Reviews from

in the past


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

Neurons Activated

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.

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

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.

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.

This game is real fun with friends. It's also hard. But then again, so am I when I play this game.

every run is exactly the same because basically the only items are stat ups. its the worst when your friend dies and then you have to listen to them play tiktoks through their mic for the rest of the round (i'm the friend)

This is my favorite rogue-lite of all time. It is the only game that I can think of that maintains its challenge whilst also becoming a god of absolute destruction. The excellent soundtrack also helps to egg you on during runs. All of the characters feel distinct and offer different gameplay experiences. Also, Risk of Rain 2 has a very robust modding scene which helps when things start to get stale.



tendo terminado uma run completa do jogo depois de inúmeras tentativas falhas, acho que consigo dizer que esse é um dos, se não o, meu roguelike favorito. não exatamente da mesma maneira como Hades, até por que aqui história não é o foco.

a principal questão que torna esse jogo tão divertido é o potencial extremamente caótico dele, graças a quantidade absurda de buffs que você consegue ganhar em uma run, e a enorme capacidade de customização do seu modo de jogo. Depois de aproximadamente 20 minutos de gameplay parece que você está sobe efeito de cocaína e virou um barril inteiro de energético e tudo isso só melhora ao desbloquear os artefatos que tornam o jogo ainda mais caótico. simplesmente a maior mindless fun que eu tive esse ano.

art direction is through the roof, such a beautiful game that runs really well, it plays phenomenal and rarely gets old, the music ohmyfucking god, don't like the new maps but i wish i played this as often as i used to. play this with friends

you know that one video of squidward crying after trying a krabby patty for the first time

Survivor ve item modları ile oyun daha da otistik oluyor

This game changed my life, and for good

this one isnt about the weather either!!!

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.

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.

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!

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

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.

Amazing fun with friends, but every run tends to feel the same with how little items there are and how they stack. The lack of content is really the only thing holding the game back.
Modding community really saves this game.

I wish real life worked like this.
I want to drink 30 coffees and put a feather on my head, and then start flying and noclipping through New York.

Um rogue-like coop bem dinâmico e com boas variações de runs. A arte aqui é extremamente linda e bem feita.
O jogo peca por ter muito pouco de meta-progressão e pelas runs exageradamente longas, ficando as vezes cansativo ou frustrante

the developers gave this game's rights to the hello neighbor team and even god himself trembled

You offered to the shrine and gained nothing
You offered to the shrine and gained nothing
You offered to the shrine and gained nothing
You offered to the shrine and gained nothing
You offered to the shrine and gained nothing
You offered to the shrine and gained nothing
You offered to the shrine and gained nothing
You offered to the shrine and gained nothing
You offered to the shrine and gained nothing
You offered to the shrine and gained nothing
You offered to the shrine and gained nothing
You offered to the shrine and gained nothing
You offered to the shrine and gained nothing
You offered to the shrine and gained nothing
You offered to the shrine and gained nothing
You offered to the shrine and were rewarded!
You picked up (x1) Bison Steak


this game is such an innovative and inspiring rouge like i have so much fun playing this with my friends and i really admire the lore and every little detail that is in this game i will definitely be dumping serval more hours into it

A fun cooperative experience - playing this game with friends is a blast and with all the diferent characters and the different abilities and challenges, this has a lot of replay value and playing this with a group of friends really brightened up my nights. The bad things for me are that there are not a lot of map variety, which can lead to some repetitive gameplay and after you hit the teleport, all the money that you have cannot be used on chests left out and it going to xp is kinda lame - this money should have some other use on items, in my opinion. But otherwise, it`s a fun little game and worth checking out if you looking on something to play with your friends.

This game knows how to have fun, just by letting you constantly stack cool abilities and play with your friends. Cool visuals and cool effects.

a 10/10 album??? that comes with a free game????
seriously though, this is the most videogame ost to ever videogame ost. I can't think of any ost that comes close to the level of this album, maybe minecraft, but that's all.
man put his whole Christodouloussy in it (stolen from youtube comments)
even if you played ror2 a lot, please, listen to the ost separately. It is worth it, unlike with the most other soundtracks I heard