Reviews from

in the past


>stacking buffs
>lots of numbers on screen
>explosions
>death

Neurons Activated

You offer to the shrine, but gain nothing
You offer to the shrine, but gain nothing
You offer to the shrine, but gain nothing
You offer to the shrine, but gain nothing

I was a big fan of the first one, and even more so of this one. While these types games are great at making you feel powerful, they also tend to lose their fun once you make it far enough.

I'll probably still play now and again, especially with the upcoming content update. Definitely worth checking out if you enjoyed the 1st or like rouge-likes in general!

I'm putting this as completed because technically I beat this... on drizzle... on online co-op with old friends who know this game very well. basically I'm writing this and journaling it just so I can remind myself I actually did play games in jan '22, and because I probably won't be playing this much more. I've tried some single-player runs, but I am complete garbage at this game and it runs at like 20 fps on my computer on the lowest graphics settings, so I've had my fill.

I'm not a roguelike fan, and beyond a couple titles like vanilla BoI and gungeon I have rarely interacted with the genre. I don't mind the focus on replayablity (I play arcade games all the time after all) but it's the RNG that usually gets to me; I hate feeling like a run was wasted because I ended up with items I couldn't exploit as efficiently as other item sets. this game thankfully has a much more balanced item pool in my opinion, and very rarely in runs have I ever picked up anything that felt completely superfluous. the combat is as frenetic as you can get for a third-person shooter, though base movement is sort of slow, even when running. enemy variety is well-done and each level feels unique, which is especially impressive given that the layouts never vary (something I honestly appreciate). getting shown all of the secret-ish areas like bazaar between time and void planes was cool too, though I'm not sure how I feel about having to sit through void planes every time you wanna do a viable run (I'm sure better players don't have to but still). all the bosses were solid too, even though I feel like the throngs of enemies that overwhelm you at the teleporter site are even more dangerous. probably will still pick this up occasionally when friends want to play, but I think I've gotten a good taste of the game by this point and won't be touching it any more on my own.

Bradando o logaritmo como a mais satisfatória arma do mundo, Risk of Rain 2 é um dos melhores exemplos de progressão no gênero de roguelikes. O ritmo de cada run sempre segue uma premissa exponencialmente absurda, mares de inimigos ao ponto em que você não sabe o que tá saindo de você e o que tá entrando em você; itens e personagens criativos dando muita brecha para experimentação, não faltando vias para reconstruir um personagem azarado em uma máquina de matar; cada segundo uma decisão estratégica, otimizando rotas e contas de padaria, demolindo o que tiver pela frente. O maior defeito que vejo é o de como pesa à máquina o dever de calcular todo esse carnaval - o endgame roda igual raid de MMO em 2008.

O primeiro Risk of Rain foi minha introdução ao gênero, e até hoje poucos roguelikes conseguem atingir o maximalismo atmosférico do primeiro - superá-lo em um salto dimensional na primeira tacada é impressionante.


Having a whole ass difficulty setting that just laughs at the player is a genius meta joke about the fact that the game is fundamentally broken and the devs will forever laugh at you for actually enjoying it.

ive got over 100 hours on this game now and i still havent gotten enough of it. MAN this game is really hard to even describe just cause how fast paced and fun it is. Pretty much youre a lil dude who runs around killing enemies for gold to unlock chests in order to collect items that make you sick. These said items stack and have pretty cool abilities.

It plays like a third person shooter roguelike which i personally have never seen outside of this game and MAN does this weird genre hybrid work so well! ive been playing the fuck out of it for the last two months or so now and i cant express my infatuation with this game. I would 100% give this game a shot if you dig the feel of mowing down enemies and progressively making your character incredibly busted!

Every time I come back to this game I have a blast with it, but I really only find myself coming back to it for a round or two every couple of months. The game has a lot of things that really make it click and a lot of elements that really... don't. Oftentimes they're the same features!

Risk of Rain 2 is really good at producing those runs that would be really memorable in any other roguelike - the ones where it feels like RNG has made everything come together. You've got a coherent build, the random elements have mainly been on your side and now you stroll through the levels completely uninhibited, a walking god. My primary issue with Risk of Rain 2 is that these are just... too easy to get?

