This video is brought to you by Raycon True Wireless Earbuds to know more about them and also a special discount they offer through my channel if you play a really good roguelike it's like listening to your favorite band live if You know the lyrics and the melody, but you're there for the minor variations, the different key, or the surprising treble, or the bonus backup singers, or the cameo duet, you know the skeleton like the back of your hand, but it only works about how the band puts the meat on their bones I say this because Risk of Rain 2 feels more like music than a video game, it's so easy to play, so uninterrupted, so immediate, so fluid, so symphonic, so intricate, so fearless and so ethereal, being ready is like dropping the needle, there's no work to be done. Nothing needs to be pushed through here to get to the fun. It's a minute one and we're instantly hooked if you don't know the risk of rain. 2 is a 1 to 4 player roguelike co-op shooter where you can choose one of 10 classes to drop you on a planet. They kill things to collect money. You spend that money opening containers with items inside, and you progress as far as you can before either killing the last boss committing Sudoku or just dying from a one-shot, as the game's difficulty increases with each one As the second goes by, don't think of Risk of Rain 2 in those crude terms, but as a vinyl you'll come back to again and again when you need it. Ask everything you don't want to give it, just twists and hums and coos and shreds and whispers, and his music was electric
reviewing risk of rain 2 is kind of stupid it's really good there review done what i want to talk about is why risk of rain 2 is so good and why it feels so unique i think there are seven philosophies that underpin its success they are immediacy and flow identity attention to detail fearless scale ethereal charm secrets and quality so in terms of point 1 risk of rain 2 only interested in what it can offer you immediately when you load the game for the first time it's a total of four button presses in front of you. Replay three if you select the character already highlighted in the menu once the menu loads. The first world is already loaded in the background, which means that when you click the ready button, your planet will not have any loading screens within a few seconds, the same philosophy will be applied when transitioning between worlds after completing the teleporter event that next levels loaded in background so there are no loading screens there either if you die there is no l loading screens to take you back to the menu just press the button you are back in the menu then you can click " Done” and within a few seconds you are back in the escape pod completely seamlessly. The only loading screen you will ever see while playing Risk of Rain 2 is the black screen at the start of the game before the menu loads. For the genre, this lack of loading screens is unremarkable, but this is a genre that usually exists in 2D, so Hope Studios have created this uninterrupted experience with a 3D engine is an achievement that greatly increases the allure of Risk of Rain 2, because if you imagine playing it you never have to imagine wading through any of the roadblocks that usually serve as mental barriers to entry at the start of each round risk of rain 2 triggers you on a rank 2 equalizer risk timer always respect your time, this done through a relentless focus on the flow, having to scour the map for enemies would block your momentum and flow where other games let you scout for the enemies Risk of Rain 2 brings those enemies to you. They never hunt far for your next target as they periodically spawn at your feet. This means you can keep pushing forward wherever you go on the Go the Right Way map
The design reinforces this concept of Flow Levels are generally circular with each level being small enough to be circumnavigated in 60 to 90 seconds while each level is somewhat procedurally generated they follow specific rules and layouts allowing players to Quickly draw rough maps in their minds Main topography and landmarks as waypoints Were the levels entirely procedural, the player would often get lost or hit dead ends stopping his flow, circular levels, familiar levels, enemies spawning above you, where you're headed also go and whatever you do. you walk the right path and do the right thing each level you load into the teleporter to take you to the next world is in a different place same place or even similar places the urgency of our forward drive is lost we must find the teleporter and for this we must keep moving Rward as fast as possible Characters have been developed to maximize your sense of flow. Each of them has a sprint. Most of them have advanced movement techniques that allow them to traverse space even faster. Many of their attacks can be performed while sprinting, meaning combat is taking place while your character is moving at top speed, this focus on flow allows for a stark contrast. If this flow is interrupted, since not all your attacks can be performed while sprinting, it is often necessary to slow down or even stop altogether, not to move any further when there is a risk of rain 2 is a declarative statement that you plant your feet firmly and Having to use their full arsenal to engage in a level of violence not possible during the regular game flow required during gameplay uninterrupted by cash shops. The only exception to this is the bizarre interval. A room that can be accessed randomly via an optional blue portal
