A Drop In The Bucket
Review
Risk of
Rain, Hopoo Games (PS4/Vita)
Abstract: Despite sounding like a game
tailor made for my gaming interests, Risk
of Rain underwhelmed. Buried beneath slow platforming, mundane combat and
an overreliance on finding the right items is a wealth of smart systems that
demand a better moment-to-moment play experience. I appreciate Risk of Rain’s premise, aesthetics and
world and wish that there were more to keep me playing. Despite my issues,
however, I generally enjoyed my time with the game. Risk of Rain is not bad, I just wish it could have been better. When looking at Risk of Rain as zoomed out as its in-game perspective is, I find
enough there to recommend to enthusiasts of the genre.
Life and
death is measured in pixels. The vast openness, and emptiness, of an alien
planet is the only shelter for the sole survivor of a derelict spacecraft.
Equipped with basic weapons and little else, your goal is simple: find some way
off this deadly planet and stay alive. Turns out neither of those is as simple
as they sound. Every action, every decision, carries some risk. Welcome to the
world of Risk of Rain.
Risk of Rain started as a student project that
grew into something much larger, the freshman outing for the independent studio
Hopoo Games. The game, originally released in 2013, was met with critical
success. Reading reviews got me excited too. A purchase of a Humble Bundle a
couple years ago granted me a PC copy, but I never managed to get controller
support to work and therefore never played it. Risk of Rain made its way to PlayStation consoles this May so I
knew it was finally time to jump in. Was Risk
of Rain all it was cracked up to be? Yes and no.
Risk of Rain is a 2D pixel art action platformer
with randomized elements. The game is set in the distant future, in which space
travel is common. At the start of the game your vessel, functionally a space
train, meets a catastrophic fate—it’s blown to pieces by an alien attack. It
turns out your ship was carrying some pretty special cargo, a mysterious piece
of technology with untold power. The sole survivor of the attack, your
character finds himself on a hostile alien planet. The setting serves as a
compelling backdrop for the game at hand.
This strange alien world is a great backdrop for Risk of Rain. |
When I saw
that Risk of Rain is a platformer
with randomized elements I got excited. Spelunky
also fits that description and is one of my favorite games of all time. Unfortunately
for Risk of Rain, it nails neither
the platforming nor randomization in a thoroughly satisfying way. Your
character moves incredibly slowly and has short jumps. It makes progressing
through each stage a slog, as you know where you want to go but actually going there is slow and unfun. The slowness
and heaviness is reinforced by Risk of
Rain’s chosen perspective—the view is incredibly zoomed out. Your character
is no more than a few pixels on a gigantic backdrop. I appreciate the mood this
sets for the game, you do truly feel isolated and insignificant on a strange
alien planet, but it reinforced the aesthetic at the expense of gameplay. The
large environments only further drive in the fact that your character’s
movement is just too stiff. Platforming doesn’t require precision or skill,
just time. It’s not great.
During your
journey throughout the level in search of the exit you’ll face off against a
variety of alien foes that want nothing more to end your journey before it begins.
Risk of Rain has a nice suite of
baddies to combat: tiny lizard people, sky soaring jellyfish, ancient golems,
giant ethereal humanoids. Each character you play has four attacks: one basic
that can be used constantly, and three special that have cooldown periods after
use. Your starting character, The Commando, has a long-range rifle to shoot at
foes as well as a dodge roll, explosive shot and concussive fire. The Enforcer,
another character, has a short-range shotgun, a riot shield, and a grenade.
Playing each of the game’s 12 characters changes the way you approach combat and
adds replayability to a game that can be beaten in about 45 minutes. Despite being
only a couple pixels large, Risk of Rains
cast of characters is replete with personality that lends itself to various play
styles and types of players. I loved trying out each of the characters to
figure out who best suited me.
Risk of Rain’s combat itself left a lot to be
desired, however. Given that the platforming and exploration was not too fun,
being let down by the combat felt all the worse. Basic attacks on the whole
felt weak, taking many attacks to take down even the most basic of threats.