Given that just by surviving you'll get new items that make you stronger, the difficulty of any given run tapers off pretty hard. Even playing on the highest difficulty (Monsoon, the one available in standard game modes) doesn't do a whole hell of a lot to change this, with the first ten minutes still being that same waiting game to see whether you get wiped, or if you live long enough to get items. After this point, it's possible to die if the game ratfucks you by spawning enough of a couple particularly annoying enemy types, but given a few runs and enough knowledge of the monsters, your run is more likely to end when everyone in the party is able to one-shot the entire screen with a single mouse click, with everyone sitting down to decide "should we one-shot the final boss now, or wait another loop?"

It never really feels like there's a middle ground where you're just scraping by - unless you're playing with friends. If you die, your friends can revive you by beating the level, which means you've missed out on an entire stage worth of items and are more likely to die in the upcoming stage, thus repeating the cycle until you're just repeatedly getting one-shot by the one enemy your friends weren't able to wipe out with AoE attacks. Frankly I wish there were a more multiplayer-friendly character, a more support-oriented class. Yes, it would be less optimal than just pumping out damage, but currently the only Survivor who can really protect allies is the Engineer, and that's not really an active decision on their part. I want something that can enable the group I'm playing with to have fun.

Side note: Yes, you can play with Artifacts on - big gameplay modifiers that are typically presented as a tradeoff (enemies drop items, but chests no longer spawn, etc), but in my experience you will never get a party of people to agree on this since everyone has a love/hate relationship with each individual Artifact (except for the purist, who hates all Artifacts).

Looking back over what I've written so far, it sounds far more negative than the 9/10 I've currently given this game. But I think both the rating and what I've said so far accurately represent my feelings about this game: this game is great when things are going well, but there are so many ways that fun can be soured - die too early, die too often in multiplayer, get your ass cooked by 40 elder lemurians at once, die because you picked up too many movespeed items, or reach the point where you can one-shot your entire screen (which, admittedly, is fun for a little while in the same way that enabling cheats is in any other game). There are so many ways this game can suck. As mentioned before, though, if you can stop yourself from dying early and survive long enough to get a few items, steadily ramping up your power to ludicrous levels is so gratifying despite being far easier to do here than in any other roguelite I've played.

If you have any interest in roguelites and aren't turned off by this one being a shooter, give it a shot. Playing with friends might help you get into this game, but if you're having an awful time due to some of the elements listed above, I'd suggest playing on your own and looking up how to unlock some of the other characters since the ones you start with have (in my opinion) some of the least satisfying gameplay hooks of any of them. Try not to take too long looting each stage once you've found the teleporter - the difficulty constantly ticks up as time goes on and spending too long looking for items is a deathtrap, especially on higher difficulties.

Genuinely love this game. What a damn good time.
Incredibly addicting and satisfying gameplay loop that does such a good job of making you feel more and more powerful.

Usually I need good cross-run persistent progression for me to get into a rogue-ike, but Risk of Rain 2 has such good gameplay that I always wanted to jump back in and play another round. Though, if I could change one thing I do wish there was more that carried over between runs beyond lunar coins and unlocks. Let me permanently upgrade my favorite classes!

+ Top tier gameplay that feels good
+ Great power trip
+ Good aesthetic and music to match

- No real cross-run persistent progression

Had my first clear and absolutely broke the game with a turret build. Can't wait to break it again.

a quantidade de diversão que esse jogo trás é absurda, eles conseguiram aperfeiçoar a formula roguelike e fazer o que nenhum outro teve coragem... A PORRA DE UM MAPA 3D

E a OST é absurda de boa

Once you know what your doing, this game becomes one of the most fun almost sandbox like games to test insane item combinations out on your enemies until your computer explodes. its incredibly fun multiplayer too.

congrats to the loader on her gender transition between risk of rain 1 and 2

“We have to be careful there’s a risk of thunder out tonight”
“What about rain?”
“Yeah there’s a Risk of Rain 2”

Bravo.

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This is the frogs of roguelike video games (frogs are the best animal)

RoR Returns is cheaper.

I've always had a bit of a deep dislike for this game bubbling in the cauldron of my soul. The Roguelike lovers around me all adore it, sing its praises and chant in a circle to beg for more DLC, but I've always bounced off of it for reasons that were hard to articulate.

I think I know why, now.

To me, the best runs in the Roguelike/Roguelite genre are those middle runs. Where you're strong enough to win if you're good at the game, but weak enough that you have to actually pay attention and engage with the mechanics. Wins are bought from a boss' jaws with a toll of sweat, exclaiming "fuck that almost hit me fuckfuckfuck" and leaning forward in your chair. Runs like these are why I hold Roboquest, Dead Cells and FTL as the holy trinity.

