
The Binding of Isaac
Forty seconds into your first run you will die to a poop enemy and immediately click New Game. That compulsion is the entire product pitch.
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I have replayed this original Flash-built release more times than is strictly healthy, and the honest verdict is that it holds up as one of the most influential roguelikes ever assembled, even if the 2011 version you are looking at right now is rough around the edges in ways its successors fixed. Edmund McMillen took the dungeon room structure of classic Zelda, layered on permanent death and procedurally generated floors, then smothered the whole thing in a grotesque art style that reads like a fever dream drawn by a particularly troubled ten-year-old. The premise is bleak: a crying boy named Isaac flees into his basement to escape a mother who believes God has commanded her to sacrifice him. Your weapon is projectile tears. This is exactly as weird as it sounds, and the tone is completely, deliberately committed to that weirdness from the first screen to the last. The core loop is a twin-stick shooter built around resource management. You move with WASD and fire in four cardinal directions. Each floor is a maze of self-contained rooms that must be cleared of enemies before you can exit. Along the way, Item Rooms drop passive upgrades that stack onto your character in increasingly absurd combinations: stat boosts, orbital projectiles, extra hearts, transformed visual appearance. The item interactions are the beating heart of the whole experience. A run that starts with a mediocre seed can snowball into something ridiculous forty minutes later if the right passive items compound. A run with great early items can still collapse because health pickups simply did not appear when you needed them. That tension between build-crafting skill and raw RNG luck is precisely what kept people coming back for hundreds of hours, and it has enough depth that learning the optimal use of bombs, keys, devil deals, and tarot cards genuinely separates experienced players from beginners. Here is the honest caveat for this original version specifically: it was built in Adobe Flash, and it shows. Frame rate issues surface on later floors, there are documented bugs affecting achievements, and the game has no native gamepad support, which is a meaningful frustration for anyone who prefers a controller. The community consensus for years has been that newcomers should start with the 2014 remake, Rebirth, which overhauled the engine, added dozens of new items and characters, and runs at a stable 60fps. The original has a certain scrappy charm that some long-time fans actually prefer, especially in its art style and Danny Baranowsky's soundtrack, but technically it is the weaker package. If you are brand new to Isaac, treat this as an artifact of how the franchise started rather than the optimal entry point. For the narrative-curious: the story is told entirely through brief ending cutscenes earned by completing runs, and the subtext about religious extremism and childhood trauma is genuinely affecting once you start reading the imagery instead of skimming past it. This is not a game that rewards passive engagement. Multiple characters with distinct starting stats and passive items wait to be unlocked, and nine separate endings exist across different boss completions. The achievement list alone functions as a second layer of progression that will drag completionists well past the point of reason. There are no filler quests to pad the runtime, which I appreciate, but there is also no tutorial, no item dictionary, and no hand-holding whatsoever. The game expects you to die, figure out what killed you, and adjust. If you have never touched any version of Isaac and are deciding between this and Rebirth, the remake is the stronger technical choice. But if you want the original, warts-and-all experience that started the franchise with an 84 Metacritic score in 2011, this is a deceptively deep game with a tone unlike almost anything else in the genre. Just know that the Flash engine jank is real, and the RNG will occasionally be unfair in ways that feel less designed and more broken.

RPGs
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Requisitos del sistema
Mínimos
- Processor
- 2.5 GHz
- Memory
- 1GB Hard Disk Space: 50MB Video Card: Direct X9.0c Compatible Card DirectX®: DirectX® 9.0c
DLC y complementos de The Binding of Isaac3
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Información del juego
- Desarrolladora
- Edmund McMillen
- Distribuidora
- Edmund McMillen
- Fecha de lanzamiento
- 28 sept 2011




