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Risk of Rain 2 News

Hopoo Games Development Thoughts #17



Hi. First and foremost, thank you all so much for jumping into the 1.0 Update. It has been a ton of fun for the team to watch streams, read reviews, hang out in the Discord, and even hop in some multiplayer games with the community.

Since the update on Tuesday, we’ve been working and compiling the first targeted hotfix patch. There will also be another more comprehensive patch to follow, as with all of our previous Content Updates. Apparently, the game is not perfect. This is a collection of community responses and feedback from a variety of channels - keep 'em coming!

=== What We’re Workin On ===

Some of the things we’re checking out right now are:

• Players are getting marooned on a remote island on the final stage. This has been addressed in a hotfix today.
• Players can create infinite loops with Forgive Me Please and Soulbound Catalyst. This has been addressed in a hotfix today.
• The Server Browser has some issues with filters not filtering
• The Loader’s Thunder Gauntlet and Merc’s Blinding Assault is behaving a bit different than before the patch
• Scrap and Lunar Cauldrons have a weird interaction, where it takes more scrap than you have

Some things we’re keeping an eye on:

LAST BOSS SPOILERS: We’re really happy with the difficulty of the final boss, but some players are feeling frustrated with the last phase. Our intent was for that phase to be a bit of an “oh crap” moment, and to have some unique edge cases from item interactions Our intent was not for players to avoid good items, destroy their own build, or to feel bad for picking up powerful items. If that seems to be the best strategy, we will be changing the last phase appropriately. It is not intended to be the most challenging phase of the fight.
• Merc players feel that the base stat hits were a bit too harsh. We want to give the community enough time to learn the changes - and potentially to change item priorities - but we’re watching this as well.
• Keeping an eye on overall balance for some of the changes we made to survivors and items, and make sure everything is still fun to play.
• Players wished for more skill variants and lore entries - and felt bamboozled when they weren’t there for 1.0. We wanted to highlight that feedback here, since it’s totally legitimate and we’re listening.
• Players want to know what’s coming after 1.0! While we’re totally exhausted getting 1.0 up and done, we still have plans for RoR2 in the future. We will absolutely be supporting RoR2 after 1.0, and we’ll have some big blog posts about it once we’re ready to share.

If there are things you feel we missed or should be looked at, please leave us a comment here and we will check them out. As always, thanks again for your support and patience as we work out the kinks!

-Hopoo Games

Risk of Rain 2 Mithrix guide: how to unlock Captain

Struggling to get through the moon stage, beat Mithrix, and unlock the Captain in Risk of Rain 2? Join us as we break down how to access the moon, find Mithrix, beat Mithrix, add the Captain to your roster, and even get the Captain's secondary abilities.


After a few months spent fermenting away in early access Risk of Rain 2 has finally turned 1.0. And along with dozens of new items, enemies, and environments, there's a brand new character to unlock. The Captain is the 10th Risk of Rain 2 survivor to land on the roster, and you will need to complete the new ending to unlock them.


This takes place in the Moon, the new world added in the 1.0 release. It's a peculiar level that can get a bit tricky by the end, facing you against a boss that feels completely different to the ones we have met before. This guide covers everything you need to know to survive the fight with Mithrix and obtain the Captain as soon as possible, as well as how to unlock their secondary abilities.


Read the rest of the story...


RELATED LINKS:

Risk of Rain 2 leaves early access with a tenth character, the Captain

Risk of Rain 2 Artifacts codes: how to get all 16 Artifacts

Risk of Rain 2 will blast out of early access with a new final boss


Risk of Rain 2 leaves early access with a tenth character, the Captain

After just over a year in Early Access - and one delay - Risk of Rain 2 has officially launched. The 1.0 update arrived today, bringing with it a new final boss and the community-selected final survivor, the Captain.


As we've discussed before, the Captain is the tenth playable character in Risk of Rain 2, and he wields a gun that can shift from rifle to shotgun depending on the situation. He's also able to call down probes from the orbiting UES Safe Travels that can either provide a healing buff to everyone in range or additional armour. He has a nice captain's coat and hat, calling to mind the ones worn by Captain Haddock in Tintin's adventures.


The final stage takes players to the moon, where they're face off against the Risk of Rain 2 final boss, who is accompanied by a new set of lunar monsters. Like everything else in Risk of Rain, they're increasingly unfriendly the more time you decide to stick around. So you'll want to polish the big guy off as quickly as possible, yeah?


Read the rest of the story...


RELATED LINKS:

Risk of Rain 2 Mithrix guide: how to unlock Captain

Risk of Rain 2 Artifacts codes: how to get all 16 Artifacts

Risk of Rain 2 will blast out of early access with a new final boss


Risk of Rain 2's excellent, moody soundtrack is on Spotify and vinyl now





I've been playing a good bit of Risk of Rain 2 lately, which graduated from Early Access today. I expect I'll play hours more, but in the long run I think I'll rack up more time spent playing the soundtrack than playing the game. It's excellent, and too easily drowned out by the action. Thankfully there's a remedy: it's on Spotify now, including several new songs added for the 1.0 update. It's hard to beat the Risk of Rain 2 theme, which builds from quiet, ominous outer space ambiance to full-on electric guitar wailing over five minutes. Damn, is this song cool. Just listen to it:  Risk of Rain 2 composer Chris Christodoulou definitely rocks out a few times on this soundtrack, with most of the songs starting out a little John Carptentery as they build in intensity. For a more contemporary comparison, think the Stranger Things theme, except it keeps building until it explodes. These are strong beats. Of the many things added in the 1.0 update, my favorite is quite possibly the song "...con lentitud poderosa," which starts with some tragedy piano, layers in some mournful acoustic guitar, and finally goes big and electric, adding huge bombast to the game's final level. I'm not going to embed that one, because experiencing it in the game is too good. The electric guitar on Risk of Rain 2's soundtrack makes me want to air guitar at my desk, but its energy is way more While My Guitar Gently Weeps than Breaking Benjamin. And it's not omnipresent. Many of the tracks are content to be more atmospheric, backing up the isolated planetary expeditions you go on. For me, they're perfect work music, with enough drive and energy to them to keep my brain buzzing. I'm guessing Risk of Rain 2 will get some post-launch updates, considering how much of a smash success it's been so far. I hope those updates include a few new tracks, because I'm going to wear these ones out. Not literally, although I could, since it's also coming to vinyl via Black Screen Records. It's up for order now, but won't ship until October. Chris Christodoulou also offers the whole soundtrack on Bandcamp for a bargain $6, if you want to pay a few bucks directly to the composer of these fine fine jams.