Risk of Rain 2 has two types of runs: Either RNG screws you over and you die due to a functional inability to do meaningful damage which, coupled with ever-increasing enemy spawns, result in you dying. This is a checkmate run; it's over past a certain point, but that point isn't when the run actually ends.

The other type of run results from RNG favouring you, at which point the game becomes the same type of mindless adult stim toy that Vampire Survivors and its ilk are. RoR1 and its remake are far more granular, demanding you as a player engage with a balancing act between grabbing items and managing the difficulty meter steadily ticking upwards. In a ways, you could argue RoR1 was one of the first extraction shooters because of this - though I wouldn't.

RoR Returns is cheaper.

RoR2's real issue is that, having transitioned to a 3D space (which looks awful, by the way, this is not good minimalism), there's more space. More space, means more items and cash chests and recycling stations and shops and printers and everything. Combing the map will almost assuredly guarantee a good roll, resulting in a mechanical checkmate in your favour. Yes, the difficulty meter is still there, but it's vestigial in ways not even puppygirls could take delight in. What use are harder enemies when this game doesn't so much snowball as it does avalanche?

I do not inherently believe games are bad for being easy, but I do think the worst roguelikes are easy, and RoR2 is child's play most of the time. When it's not child's play, it reveals a very undercooked foundation that even 4 years after release still feels like it wasn't left in the oven for the duration specified on the back of the box.

Looping back to the actual space this game occupies, I've always found the map design to be a little obnoxious. The maps are, for the most part, simultaneously far too large and yet far too small for the kind of game RoR 2 is. They're not very pretty either, but I could forgive that if they didn't feel awful to navigate which is in part due to how bad movement in general feels. It's tolerable without speed boosts, though agonizingly slow, but speeding up even a little leaves the game feeling floaty and loose, like Ultrakill if V1's feet were made of rubber and everything was a gym floor.

There are things to admire about RoR2, namely the music and character designs, but they're all upstaged by the gameplay (as this is a videogame) and the main attraction is lacking.

RoR Returns is cheaper.

I have played way too much of this game. Still one of my favorite rougelikes, there are just so many different ways to build your character it's great! The DLC is lots of fun but if you play with certain artifacts it makes runs a little busted.

This review contains spoilers

Risk of Rain 2 is a game about dying.

That may seem like a pretty non-unique statement to make about a roguelike game, considering the genre as a whole is unequivocally fixated on death at the conceptual level, but now that I've come back to this game after a few months of feeling like the single player mode just wasn't really clicking for me, I think I can make a pretty good case for just what makes Risk of Rain 2 special in not just being a game about death, but also being the best roguelike I've ever played.

Let me start with the easy stuff and not leave it merely implied: You're going to die a lot in this game. It will also be frustrating. You'll have some runs were it feels like you can't catch a break and buckle under the pressure, or maybe you just made one crucial error that converted a winning run into a quick visit back to the character selection screen. What I find most interesting about this game, especially as a roguelike, is how detached the game's narrative is from these repeated deaths. It doesn't matter what survivor you picked, doesn't matter whether you died in the Aphelian Sanctuary or during Commencement, and it doesn't matter whether you defeated Mithrix, the Voidling, or obliterated yourself from existence. Most roguelikes/lites either eschew a greater narrative, in the process relegating whatever semblance of story they contain into set dressing for the gameplay to occur within (like Nuclear Throne, for one), or establish a narrative that ties the genre's innate replayability into itself (Like Hades or The Binding Of Isaac: Repentance), but RoR2 does neither of these things. The game has a greater narrative found within the Logbook entries, and while some may be critical of how the act of playing the game is essentially divorced from the story/lore of the game, I think this is a really good decision. Your character, along with everyone else who came to Petrichor V on the Safe Travels, does not care about what has happened to Petrichor V. The only thing you're principally concerned with is recovering as much of the cargo that was lost from the Contact Light in the first game. I don't think it would have been wise to try and place your actions into the greater context of the conflict between Mithrix and Providence, and I think it's smart that the Logbook gives any player who wants to better understand what has happened a dedicated space to digest the story, not just because I think it's important to have that space available for those who want to use it, but because I think the story is worth involving yourself in beyond the minimum the game requires you to.

