Curto bastante a ideia do jogo de te desafiar a quebrá-lo, juntamente com você não precisar "pensar" enquanto joga.
Tenho muitos momentos bons com amigos de apenas entrar no jogo e ficar falando sobre coisas aleatórias.
Sinto um pouco de pena pela má administração que a Hopoo Games teve com ele no inicio, e logo após passar para a Gearbox foi deixado de lado pela mesma. Fico muito contente que eles perceberam o erro e estão começando a dar mais atenção para o game (pelo menos é o que prometem).
Tenho muitos momentos bons com amigos de apenas entrar no jogo e ficar falando sobre coisas aleatórias.
Sinto um pouco de pena pela má administração que a Hopoo Games teve com ele no inicio, e logo após passar para a Gearbox foi deixado de lado pela mesma. Fico muito contente que eles perceberam o erro e estão começando a dar mais atenção para o game (pelo menos é o que prometem).
An insanely fun roguelike with an unexpected amount of depth. One of the things I most appreciate in roguelikes is getting to make choices, and RoR2 gives you a ton of strategic choices to make as you progress through a run, and a ton of variety in builds to where no two runs look the same.
The music is top-notch and never gets old, the modding community is pretty big and installing mods is pretty trivial, and the art style is pretty unique even if I personally would make the colors more saturated. The items and lore bits you can find are also really interesting and filled with character.
My biggest complaint is probably that the longer a run gets the probability of dying to some weird bullshit where you can't even be sure of what happened steadily approaches 1. I can't really knock the game too much for it considering that such things are to some extent inevitable in a roguelike since the devs can't fully account for every possible situation, and there are features here to mitigate such things like one-shot protection, but I do wish that the game made it more clear what exactly killed you sometimes. A list of the last few damage sources that hit you would go a long way to understanding what exactly you did wrong.
The music is top-notch and never gets old, the modding community is pretty big and installing mods is pretty trivial, and the art style is pretty unique even if I personally would make the colors more saturated. The items and lore bits you can find are also really interesting and filled with character.
My biggest complaint is probably that the longer a run gets the probability of dying to some weird bullshit where you can't even be sure of what happened steadily approaches 1. I can't really knock the game too much for it considering that such things are to some extent inevitable in a roguelike since the devs can't fully account for every possible situation, and there are features here to mitigate such things like one-shot protection, but I do wish that the game made it more clear what exactly killed you sometimes. A list of the last few damage sources that hit you would go a long way to understanding what exactly you did wrong.
so much cool, ok the graphics are not detailed but the base game is 2 GB!!
and it's awesome! And the graphics are refined rather than simple.
- All the different objects allow complex and varied builds, same for survivors.
- It can be played alone or with others
- mod support so more items!!
- musics are sooo cool, some times it's like pink-floyd and sometimes it's remind me some C418 music (Minecraft) or Lena Raine (Celeste)
It is a very well done job
and it's awesome! And the graphics are refined rather than simple.
- All the different objects allow complex and varied builds, same for survivors.
- It can be played alone or with others
- mod support so more items!!
- musics are sooo cool, some times it's like pink-floyd and sometimes it's remind me some C418 music (Minecraft) or Lena Raine (Celeste)
It is a very well done job
I really wanted to like this game. I played the original Risk of Rain back in 2015 and loved it. So when I heard that the game has gotten a sequel that I missed and that it was allegedly quite good I was excited. I picked it up with basically no hesitation.
I was unfortunately quite disappointed when I finally got into my first run. My first few runs were disappointingly easy, which surprised me. I guess perhaps my knowledge of its predecessor transferred over but the game never made me feel nearly as challenged as I did in the original. And when I did die, it always felt like it was a result of the game spawning enemies out of my line of sight to attack me from places I wasn’t aware of. Every new world the game thrust me into looked and felt exactly like the last, barren, ugly, and larger than necessary. I believe the worlds in the original Risk of Rain could get away with this scale given its 2D graphics but in Risk of Rain 2, the emptiness of these worlds is truly apparent. The gameplay is much the same, in Risk of Rain 2013, the limited movesets of the characters felt like a fun game of micromanaging cooldowns but in Risk of Rain 2 I found the most effective strategy to spam as many attacks as possible, especially as many of the few moves of each character blended into each other in aesthetics. The interesting items of Risk of Rain 1 were also greatly weakened by a transition to 3D. In the original when my character shot off a missile I could see where it ended up and be satisfied that it was helping to protect me. In the sequel the missile is equally likely to fly to a point I could not see and hit an enemy I didn't know was there.
In all, I simply believe the transition to 3D is a poor choice for the gameplay of Risk of Rain. It turns these massive, interesting, and beautifully sprited worlds of the original into bland, basic cell-shaded unity worlds that all look the same. Ironically, I believe the addition of a 3rd dimension strips a lot of the depth away from the original.
I was unfortunately quite disappointed when I finally got into my first run. My first few runs were disappointingly easy, which surprised me. I guess perhaps my knowledge of its predecessor transferred over but the game never made me feel nearly as challenged as I did in the original. And when I did die, it always felt like it was a result of the game spawning enemies out of my line of sight to attack me from places I wasn’t aware of. Every new world the game thrust me into looked and felt exactly like the last, barren, ugly, and larger than necessary. I believe the worlds in the original Risk of Rain could get away with this scale given its 2D graphics but in Risk of Rain 2, the emptiness of these worlds is truly apparent. The gameplay is much the same, in Risk of Rain 2013, the limited movesets of the characters felt like a fun game of micromanaging cooldowns but in Risk of Rain 2 I found the most effective strategy to spam as many attacks as possible, especially as many of the few moves of each character blended into each other in aesthetics. The interesting items of Risk of Rain 1 were also greatly weakened by a transition to 3D. In the original when my character shot off a missile I could see where it ended up and be satisfied that it was helping to protect me. In the sequel the missile is equally likely to fly to a point I could not see and hit an enemy I didn't know was there.
In all, I simply believe the transition to 3D is a poor choice for the gameplay of Risk of Rain. It turns these massive, interesting, and beautifully sprited worlds of the original into bland, basic cell-shaded unity worlds that all look the same. Ironically, I believe the addition of a 3rd dimension strips a lot of the depth away from the original.
Ben Roguelike oyunlarını çok severim. Bu oyunda oynadığım en iyi Roguelike oyunlardan birisi. Oyunu açıyorsunuz, karakterinizi seçiyorsunuz ve aksiyona başlıyorsunuz. Ben oyunlarda bu karakteri build etme her oynanışta farklı hissettirme muhabbetini çok severim, oyun bunu size dibine kadar veriyor. Aynı zamanda süre çok önemli; yeterince hızlı olmazsanız düşmanlarınız sizden önce gelişiyor ve hasar veremeyecek hale geliyorsunuz. Tüm Roguelike sevdalılarına önerilir.