Chumps Preview is a special kind of post where we unofficially preview games in Early Access, Beta, or are otherwise “unfinished.” This kind of preview is meant to be a first impression rather than a definitive review where we provide a rating to determine a game’s value. As such, we fully expect a game covered in a Chumps Preview to have room for improvement, some bugginess/incompleteness, and other features associated with similar games in the category.
Last summer, I initially previewed Rightfully, Beary Arms as it entered Early Access on Steam. If you haven’t had the chance to read my first impressions, here’s the gist: It is a rightfully difficult top-down shooter, beary charming, and my arms were heavy from being punished by its enemies’ bullet patterns and roguelite mechanics. Puns aside, I enjoyed it despite how punishing it was. Before reading further, I recommend that you pause and review my first impressions.
I’ve been tracking Daylight Basement Studio’s Rightfully, Beary Arms since I initially previewed it. It’s seen multiple updates, a handful of events, and fixes to flesh out its gameplay while also making its already-difficult gameplay slightly less punishing. I’ve been playing it off and on, too. When I saw RBA’s Claws & Paws update, I became quite excited to see such a large update. Frankly, you should be excited, too.
This specific preview may include mention of smaller additions that have been made since we last previewed RBA last summer, but do know that RBA’s Claws & Paws Fashion update introduces two new substantial features that make the game feel fuller, more variant, and even better: A hell of a lot more fun for a roguelite. Even better — it’s available NOW! RIGHT NOW! Finish reading and then go play!!!
The first major addition to RBA is its Weapon Augmentation system. For those who’ve played BlazBlue: Entropy Effect or Astral Ascent, this should feel relatively familiar (albeit slightly less deep). Weapon augments add a perk to one of the currently equipped guns, increasing their power and giving them an additional element that isn’t normally attached to the weapon. These augments range from insta-kill bullets (that emerge 1% of the time), a larger magazine, and additional damage. The rarer the weapon, the more augments I could potentially equip.
I love the addition of weapon augments, and I look forward to see how they evolve going forward. Rightfully, Beary Arms is a difficult game as it is; weapon augments smooth that difficulty curve that exists in the form of its Calamities. One of the things I noted in my original preview is that Calamities can be interpreted as kicking the player while they’re down (especially after a loss). Getting access to additional weapon power, no matter how small, made me feel like I was growing slightly more powerful as my enemies were as I advanced biomes. This is an inherently good addition, and I’m pleased with how it felt without it making the game less difficult.
Even better – weapon augments enhance the variability of each run without making it “easy” or predictable. The occasional time where I received an augment as a reward, it granted me a choice between two random augments (one per equipped weapon). Since non-starter weapons varied, the augments I would get would also give them moderate amounts of variability. Having the ability to choose which currently equipped weapon I could enhance helped me in ensuring that I would get the most out of the weapon since I wasn’t always guaranteed to have that power or even the weapon itself in later runs.
My one minor quibble with augments is that I want something more in the form of unique augments. That is, I want to see augments that are specifically tied to that equipped weapon to fully enhance its power fantasy. Imagine the salt shaker gun — what if there was a unique augment would give it a 1-in-5 chance of shooting pepper? An opportunity exists to reward players for “fully” augmenting a weapon, too. Even if it’s an aesthetic augment (like changing the color of the bullets or making the weapon look different), it would feel rewarding for the player to go “deep” in the form of sticking to their weapon rather than being distracted by the “shiny things” that are the additional weapons in the shop or those given as rewards. Some folks might want the ability to “reroll” a weapon augment, but that should be an upgrade and cost PLU.
Speaking of upgrades, the Claws and Paws Fashion Update has overhauled the ways in which Inspirations are granted and can be spent. Now, Inspirations can be spent at the start of the run at the Proove Machine. Even better – unlocked Prooves are permanent, making the game slightly less difficult in the long term. Thankfully, the costs of these upgrades are appropriate and gradually increase, ensuring that the game maintains its difficulty in the short-term. No cheesing the game. I love the change and appreciate the new upgrade trees. Hopefully, the trees can incorporate additional features like rerolling weapon augments, too.
The other major addition in Claws and Paws Fashion is its costumes! Yep, Beary can now equip adorable pajama outfits when he defeats a boss! During my playthrough, I was only able to encounter and equip the Battree-themed pajama outfit. Like the rest of RBA, it was adorable. I just wish that these pajama sets functioned as permanent equips so that I could customize my little Beary as I see fit. At this time, these pajama sets seem to be aesthetic-only, but I’m curious to see if they end up evolving to serve some utilitarian purpose. I’m hesitant to want more sources of persistent power because I just love the extent to which RBA is punishing and difficult. However, if the pajamas end up being something that can be swapped, I may be interested in seeing them grant be a positive AND negative effect (sort of like how Hades’ Hidden Weapon Aspects function).
Did I remember to say that the pajamas are adorbs? Because they are. They’re adorable. Absolutely adorable. I want more. Daylight Basement Studio is delivering on gameplay, pajamacore aesthetic, AND charm with each new update thus far, so I’m not worried about the future. I’m excited. I’ve been won over with how much the game has changed and managed to maintain its degree of fun without compromising on difficulty or its uniqueness.
There have been additional changes included in Claws and Paws Fashion, like a new reward screen, enemy balance, and more. Old saves won’t work in this update, but that’s okay; Claws and Paws Fashion has made the game more user-friendly. I recommend you join the Discord so you can see what Daylight Basement Studio has been cooking.
Rightfully, Beary Arms’ Claws and Paws Fashion update has added somecolor and additional variance to the already charming yet difficult roguelite. I’m loving what I’m seeing thus far, and this update has cemented my gut instinct that Daylight Basement Studio is firmly on the right track in creating a truly unique roguelite that skews more bullet hell than pajama heaven. I’ll remain keeping my eye on Rightfully, Beary Arms as it continues to evolve in Early Access.
A copy of Rightfully, Beary Arms was provided by the publisher for the purpose of this preview.