As time stands still it feels like you're breaking the rules of the game as you walk into this room and see your timer frozen enter game now gear up now give you enemy now take to teleporter now take you off planet now is its focus on immediacy, and the connective tissue between it all is the flow state the game enables through dozens of tiny decisions Risk of Rain 2 has some of the best class designs I've seen in an action game. Each new class I unlocked had to force me to play them because I was so connected to the previous class that I had just unlocked them, but like clockwork the new class would eventually win me over and become my new favorite will. 10 Classes Deep and Risk of Rain 2 is completely free of bad class design. The game has 10 classes and each one is so different that it's hard to believe they all exist within the same game, to achieve this the developers looked at each of the vectors designed by the classes, the damage status and the usefulness of movement, and injecting unique ideas into each of them to carve out entirely different class identities Art Commando can combat roll Huntress can teleport Malty can attack and ram through his opponents while doing Artisan levitates gracefully Mercenary double jumps and dashes through his opponents, to reset his dash for near-infinite air movement like lotus swings like Spider-Man and sharp jumps Like some acid colossus of sorts, it feels good to explore space even when it's raining, and no matter how many times you've seen it before, it continues to be rewarding as the unique character movement kits give you a different way of experiencing it Providing exploration and interaction Any environment looking for ledges while the loader jumps from the highest points of the map is a slayer who jumps straight up, to be precise. Each character's movement skills combined with random make an impact at each incredible pinnacle Level design and item drops make exploration stand out
The experience feels fresh every time most Rains Risk 2 classes are range based but no two characters deal damage in the same way Commando fires standard dual SMGs while the Huntress has an auto-aiming bow Rex, fires the poisonous bolt to weaken the target a craftsman shoots fireballs the fundamentals of how each character deals damage are different. Protecting each class' identity, even as they achieve the same goal of dealing ranged damage for a game that's primarily a shooter. i was impressed how well the melee classes are working mercenary loader and exactly all have some kind of ranged ability but the core of their gear is to get up close and personal mercenary style is kind of hit and run Approach that deals big damage before providing defense to the exposed loader by hitting targets, so it's imperative for him to stay in the fight even when the odds are against him. Akrid's ranged attacks can only reduce a target to 1 HP, so he relies on his basic melee attacks to finish off low-health enemies. Even within these melee archetypes, there are three completely different character identities. Some classes also have the ability to apply status debuffs to enemies You can stun enemies by holding them while you're dealing with smaller fodder as this is a up to four player co-op game. It is possible to form stacked groups aimed at synergizing all of these debuffs. Some classes also have abilities that can be used to control space on the battlefield or provide utility for you and your team engineer. Can drop two ranged turrets and a bubble shield that blocks all damage. Rex can fire a confusing growth that roots targets and pulls them together will shock nearby enemies while also serving as an anchor point for a swing ability, as Rain 2's Risk is movement and flow focused, these character kits focus on a rather stationary playstyle are a stark contrast that serves to deepen their unique identity in retrospect
section it's possible to argue that a lot of what I've said could be applied to other games, and that's true, many action games, RPGs, ludo shooters, tactics-based games, whatever have a unique class-based design, That thing that sets rank 2 risk apart is the rigor of the outlines of each character's playstyles can't be explained to you, let alone demonstrated, it has to be experienced, once you do you'll quickly grasp just how different each of these class identities is is, and you'll be amazed that each of them works Like all other games, class identity and diversity is compromised in the pursuit of balance, here the balance is maintained and no compromises have been made along the way. Risk of Rain 2's macro play is always broad and varied, but it's the minute details that define each class, which has a distinct identity and playstyle that create the broad strokes for the experience, but each kit is also packed with advanced mechanics , which allow you to demonstrate mastery of the character in the battlefield as a mercenary is a good example. His sword slash looks like a regular 3 hit combo, but the last slash has a wider arc than the first two, allowing you to hit more targets. It also applies a debuff called Exposed, which increases damage on your next attack that gets really wild, you can animate the third swing either before it lands or after it's connected. This will either instantly detonate your damage buff to a more localized area, or spread the debuff across a larger group of enemies. The windows for these cancellations are less than half a second each. I could spend 10 minutes talking about the unique intricacies of mercenary gear, but they don't need to spend another 90 minutes talking about the intricacies of every other gear, they're all like that. They all have these accessible mechanics that serve as hooks, but the true path to mastery awaits you through more detailed research experiments and practicing Risk of Rain 2's enemy and boss design display Each enemy is meticulously constructed with the same attention to detail. They feature animations and audio cues that make their intent clear so players can react
