No one has rated this review as helpful yet
Not Recommended
0.0 hrs last two weeks / 1.7 hrs on record
Posted: 2 Oct, 2016 @ 9:57am
Updated: 14 Oct, 2016 @ 2:23pm

Precursor: I received this game from a Humble Bundle, and I only played Singleplayer.

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Positives first; why this game is good:

> Abilities that reflect skill based gameplay
> Variance in playthroughs by random generation to prolong replayability
> Ramping difficulty as you play
> Lots to unlock

Interesting game concept, probably more fun with multiplayer (never tried it)

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Now the reason why I will never play this game ever again; the negatives:

> The pure number of enemies this game expects you to fight regularly is in direct contradiction with the way the character abilities work; you cannot be expect to dodge over 50 enemies with a dodge ability on a 4 second cooldown.
> The random variance would be cooler if it was more than just the exact same levels with the objects placed in different locations.
> The ramping difficulty does scale well with player skill expectations, but difficulty is artificial. Rather than sending the same number of more clever enemies, it just sends exponentially more of them. This is lazy design, and as mentioned already, directly conflicts with ability design.
> There may be lots to unlock but it takes an extremely long time to unlock anything, making it feel like every time you do unlock something it's a feeling of "finally" rather than excitement to continue playing.
> Due to the way that abilities are generally useless due to the nature of how enemies are sent to you, the strength of your character is ultimately determined by the quality of items found, meaning that player agency means next to nothing when what matters ultimately is the quality and quantity of items the game makes it easy for you to collect. It may feel great when you get everything, but it also means it's not up to you how well your game plays out. You just have to run through a bunch of playthroughs until you get lucky.

Basically, good concept, very bad execution. I will not play this again.


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Addendum: An argument can be made that the more you rely on player skill, the less of an impact that items are allowed to have. Numerically this is true. Functionally this is not. If an item provided a unique type of function, rather than a magnitude of a function, then it would be less impactful in making player skill irrelevant. It would actually--in this case--simply influence the way that a player performs but not necessarily how well.

In order for this game to be even remotely up to the standard people like to claim--roughly "platformer Dark Souls" or similar--then it requires that all quantities must be scaled down, because it distracts from the finer performance of player vs AI, and exacerbates the necessity for reliance on "snowballing" from good drops, and getting lucky with a high quantity of them.

Lesson in future game design I suppose.
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7 Comments
Loki Odinsson 14 Oct, 2016 @ 2:19pm 
I'd like to point out that all of these aforementioned things are purely speculation as you have no proof, but you claim it to be true. It's not mentioned in the game's description, or in the game itself. You speak out of nothing.

Not to mention, that even if it were true, it would only help to accentuate the problem with this game. If it requires that you get lucky and get a high number of drops to begin with it would mean that trend would follow, and likely in reverse as well. Making the game more luck based.
Loki Odinsson 14 Oct, 2016 @ 2:19pm 
What game design feature you are arguing that Risk of Rain has is weighted probability based on perceived player skill. This means that the game calculates how good it thinks you are then rewards you based on your performance and with a weighted random probability (what that means is that some things are more likely than others, but still random) gives you items that the game perceives as better than other items.

First of all, you have to unlock those items by grinding for hours.

Second of all, nearly all of the items are side grades to each other, so to classify them as better or worse is kind of ridiculous. Especially when what is more important is the quantity of them that you have. Which is the important part. Particularly luck based, when the items are placed on level creation, possibly as a result of player performance.
C R O N A 9 Oct, 2016 @ 12:20pm 
items arent givin out on "luck" its kills>money>cost>quality
not just "chance"
hundreds of enemies can be easily killed with certain characters meant for fighting multiple enemies
there is a giant skill cap in this game, you need to dodge, deal damage and keep yourself alive all at the same time
also i dont think you realize but if you wanted the abilities to be fitting to every little detail then you would have no need for items thus completely eliminating money>shrines>chests>and 1/2 the fuckin game
i'd rather not sit here debunking 1/2 your stupid points so
basically, good concept, very bad execution, i will not comment again
Loki Odinsson 8 Oct, 2016 @ 7:48pm 
Maybe if you like to spend hours getting lucky with items and then fighting over a hundred enemies and hoping that the items you got were good enough to get you through spamming the ability buttons that's fine, but I'd rather play a game with more skill requirement.

Please.
Loki Odinsson 8 Oct, 2016 @ 7:48pm 
Clearly the game designer does understand what types of mechanics makes a game fun but does not understand the correct way to give those things scope and make them constantly relevant. Nor does the designer understand how to properly give players a correct feeling of progression. Everything you unlock in this game takes very specific things or long amounts of time to unlock. The items--which are completely uninteresting to unlock as opposed to the characters--are required to also unlock some of these more interesting things (characters and relics) because you get better ones as you spend hours playing the game. It should not take hours to unlock the stepping stones to unlocking the real game content.
Loki Odinsson 8 Oct, 2016 @ 7:48pm 
This game is not "hard" this game is VERY easy until you teleport for the 5th time or so because it sends 100+ enemies your way. Any difficulty this game has is artificial. At this point your survivability is determined by the items you got on the levels previous because your abilities are not scaled to the number of enemies it gives you here.

I do not require a 0 second cooldown dodge, because that would be unfun. I require the game to send a small number of challenging enemies instead of droves of weak enemies.
C R O N A 8 Oct, 2016 @ 6:41pm 
i couldnt post my rant on your review so this is the condensed version
>enemy progression goes like this (you would have realized this if you had played more than an hour) enemies, more enemies, variants, more variants, minibosses(goes with lvs not time), bosses -Its not spam-
>that feeling of "finally" usually ends with "what next"
>unlocks arent givin out on silver platters in this game
>items are not random if you have progressed through the game to a point where you know what your doing and have gotten the relics
>characters abilities are all perfectly fitting to the characters that have them ex: commando cant fuckin shoot bombs everywhere and dodge 24/7
>i dont think you realize this game is hard at this point