Roger's stumbling evidence suggests mini-games can impress huge fists
Blog Andrew Joseph 12 Aug , 2025 0

From their vast open world, incredible download sizes, and a list of seemingly endless collections, quests and accompanying quests, the game becomes so. This formula does work for the title itself is not without error – it is true, it is true, and it is sold. But that does mean that I occasionally stand out from the precise molds of the game. And Rogera narrative game that can be done in an hour and managed to do a lot in rare cases, providing this kind of rest, and I would be happy if it became the standard rather than the exception.
I'm not very interested in the most clear details of what is now and what is now Roger. On your PC and/or switch, for only about five dollars, you can see everything it has to say for a little longer lunch. Tell you what it is, I have nothing to get, but you can lose everything if you don’t just experience it yourself. It covers a lot of the ground in a short time and is dazzling.
Roger plays an interactive graphic novel – thinking of Florence in 2018, which depicts the romance of titular characters and the climaxes and troughs of self-discovery in comic-like panels and mini-games. Roger seems to take some clues from the award-winning narrative title, which largely conveys its story through brief mechanical episodes that break the often painful narrative. However, Florence emits sunshine within the new range of love and uncertainty, while Roger takes players into the chaotic perspective of his main characters and leads them to describe what they describe as professionally crafted emotional roller coasters that tightly circumvent the boundaries between different stories.
For example, you thought Roger was a horror game and you would be forgiven. Its opening certainly brought a brief check to the player's impression, which made the strange and disturbing person turn sharply. In fact, many events that come to follow like the protagonist, find a strange person on her couch – whether it inspires some horror.

But when you close and walk on the road in Chapter 2, Roger adopts a noticeably lighter tone. Without much effort, the protagonist's life will change better, and the horror sequences that make up the first chapter seem to fade away from memory as they move forward into this new era. The breakthrough in tone is almost disconnected from the rest of the previous narrative, but in reality, the way of the game is how constantly pushing players through sometimes disorienting ways.
You will see that Roger did it right. I mean “it”? I mean, most of the content about the game is slightly tweaked in a way that is often confused. Its story ambitions are precisely scoped and can perfectly match gameplay and mechanics. Players have to focus the character's blurry vision on the clock face, smashing scenes over and over, or even just brushing their teeth, or even seemingly mundane tasks, but they are so complex that they can all show more of the perception while constructing narrative tensions eventually explode. In short, Roger doesn't feel like losing his sight because of the pursuit of some kind of mechanic, function or detour, otherwise it wouldn't be suitable for this nervous experience, and although I'm sure it stems from the persistence of independent development, it also simply plays something so clear and precise and refreshing.
Since these are in harmony with Roger's pillars, it is actually perfect to misunderstand its twists and turns in an hour of running time. Roger tells its story more economically and how it can be conveyed to players, proving that the game doesn’t have to look or feel like the standards we once grew up in order to tell meaningful stories and even evoke the player’s satisfaction.
Roger doesn't have so many things to do Clear and obscure: Adventure 33I enjoyed a very enjoyable game and finished it earlier this year about 70 hours later, it also didn't work with Elden RingI have replayed a lot recently and I just ended their massive expansion. It can't compete with games like this, either Kill the princesswhich at least has a narrative tendency, such as mechanics like Roger, or a visual novel (such as date). This doesn't need to be, either, as I was as satisfied with any of the ambitions and executions as in any of the aforementioned games (not to mention quietly being shocked). In some cases it's even better for me.
My point is not that one way is correct, the other is wrong. Making games in this way is not binary. However, games like Roger and Roger continue to appear to prove that they don't need to fit the pre-order and let's admit it's a generous mold. Like art in any other medium, games can and should come in all shapes, sizes and forms. Roger acted as the near-perfect condemnation that the game should be bigger to make it better, and therefore, it made it right.