Risk of Rain 2 review





I fall for Risk of Rain 2's trick every time. An hour into a good run my character is plastered head-to-toe in bizarre power-ups, like a katamari rolled through a novelty shop. Yes, I have three teddy bears strapped to my thigh, but those are important, because teddy bears have a percentage chance of blocking all incoming damage. Obviously I have seven needles stuck into my head. How else am I going to massively increase my attack speed? When I'm loaded down with dozens of items, Risk of Rain 2 always fools me into feeling unstoppable. "I am a golden god" echoes through my mind. And then something hits me so hard it knocks the godhood right out of me, and whoosh. Dead in an instant, game over. How did I ever think three teddy bears would be enough? What is it? Clear skies, full loot, can't lose
Expect to pay $20/£15
Developer Hopoo Games
Publisher Gearbox Publishing
Reviewed on GTX 1080, Intel  i7-7700K , 16GB RAM
Multiplayer? 4-player co-op
Link Official site Risk of Rain 2 is a roguelike less concerned with where you're going than the loot you pick up along the way. 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. This suited the game fine. 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. But it doesn't really change what Risk of Rain 2 does so well. 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. 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.  The idea here is as basic as videogames get, and yet Risk of Rain 2 does it far better than most similar games I've played. Part of that is its unwavering commitment to power creep. It does not try to reign in numbers, to make sure you can't do too much damage, to make sure no combination of its dozens of items is exploitable. This game knows that all the fun is in that exploitation, of shredding a boss to mincemeat in five seconds and howling with delight. Each character—there are 10 of them, with wildly different playstyles and items that suit them best—has its own satisfying exploits. One of my favorites is the Engineer, who moves around slowly and throws out a pile of explosive bouncy balls as his main attack (it makes me think of a McDonald's employee tripping and launching an armful of plastic ball pit balls into the air). The Engineer's real power comes from a pair of autonomous turrets he can put down. A good Engineer is always on the lookout for Bustling Fungus, an item that heals you and nearby allies if you don't move for two seconds. Guess what never moves? Turrets! Stack Bustling Fungus and stand still next to your turret to heal twice as fast. The turrets share your buffs, gaining other benefits like attack speed and crit chance. 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. I watched one of my turrets get destroyed by a boss, only to magically reappear three seconds later. 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.  Risk of Rain 2 isn't worried about giving you absurd abilities because it knows that it'll out-power creep you, eventually. 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. 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. 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 all works because it feels so good to play, which may be surprising if you've only looked at screenshots. Risk of Rain 2's characters appear tiny against the vast landscapes you run through. Jumps are generously floaty. The graphics are simple, nothing that would've looked shocking on a PC 10 years ago.  But characters move and aim precisely as you whip the mouse around, and everything in the game has been built to scale up aggressively. The floaty jump is suddenly welcome when you've tripled your move speed. 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. 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. My favorite of the new batch is the Loader, who's essentially Ripley in her exosuit in Aliens. Loader is all about heavy melee hits, with a charge-up super punch that sends you careening across the map. At first I found it clumsy, because it kept launching me away from the action. 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.  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. 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. But they have a vibe. The emptiness is actually compelling. 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. I promise I'm not just being whimsical. I can tell Risk of Rain 2's developers fostered this sensation with care. 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 don't care much about the story, but I adore the secrets, of which there are many. Many of the characters are unlocked in strange, opaque rituals that are trivialized by a walkthrough or wiki page, but magical to imagine stumbling open myself. There are stages you can only reach by performing some arcane procedures, opening alternate teleporters or jumping outside what appears to be the bounds of a stage. Most of these I experienced through friends who'd already unlocked them, which brought back the experience of leading someone to a hidden door in Wolfenstein 3D or being shown a secret exit in Super Mario World. There's a strong spirit of playground discovery in Risk of Rain 2 that I don't think I've felt in a game since I deliberately played Fez without a guide. Even if you look them all up, there's still fun to be had in discovering how much more there is to find in these stages than it first appears. I've spent most of my time with Risk of Rain 2 in co-op with two or three friends, and that's how I'd recommend it to most people. Singleplayer just doesn't deliver the scale I'm after, the madness of countless enemies and damage numbers on screen, and playing solo dilutes some things I like about the game. It's perfect for a Discord hangout. While you're searching for the teleporter in each stage and fighting smaller clusters of enemies, you chat about life, and what this item or that one does. You can half pay attention. And then you reunite and focus up to take down a boss. In multiplayer, there's a nice ebb and flow. Solo, I found the hunt for the teleporter and items grow tedious more quickly.  Still, ascending that power curve is hard to resist either way. There are still items I've never seen, and chests that I haven't unlocked, gated behind a timer that demands a speedrunner's pace to open. I'll open one someday—once I've unlocked the alternate abilities for every character, probably many months from now, on a random Sunday my friends and I all happen to be active in Discord at the same time with an hour or two to kill. Dabbling in godhood is an all-seasons sport.