I won't attempt to sum up the story or point to crucial item descriptions, I think you're capable enough of searching for the specifics yourself whether through the game or the plethora of YouTube videos on the topic. I feel kind of stupid admitting to this, but I find the tragedy of Mithrix and Providence to be genuinely compelling in the same way I find a lot of other dynamics revolving around familial strain compelling. It's probably because I have a twin sibling, but that kind of stuff just hits me really hard when I see it, and the relationship Mithrix and Providence are no different. I know there’s a lot of parts of the lore that paint Mithrix as commanding and generally being pretty bossy to Providence, but I can’t imagine that making the choice to betray his brother and trapping Mithrix on Commencement was an easy thing for Providence to do. I want to think the two of them genuinely loved each other and that choosing to separate himself from his brother was the hardest thing Providence ever had to do, even if he knew it was what needed to be done for the safety of the creatures of Petrichor V. I can’t ever imagine Providence was ever happy with himself for what he did to Mithrix, especially considering how the presence of Lunar items on the various parts of Petrichor are Mithrix’s attempt to gain control of some beings on Petrichor in order to destroy the order Providence wanted to maintain. Whenever I find myself thinking about the two of them, it’s pretty inevitable that I end up thinking about my sibling and I, imagining us in some unreconcilable conflict, creating a point in our lives where everything changes irreparably. It’s a relationship that dies, and there’s such a compelling emotional weight that makes itself known in RoR2 once you understand this part of the game.

Adding to this weight is the game’s phenomenal music from Chris Christodoulou. Most tracks wear their influences pretty heavily on their sleeves, and it’s all just so damn good. I lack to necessary knowledge to really dive into just why the music in this game sounds and feels as great as it does, but I think I can safely say that RoR2 has some of my favorite tracks in any video game. Commencement’s ‘con lentitud ponderosa’ is undoubtedly the best final level music I’ve heard in a game, and it’s pretty much the main reason I choose to not loop almost every run I play. It’s a song that feels like dying. It starts so quiet, so unassuming, a much slower, much more pensive take on ‘Coalescence’ from the first game, and then it just blows up in your face. It feels so powerful yet isolated, all this energy and raw emotion with nowhere it can go. It’s the last defiance in the face of an inevitable death, a constantly squirming and writhing melody that seems to beg out for something, anything to be different, to be capable of pushing away the ending you know is coming, and just like that, it fades away. It dies.

I can’t help but feel like this game blows my mind every time I finish a run. The gameplay feels like this once in a lifetime mechanical achievement that’s unlike anything I’ve ever played before, it’s story is understated and full of enough ambiguities for you to endlessly read into, and all of it is just melds together so cohesively. Risk of Rain 2 is a game that is more than the sum of it’s parts, and it’s a game that will live on in my memories for a long time.

This game is such total bullshit

pincho en los huevos droga al calcetín

One of the most immediate and ludicrously fun things I’ve played in God knows how long. Class diversity that makes every survivor feel like you’re playing a completely different game (so far my favourites are Huntress and Loader), items that all have their uses, you have things that appear useless on one class that are ungodly powerful on another and you can recycle them for the chance at better ones, not to mention how the effects all stack, insane scaling which’ll ensure either you or your enemies will end up broken overpowered before the end of the run, and just all the secrets and little polishes throughout. I also really love it’s art style, with lots of vibrant, solid colours and this unique, ethereal kind of atmosphere that I really haven’t seen anything else like. Only flaws that come to mind are how buggy it is on console, and no item sharing in the multiplayer, so unless you’re playing with friends you’re probably going to have that one asshole hoarding all the items. Other than that though, a contender for one of the best roguelikes I’ve played. I bought it on sale for $8 and honestly feel like I got away with highway robbery.


Spending 2 hours in a run and die to a bipedal salamander

A great game to play both solo and with your friends. Many of the survivors have plenty of different playstyles to test and see which is the best. Plain and simple, this game is about loot and kicking ass, while traversing 5 stages, each getting harder until the final stage.

The game is really fun but I think I've encountered a glitch...
Basically everytime I choose the character named "Huntress" a huge big ass appears on my screen and keeps moving with the character, I just cant focus like this and I keep losing all my runs because of it!!

genuinely one of the best roguelites ever for these four reasons:

1. amazing music and environment design
2. doesn't overstay its welcome; it's clear when you've seen everything there is to see
3. mercifully concise. i love long-winded VNs and RPGs but they keep putting millions of words in games that don't need them these days
4. the music's good (i'm saying it twice cos it's that good)