ROR2 – Taking A 2D Game to 3D
It’s important to set the stage, and in 2013 Chucklefish and Hopoo Games did just that with the release of Risk Of Rain, an indie action platformer with massive roguelike elements like permanent death as their main primary feature, but also everchanging elements and random spawning enemies and bosses. The game currently stands as “Very Positive” (93% positive) on steam with over 25 thousand reviews. It’s also significant to note that the dev team at Hopoo games who put the whole thing together was made up of two students from the University of Washington.
It came as a bit of a surprise in 2017 of the announcement of a sequel that would be done in 3D; Risk Of Rain 2.
Want to get a quick feel for it? Here’s the soundtrack to listen while we read on.
ROR2 Release & Updates
Very often games released into early access can be a shot in the dark with a goal of quick funding and cashout, leaving indie games with massive issues. However, this is one that is completely the opposite. The game dropped with an opening weekend of buy 1 get 1 free weekend, surprising everyone with their release almost out of nowhere, and with more than a few updates since release, the team has continued to impress. Also new in Risk Of Rain 2 is their publisher – Gearbox Publishing, who have provided a ton of help in terms of QA, PR, marketing, as well as support designing community outreach and guaranteeing that the game was as stable as possible on launch.
The developers have continued to value QOL improvements and are highly engaged in the community, dropping tidbits of direction information and fixes they’re working on. Other studios please take note.
In terms of feedback, QOL is typically the most actionable one. We do listen for overall community ~feeling~ on things like balance, but QOL is stuff we would individiually address
With the Scorched Acres Content Update, they’ve brought new skills, survivor, stage, boss, and new items and more, as well as also adding a host of additions suggested by the community. We’ll be looking for skills 2.0, integrated modding & more in the next update coming in September.
In regards to gameplay, it’s very easy to hop in and start hitting the action, and if you’ve played the prequel you’ll notice the same crisp control the player has over characters, with responsive and impactful attacks, taking out baddies one crit at a time, and with an exclusive scaling system integrated into the game in which both you and your foes limitlessly increase in power over the course of a game, what was once a boss enemy will in time become a common or easy enemy. This dynamic system makes skills and adapting to foes engaging and enjoyable.
Settings are distinct and the game features a vast color palette, each unique to their stage. The entire world acts as a spawning for a large variety of enemies that can be either an enhancement or a grind depending on if you want to summon the level’s boss and advance quickly or level up your stats. Use the upgrades and items and perks to change aspects of gameplay. Grab tons of the same items and stack them to be a huge damage dealer or healing and health bubbles to tank the biggest of bosses, while laughing at their easy demise.
The increase in difficulty is something that never feels unfair, which can infinitely progress into absolute chaos and craziness of numbers everywhere. One of the best parts of the game is reaching that point where the game’s uniqueness is the player’s itemization and their strengths, which becomes increasingly powerful often in absurd ways.
Each of the various characters has a particular gameplay style, so the game is constantly something that’s fresh regardless of each playthrough due to the randomness of upgrade selection.
Since the release of the amazing 3D project adaptation of Risk Of Rain, we’re seen tons of updates and content releases for Risk Of Rain 2. We’ve been seeing fantastic communication from the dev team, and have high expectations for the future updates to what will be looked back at as one of the best games of the year. Can’t wait to see what else is in store along the early access cycle and as the full 1.0 releases next year.