1/1/2023 0 Comments Risk of rain 2 gameplay![]() ![]() I don't care much about the story, but I adore the secrets, of which there are many. Despite being a game with no dialogue and no cutscenes except for when you boot up the game and after you slay the final boss, there is a story here, told in log entries you can hunt down and unlock for the items and enemies and environments. I can tell Risk of Rain 2's developers fostered this sensation with care. In the brief moments between the screen being covered in lasers and explosions and numbers, I feel like a marooned explorer in a strange land, and I want to know more about it. Its levels, which have some randomness to them but feel mostly familiar, are big but mostly empty, just dotted with item chests to find and a teleporter to activate to leave the stage. There is almost nothing to do in Risk of Rain 2 except focus on the action-you're not making decisions about level up points or collecting ammo or dealing with any resources except money. But then I learned to pair it with my utility ability, a grappling hook, tethering to enemies before smacking them and then bungeeing back to catch them on the rebound. At first I found it clumsy, because it kept launching me away from the action. Loader is all about heavy melee hits, with a charge-up super punch that sends you careening across the map. My favorite of the new batch is the Loader, who's essentially Ripley in her exosuit in Aliens. Risk of Rain 2 nailed all of these things on its first day in Early Access, but since then it's added several characters, and I've enjoyed learning all of them. The vast, mostly empty levels take you minutes to cross in the beginning, but only seconds when you can quadruple jump across a gap or have an item that launches you forward out of a sprint. The floaty jump is suddenly welcome when you've tripled your move speed. But characters move and aim precisely as you whip the mouse around, and everything in the game has been built to scale up aggressively. #Risk of rain 2 gameplay PcThe graphics are simple, nothing that would've looked shocking on a PC 10 years ago. Risk of Rain 2's characters appear tiny against the vast landscapes you run through. This all works because it feels so good to play, which may be surprising if you've only looked at screenshots. I'm bored by loot games that give me a sword with slightly better stats, but I love how Risk of Rain condenses an entire power curve down into an hour, and instead of getting better equipment, I'm stacking ukuleles that make all my attacks radiate electricity to nearby enemies, or feathers that let me jump five times without touching the ground. ![]() This game revels in damage numbers, not because you need to pay attention to them, but because it knows that the fun of power creep is seeing three hundred unreadable numbers layered on top of one another, habanero red crits peeking out. The difficulty level ticks up and up the longer you play until it reaches the infinitely scaling challenge of HAHAHAHA, eventually spawning piles of boss enemies with six-figure health pools on top of you the second you load into a new stage. Risk of Rain 2 isn't worried about giving you absurd abilities because it knows that it'll out-power creep you, eventually. It didn't really matter-I could've just put down a new turret-but I love that the game plays fair with its items, and allows for those sorts of discoveries. I watched one of my turrets get destroyed by a boss, only to magically reappear three seconds later. The last time I played as Engineer, I picked up a rare item that would revive me if I died, though it would only work once. The turrets share your buffs, gaining other benefits like attack speed and crit chance. On the screen you're shooting and slicing your way through a bizarre menagerie of creatures on alien worlds, but what you're really doing is compulsively climbing a finely tuned power curve again and again and again. Like Slay the Spire, Risk of Rain 2 is a game about finding items that make you stronger in ways both obvious and unpredictable, stacking and stacking and stacking until you're perched on Olympus. But it doesn't really change what Risk of Rain 2 does so well. It's nice that it has an ending now, a grand final stage and boss fight that gives me an out before I've accidentally gone two hours without blinking. For the last year it spent in Early Access, it actually didn't even have an ending, just an endless sequence of repeating levels that threw more and more enemies at you until you succumbed to the inevitability of math. Risk of Rain 2 is a roguelike less concerned with where you're going than the loot you pick up along the way. ![]()
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