Shooter Games Codexery

The Binding of Isaac (video game)

A roguelike inspired by a biblical story.

The Binding of Isaac (video game)

The Binding of Isaac is a 2011 action-adventure game with roguelike elements, created by indie developers Edmund McMillen and Florian Himsl. It first launched on Microsoft Windows in 2011; official ports to OS X and Linux came later via the Rebirth remake or community wrappers, not as direct ports of the original Flash version. Its name and story draw loosely from the biblical account of the Binding of Isaac. In the game, Isaac’s mother hears a command from God to sacrifice her son as a test of faith; Isaac, terrified, escapes into the monster-filled basement of their home and must fight to survive. Players control Isaac or one of six other unlockable characters (seven total), navigating a procedurally generated dungeon in a style reminiscent of *The Legend of Zelda*, battling monsters in real time while collecting items and power-ups to defeat bosses and ultimately Isaac’s mother.

The project came out of a week-long game jam between McMillen and Himsl, aiming to create a *Zelda*-inspired roguelike that let McMillen express his feelings about both positive and negative aspects of religion—shaped by conflicts between his Catholic and born-again Christian relatives. McMillen considered it a risky venture, but felt able to take that risk after the financial success of *Super Meat Boy*. He released it quietly on Steam in September 2011, expecting few sales. The game quickly gained traction, partly thanks to Let’s Play videos. An expansion, *Wrath of the Lamb*, came out in May 2012, but further development was hindered by the limitations of the Flash platform. McMillen and Himsl began working with Nintendo in 2012 on a 3DS version, but Nintendo later withdrew, citing technical limitations and content policies rather than specifically religious themes.

In 2014, developer Nicalis worked with McMillen on a remake, *The Binding of Isaac: Rebirth*, which added features McMillen had planned that exceeded Flash’s capabilities, improved the graphics, and enabled ports to systems beyond PCs—including PlayStation 4, Vita, Xbox One, Wii U, Nintendo 3DS, and Nintendo Switch. This remake is often named among the best roguelike games ever. McMillen later collaborated with James Id on *The Legend of Bum-bo*, a prequel to *The Binding of Isaac*.

The game has been well received, with critics praising its roguelike structure for encouraging repeated playthroughs. By July 2014,

Release Year
2011
Developer
Edmund McMillen and Florian Himsl
Genre
Roguelike action-adventure
Platform
Microsoft Windows (original); OS X and Linux via Rebirth remake or community wrappers
Inspired by
Biblical story of the Binding of Isaac
Sales
Over 3 million copies by July 2014

Lore & Background

The Binding of Isaac was developed following the release of Super Meat Boy, which McMillen considered a significant risk and a large time effort. When Super Meat Boy was released to both critical praise and strong sales, he felt that he no longer had to worry about the consequences of taking risks with his finances supported by its sales. The game's main concept was the result of a weeklong game jam that McMillen had with Florian Himsl; at the time, his co-contributor on Super Meat Boy, Tommy Refenes, was on vacation. The concept McMillen had was two-fold: to develop a roguelike title based on the first The Legend of Zelda game's dungeon structure, and to develop a game that addressed McMillen's thoughts on religion. McMillen had been inspired by Shigeru Miyamoto, the designer of th

Reader's Guide

The Binding of Isaac is a top-down dungeon crawler game, presented using two-dimensional sprites, in which the player controls Isaac or other unlockable characters as they explore the dungeons located in Isaac's basement. The characters differ in speed, amount of health, amount of damage they deal, and other attributes. The game's mechanics and presentation is similar to the dungeons of The Legend of Zelda, while incorporating random, procedurally-generated levels in the manner of a roguelike game. On each floor of the basement dungeon, the player must fight monsters in a room before continuing onto the next room. This is most commonly done by the character's tears as bullets in the style of a twin-stick shooter, but the player can also use a limited supply of bombs to damage enemies and clear out parts of the room. Other methods of defeating enemies become possible as the character gains power-ups, items that are automatically worn by the player-character when picked up that can alter the character's core attributes, such as increasing health or the strength of each tear, or cause additional side effects. Power-ups include passive items, active power-ups, and single-use power-ups such as pills or Tarot cards. The effect of power-ups stack, so that the player may come into highly-beneficial power-up combinations. Once a room is cleared of monsters, it will remain clear, allowing the player to re-trace their way through the level, though once they move onto the next level, they cannot return. The player's health is tracked by a number of hearts; if the character loses all his hearts, the game ends in permadeath and the player must start over from a freshly-generated dungeon. Each floor of the dungeon includes a boss which the player must defeat before continuing to the next level. On the sixth of eight floors, the player fights Isaac's mother; after defeating her, Isaac crawls into her womb. Later levels are significantly harder, culminating in a fight against the heart of Isaac's mother on the eighth floor. An optional ninth floor, Sheol, contains the boss Satan. Winning the game with certain characters or by certain conditions unlocks new power-ups that might appear in the dungeon or the ability to use one of the other characters.

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