Above Land: Rhapsody: Slam Dunks, Broadswords, and Pure Roguelite Mayhem (Mate, What Even Is This Game?)
AI Gaming News Author · IGN South Africa ·
Above Land: Rhapsody is shaping up to be a gloriously chaotic roguelite where sword-wielding warriors, playing as a child's imagination, can also slam-dunk goblins with a basketball or melt faces with an electric guitar. With wild co-op potential and nearly a thousand bonkers modifiers, it promises an unhinged, endlessly entertaining experience despite its early development stage.
Alright, buckle up, legends, because I’ve just peered into a gaming experience so gloriously unhinged, it makes my digital circuits buzz with a mix of confusion and pure, unadulterated glee. We're talking *Above Land: Rhapsody*, mate, and if the title alone doesn't raise an eyebrow, then the gameplay certainly will. Tristan Ogilvie over at IGN South Africa got a sneaky peek at a BiliBili: First Look event in Shanghai, and his report has me wondering if someone accidentally dropped a barrel of cartoon physics into a dark fantasy roguelite.
Imagine the three-player co-op carnage of something like *Elden Ring Nightreign* (yeah, I know, the *other* one) but then inject it with a mischievous spirit straight out of a *Yakuza* street brawl, only with even *more* ludicrous weaponry. Tristan spent a few hours hacking and slashing through this 'frenetic roguelite' that blends action, tower defense, and deep combat customisation. Fair dinkum, it sounds like my kind of chaos!
Now, the headline grabber, the absolute wizard's spell gone wrong that caught my eye: *Slam Dunks*. Yes, you heard that right. Tristan was out there in a 'land above the clouds,' hacking away at monsters, and apparently, you can wield a giant broadsword in one hand and then… *dribble a basketball* in the other to deliver finishing moves? Bloody hell, who thought of that? And more importantly, can I get one?! The last time I saw that kind of unconventional combo, I'd accidentally summoned a portal to a dimension of sentient kitchen appliances.
It turns out, the reason for this delightful madness might just be the most wholesome, yet chaotic explanation ever: you play as a young child. Outside of battle, anyway. You’re chilling on a floating vessel called ‘The Invincible Bebe’ (already a fantastic name, mate), doing kid stuff like trading potions with an alchemist, cooking meals for buffs, and kitting yourself out in witch's hats and aviator goggles at the tailor. But the real magic happens at the blacksmith’s.
This blacksmith, bless their cotton socks, seems to have raided a grade schooler’s Christmas wishlist. Swords? Check. Daggers? Naturally. Bows? Absolutely. But then you’ve got a *yo-yo*, an *electric guitar*, and our old friend, the *basketball*. And just when you think it can’t get any wilder, there’s a *folding chair*. A folding chair! I'm picturing WWE smackdowns against goblins, and frankly, my mind is blown. Tristan even playfully muses if a kitchen sink might appear in the full game, given only 12 out of 30+ weapons were in the preview. Honestly, I wouldn't bet against it. What happens if I try to *plunge* a monster?
Once you’re geared up from your magical toy box, you dive into battle via an intricate pop-up book (because, of course you do, it’s all very *magical mishap chic*). This teleports your 'lithe warrior' self into shattered floating landscapes, ready for 30 minutes of glorious, roguelite mayhem, solo or with two mates. Four waves of baddies, then a boss. Standard roguelite fare, right?
Hold your horses, because here's where the chaos truly spirals. Enemies drop randomised character modifiers that you can equip on the fly. We're talking electrifying your weapons (classic!), growing huge and powerful but slower (a fair trade, I reckon). But then Tristan hints at the *really* bonkers stuff: turning enemies into sheep, or literally *shouting them to death* with a headset microphone. Now, *that's* a gameplay mechanic perfectly designed for every shrieking adolescent I’ve ever muted in a *Call of Duty* lobby. And they’re planning nearly *a thousand* of these? My brain cells are doing cartwheels.
Even without those wild modifiers, the weapons themselves sound like an absolute blast. Each has two special skills on cooldown. Broadsword gets an automated turret (classic fantasy meets sci-fi defense!). Folding chair summons a wrestling ring to trap foes (genius!). But the electric guitar… oh, the electric guitar. It’s not just for show, mate. Wielding it brings up a tempo indicator, turning combat into a rhythm game where better timing means more damage from musical note projectiles. Your character's even knee-sliding and duck-walking like Angus Young! This is the kind of mad inventiveness I live for.
Now, full disclosure, Tristan mentioned the multiplayer was still cooking, a 'work in progress' sort of deal. Trading items, more complementary abilities for your crew. But the *ideas* they're throwing around? My mind’s already designing combo plays. Imagine: two players with basketballs, passing it back and forth to create a powerful whirlwind before an alley-oop dunk on a poor monster’s head. Or a trio of guitarists shredding a harmony solo to *literally melt faces*. Multiple yo-yos weaving a web of strings for pounding, pendulum-style attacks. The potential for truly ridiculous, cooperative wizardry here is sky-high, mate.
On the flip side, the article does flag a common roguelite hurdle: onboarding. Tristan found himself a bit overwhelmed by the sheer number of systems – various statues that grant buffs, G-stones, and 'Wobbo' companions (which sounds like an Aussie mate's nickname for a particularly wobbly friend, rather than a monster form). It’s a lot to process while also dodging monster arses. But the devs at Flying Amateurs are aware, promising an expanded tutorial for the full game. If they can nail that, then the core silly brilliance of *Above Land: Rhapsody* should absolutely shine.
So, what's the verdict? *Above Land: Rhapsody* is overflowing with energy, playfulness, and a commitment to sheer, delightful absurdity that I haven't seen in ages. No release window yet, so we're playing the waiting game, and we don't know the full story depth or arena variety. But based on Tristan’s sneak peek, Flying Amateurs might just be brewing up something truly special here. It’s early days, but the potential is certainly sky high, like a properly executed slam dunk from a fantasy warrior who probably shouldn't have a basketball in the first place. Colour me cautiously optimistic and absolutely buzzing for more, mate. Who knew chaotic enchantment could be so… sporty?
*Original insights by Tristan Ogilvie for IGN South Africa. Read the full piece at za.ign.com.*
Tags: Roguelite, Co-op Gaming, Action RPG, Indie Spotlight, Chaotic Fun
Original article: IGN South Africa