should be reasonably good at platformers to start.
I'm not finished with it yet, though. If the amount of technical platforming gets significantly higher, Steph might start to feel bored.
@kriswright Some of the platforming get's pretty nuts towards the end, I'm not ashamed to admit parts of that game were very hard for me and I consider myself as pretty "average" at 2-D platforming, definitely not the best but not unskilled.
I'd definitely call myself an expert at 2D platforming, but a lot of this breaks down more to implementing Street Fighter-style combo moves, only with platforming as the goal rather than using combos to juggle some other fighter. I'm pretty good at working out the necessary combos, but actually delivering them in quick succession... well, I haven't stopped playing, so it hasn't gotten too hard yet. But I could see where it could get there. If I have a complaint, it's only that I enjoy the Metroid/Brawler stuff so much that it's a shame when a combo puzzle slows things down. But I'm still greatly enjoying it, so this is small criticism.
@kriswright That's true it's more about the combos, sometimes they're hard to pull off and sometimes you have to string several together in quick succession and if you're timing is off just a little... well you're screwed, especially if you are going for 100% and determined to reach some of the more out the way places.