To me, it felt like an upgrade to Gunfire Reborn in almost every way. The movement feels way more fluid and with the use of gadgets you can literally fly through some of the stages. Gun and enemy variety is also there and at the higher difficulties the game actually becomes a good challenge.

But what irks me the most about this game, and it's a complaint I had about Gunfire Reborn as well, is that so many of the higher rarity items follow this blue print:

"Increases (some random stat) by a marginal amount but now there's a percent chance that your head blows up when opening a door."

Here's one directly from the game: "Deals 22 cryo damage to enemies damaging you but taking damage has 10% chance to freeze you."

WHY WOULD I PICK THIS UP? I ALREADY DON'T WANT TO GET HIT WHY ARE THERE SO MANY ITEMS ABOUT GETTING HIT. I still don't think any roguelike I've played has done the "get this but lose this" kind of item balancing as well as Lunar items in ROR2.

Both this game and Gunfire Reborn feel like they're filled with them and they always feel useless to the point I almost never pick them up. I don't think they're very fun in this game and tend to pollute the loot pool.

Other than that though the game is pretty solid, but I must mention how B.S. the second phase of the final boss is, literally like 4 different "fuck you" attacks.

Reviewed on Apr 14, 2024


Comments