
The Binding of Isaac: Rebirth
A top-down bullet-hell roguelike that has eaten more hours than any shooter I've touched this year, and it controls like a twin-stick arcade cab running at a locked 60fps.
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I came to Isaac sideways, the way most shooter people do: someone on the team dared me to clear Mom's Heart in one sitting, and four hours later I was still in the basement arguing with RNG over a Polyphemus drop. That's the hook. The core loop is a top-down twin-stick shooter built on Zelda-style room-by-room dungeon layouts, procedurally generated every single run, with permadeath sitting over your shoulder the entire time. You move Isaac with one stick, fire tears in any direction with the other. That's the whole control scheme. The depth comes from what you stack on top of it. The item pool is where this thing gets genuinely interesting from a build perspective. Over 300 passive and active pickups in the base game alone, and each one physically transforms Isaac, which is a nice visual feedback loop that most shooters don't bother with. Stigmata punches your tear damage up and tints your shots red. Ipecac swaps tears for lobbed explosive shots that will absolutely kill you if you're not paying attention to spacing. Brimstone ditches the projectile model entirely for a charged laser beam. The item synergies are where the real skill ceiling lives: stacking the right two or three passives can turn a mediocre run into something that clears rooms before enemies can even fire. Finding those combinations is the whole game. Here's where I'll be honest about the friction points. Almost nothing is explained in-game. The four heart types, what devil rooms cost, which items are traps versus blessings: none of it is labelled. The community wiki exists for a reason, and experienced players tend to say you should sit with the mystery for your first dozen hours rather than tab out constantly. That's a real ask. Enemy AI patterns are also simple by modern roguelike standards: random wandering, beeline charges, stationary projectile spam. It won't challenge your mechanical ceiling the way good netcode and a real opponent would, but once you commit to learning item interactions, the difficulty comes from the run variance and tight resource management across floors rather than complex enemy choreography. The multiplayer situation is worth knowing before you buy. Local co-op works in the base game, with a second player dropping in as a small flying baby at the cost of one of your heart containers. It is exactly as chaotic as that sounds. Online co-op proper arrived with the Repentance+ expansion in late 2024, and it is peer-to-peer: good conditions mean tolerable latency, but distant connections or weak pipes will make it rough. Mods are also locked out in online sessions, which matters because the modding community is large and the Afterbirth+ workshop content is substantial. For the way most people will play this, solo or local couch sessions, none of that is a problem. The game has been live since 2014 and still pulls a daily active player count that would make plenty of newer titles nervous. The Repentance expansion did a serious job of rebalancing the whole experience, and the internal item descriptions feature added to the beta removes the biggest onboarding wall for new players. If your GPU and monitor are sitting idle between shooter queues, Isaac is low-spec, runs at 60fps on basically anything you own, and a single run takes under an hour if you're competent. It is the kind of game that fills gaps between ranked sessions and then quietly becomes the main session.

Shooters
Etiquetas
Requisitos del sistema
Mínimos
- Processor
- Core 2 Duo
- Memory
- 2 GB RAM
- Graphics
- Discreet video card Hard Drive: 449 MB available space
- Sound Card
- Yes
Recomendados
- Processor
- 2.4 GHz Quad Core 2.0 (or higher)
- Memory
- 8 GB RAM
- Graphics
- Intel HD Graphics 4000 and higher, ATI Radeon HD-Series 4650 and higher, Nvidia GeForce 2xx-Series…
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Información del juego
- Desarrolladora
- Nicalis, Inc.
- Distribuidora
- Nicalis, Inc.
- Fecha de lanzamiento
- 4 nov 2014





