Developer: Hopoo Games
Release Date: November 8, 2013
Risk of Rain represents a bit of an anomaly amongst my backlogged games. I knew next to nothing about it when I purchased and subsequently put it on the schedule for Rogue’s Adventures. Two factors inspired my quick decision: a trustworthy friend played it and loved it, and it was published by Starbound developer Chucklefish. Say what you will about Starbound’s rocky development but I really love that company’s visual style, and they seem particularly attuned to 2D games that revel in retro-pixel art.
Risk of Rain is about as indie as you can get. It was developed by two college students and would go on to win the Best Student Game Award at the Independent Games Festival in 2014. A successful Kickstarter campaign in mid 2013 allowed them to expand gameplay features and most impressively, add an incredible soundtrack by Chris Christodoulou that absolutely blew me away with every track. Seriously I’m going to need to own this soundtrack.
When I started Risk of Rain I was completely lost. The intro clip shows a spaceship being taken over by a mysterious figure, and your character is unceremoniously dropped onto a hostile alien planet, armed only with the keyboard controls and your starting characters abilities. Note: I quickly switched to an Xbox 360 controller as the keyboard controls are inadequate are best.
I’ve played a ton of roguelikes before. In fact, a roguelike has made my Top Ten Games of the Year lists in each of the last three years: Dungeon of the Endless in 2014, Rogue Legacy in 2013 and FTL and Spelunky in 2012. Risk of Rain would have been in close contention with that company thanks to a perfect balance of time and difficulty, multiple playable characters with different abilities and an addictive learning curve and reward system.
Although you start over every time you die, like many modern roguelikes you unlock new things with every playthrough, helping take the sting out of dying and allowing each run to give you some progress. Numerous challenges can be completed like killing foes or reaching a certain milestone that unlock additional random items and characters. Items can be purchased in random treasure chests or dropped from boss monsters, most giving an insanely wide range of passive effects, such as freezing foes that touch you, healing you if you stand still and the very crucial shield that adds an additional health bar.
Gameplay is as intuitive as any 2D platformer, with a few important features. You spawn into a world as a tiny pixelated commando. A timer in the upper right begins counting up and updates your difficulty every five minutes, beginning with ‘Very Easy,’ and enemies begin spawning in. In the beginning you’ll face simple lizard-people and crabs that can be swiftly dealt with, but soon hardier and trickier enemies appear, like the imps that teleport to you or the spitters that fire a cannon shot out of their mouths. Each stage has its own enemy types, though future stages do rely too much on simple color palette switches and bigger stats on the same enemies.
Instead of giving you loot to equip, every character class has four unique abilities based on cooldowns. The commando is fairly boring with three abilities that fire his gun in a slightly different way and a fourth move that lets him dodge and roll forward. I found the first hour or so of the game a bit of a slog as the commando just isn’t very interesting to play as you rely on the same four abilities the entire time (plus the occasional activated item you can loot, but you can only carry one of).
Each stage (which are sadly not randomly generated, unlike every single other roguelike I’ve played) contains a portal that must be activated. Turning it on summons a gigantic boss as well as 90 seconds of constantly spawning enemies, creating a fun and chaotic climax at the end of each stage. After four stages (usually taking at least 30 minutes total) you can choose to go to the final stage or go through each stage again at the harder difficulty in the hopes to gain more experience and items. The final level aboard the ship offers a welcome new aesthetic, and opening each door amounts to several climactic battles throughout the stage leading up to the final, multi-stage boss fight.
Once I began unlocking additional characters the game really started to mesh with me. The Enforcer is instantly much more fun with a combination shotgun and shield. Using his abilities you have to become very aware of your positioning with the enemy and effectively time your shots. I also had a lot of fun playing the rapid-fire Bandit and the sentry turret/mine-laying Engineer.
It’s with the Engineer that I was able to actually beat the game, though with the major caveat that I was playing cooperatively with a friend at the time. Like Dungeon of the Endless, Risk of Rain seamlessly incorporates cooperative multiplayer into the action. We weren’t quite sure if the difficulty scaled to the number of players, and the on-screen action gets so chaotic in the later stages that it can be tricky to decipher just what the hell is going on – even dropping my 60fps in half during some particularly insane moments, and impressive feat for a pixelated game made in Game Maker.
While every roguelike has a fairly steep learning curve (many of which, I suspect, keep some folks away from the genre altogether), Risk of Rain utilizes it to dole out awards at a steady pace. Unlocking items allows them to spawn into the world and there’s no limit to how many you can hold (the passive ones; you can still only hold one active item). By the end of my winning run I had over two dozen various effects, and it’s fun to go through that classic RPG evolution of weak as a paper sack to god-like superhero in the space of an hour.
That perfectly balanced difficulty is what kept me coming back. The beginning when that first boss spawns from the portal you’re in awe, and probably going to die. Stick with it, unlock some items and purchase them from random chests and you’ll soon persevere, only to die in the next world, and then the next. Getting a little farther each time is addictive; unlocking challenges, items and additional characters with vastly different abilities and skillsets helps make Risk of Rain one of the best roguelikes I’ve ever played, and all that works perfectly well cooperatively (if you have the patience to set up port forwarding on your router that is).
If you can get on board with the tiny pixels on screen and scale the initial learning curve (and get beyond the lame starting character) Risk of Rain is a fantastic experience, and highly recommended for fans of roguelikes and hardcore platformers. Do and try and bring a friend or two as well.
- Perfectly balanced roguelike
- Constantly unlocking items and characters is a rewarding treadmill
- Multiple classes offer vastly different gameplay experiences
- Cooperative multiplayer works beautifully
- Amazing soundtrack
- Art style makes it difficult to tell what’s going on during chaotic battles
- Keyboard controls are atrocious – use a controller!
- Starter character isn’t very fun