This meant that you had to rely on your three special abilities to deal noteworthy
damage. But because these have cooldowns I often found myself just running away
from monsters until my abilities had recharged, which led to overlong
encounters and a reinforcement of the game’s deliberate pace. Further, enemies
chase you relentlessly with little means to escape their attacks. A few
characters have mobility options or shields that prevent damage, but many
others do not. Given little damage output, this design choice artificially
inflates Risk of Rain’s difficulty.
It isn’t fun to be swarmed to death with few means of countering the attack. My
favorite play sessions happened when I turned the game’s difficulty down to
easy, not because I don’t enjoy punishing games (because I do) but because it
was the only difficulty in which combat felt fair. Difficult games that feel unfair to the player do not do “difficult”
well.
Items shape
the majority of your experience in Risk
of Rain. As you explore each stage, your character levels up and acquires
money. Money can be used at stores, to open treasure chests, and on luck-based
shrines found throughout the map. Items strengthen your character in various
ways: some have passive effects like increasing health regeneration or dealing
damage to enemies that come close to you, and others need to be activated, like
an item that summons huge meteors down from the sky. There are things I liked
about item design in the game. Items stack, increasing their effect or
effectiveness, so every single one you find is useful. Acquiring a huge
collection of items feels great, you go from a weak defenseless survivor into a
wrecking ball of might and space magic. Some item effects are really clever and
can single-handedly change the way you approach exploration and combat. Unfortunately,
however, playthroughs in Risk of Rain
are totally reliant on obtaining great item builds in order to succeed. I say without
exaggeration that every single one
of my good runs relied on finding an item called the Frost Relic. I had so many
runs that I felt like giving up just because I had not found the right kind of
items in the first stage or two. You will
be overwhelmed by your enemies without the right setup. This creates a terrible
problem, and one I have had with other item-reliant games like The Binding of Isaac. My skill should be
able to get me from start to finish, items should just bolster my ability. That
was never the case in Risk of Rain. It
makes the player feel disempowered and like he or she is wasting their time on
runs in which they don’t get lucky in finding the right items.
I wish Risk of Rain had a more enjoyable
moment-to-moment play experience, because there are so many smart systems at
play. The way in which Risk of Rain
creates risk versus reward for exploration is brilliant. Every playthrough
features a bar on the right side of the screen that starts empty and indicates
“very easy.” The longer you play, the more that bar fills. The higher it gets,
the higher the difficulty rises (more monsters, new monsters, tougher
monsters). The system is genius in that it makes the player carefully consider
how long they want to explore before moving on to the next level. Is it worth
killing and exploring more to find more items, even though the monsters are
getting progressively stronger the longer you take? If you want a successful
run, is it better to speed through the levels or take your time to get the best
build? It’s a push-pull that I wish scaffolded a more fun play experience. Risk of Rain also features some great
secrets, the kind that make you want to keep coming back. From hidden
artifacts, to new characters, Risk of
Rain creates a world you want to learn more about. I love the idea of
incorporating abilities with cooldowns into new genres (not just MOBAs and hero
shooters), and I appreciate their inclusion here, even if they didn’t fit well
into the game’s combat.
It is worth
noting that Risk of Rain has an
impressive presentation. Though small, the pixel art is incredibly detailed and
vibrant. Enemies and characters alike have distinct personalities. The game’s
backdrops are simple but feel perfectly alien. Risk of Rain’s gigantic end of level bosses are magnificent. The
soundtrack is great, nailing that 80s sci-fi vibe that is found throughout the
game. As a quick warning, however, playing Risk
of Rain on the PlayStation Vita is not ideal. The zoomed out perspective on
the Vita’s small screen does not work—to the point in which gameplay can become
incomprehensible. Skip the Vita version.
I love the way Risk of Rain looks. I only wish I loved the way it played just as much. |
In the end,
my review for Risk of Rain probably
sounds more negative than it should. Looking back on my time with the game, it
was a mostly enjoyable experience. There is a lot to like. So much of my
criticism stems from how narrowly Risk of
Rain missed for me. With a few tweaks Risk
of Rain would be exceptional. A game I could play for dozens of hours. But
it wasn’t, and I only played for 10 or so. Oh well. Risk nothing gain nothing,
right?
Risk of Rain
3/5
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