They usually have a few tools available for them too, like these rock golems that can both target you with a laser from a distance or Hulk you if you get too close. If I don't pay them that much attention, that is Elder Lemurians particularly interesting as its surprising speed combined with its powerful fire breath has ended many runs for me as most characters attack range is similar. The developers adjusted his speed and damage his breath to just the right level to pose a sudden threat, reduce his speed or the power of that breath and he's downvoted harmless as he's his number one target for me whenever I I've spent my time grappling with these small details, now I know that a slight sidestep will render the rock golem's laser harmless, and a slight leap at the right moment is just enough to avoid the larger will-o'-the-wisp Fireba, better yet, I can do one Taking in a whole screen full of enemies, prioritizing targets waiting for their attacks, and knowing when to assert yourself and when to retreat if you've never played Risk of Rain 2 before you might think that's what you're seeing , is nothing but chaos, but if you've played the game you'll know that the love for the D etail put into each of its components allows you to transcend madness by finding meaning where others cannot. Most games are too afraid to take this risk of rain 2 in each run, they usually focus on limiting the player's power and progress, to prevent the game from breaking the risk of rain 2 game interruptions there 116 Rain-Prone Items 2 total and on your average run you'll collect no fewer than about 10 or 15 of them, each of which will increase your power either a little or by a heck of a lot. Reverse all buff damage Chain Lightning Att Any sticky bomb on your target increases movement speed, fires random missiles at targets, or circles you in a powerful blizzard every time you kill an enemy
There is imagination and power in each one, of course getting 10-15 items in one run is pretty tame. Realistically, you'd hope to get close to 30 or more items, many of which are duplicates, since nearly everything stacks the item with 15 attack speed, which stacks infinitely. So if you wanted to get 500 attack speed and could stay in the game long enough, you could stack the 10 critical chance items up to 10 times, meaning that if you wanted to get 100 critical hits you could use the ukulele of a chain lightning effect applies, stacks up to 22 times since 40 is the maximum number of enemies allowed on the map at one time. It doesn't take much imagination to see how quickly player power can scale in these scenarios, but the developers weren't satisfied. With that alone, they decided to add proc chaining to certain items, so every bounce of this chain lightning actually has a chance Not content with this madness, the devs took it a step further by giving you that exponential increase in damage output when all the stars line up to trigger a proc off some of the other items you've collected Built scaling into each of the character kits so he again has an attack for Mercenaries that teleports him to an enemy where he quickly deals seven when attacking them, this ability scales with attack speed. So if you have 100 bonus Attack Speed, hit everyone within the room 14 times instead of 7 in about a second and a half Collected Item Cap No cap on the way these items scale procs for your procs and character kits that come with scale objects. Very very few games would have the guts to amass that much power and the god runs where you just get the right items the right amount and you are able to demolish an entire screen full of enemies in a split second very few games can give you the same feeling of satisfaction [music]
What I take most from Risk of Rain 2 isn't the volume or chaos, but the calm that has an otherworldly zen-like effect. His faceless character designs are blank canvases into which to pour your own story, ancien truins his distant flying creatures hint at a larger world we can never touch. Each of the creature designs is so strange and distinctive, and yet they all still feel like they are connected and belong together. It's hard to overstate how central the soundtrack is to the risk of rain 2 experience its tracks are the kind of portable sci-fi-inspired synthesizer tunes you'd imagine for an experience like this, but they refuse just disappearing into the background, they make their presence felt, their opening bars have a sort of metronomic quality, as if silently creating an awareness of the clock looming over us like a sword of Damocles, as each track progresses it builds in layers and intensity they culminate in a wailing guitar solo as if to remind us to call things off after five minutes. Most of the songs end in a way that when we start playing them, we know immediately that we've probably been in this world too long and should have moved on. At the beginning of this video, I said that Risk of Rain 2 feels more like music than a game feels. That's partly what I meant. Just as you get stronger and the game gets harder, so too does the music scale become an inevitable crescendo, reflecting your breadth. Experience a tracklist that plays at five-minute intervals, with each track being familiar but each time feeling slightly different feels like going through Destiny 2's new raid blindfolded, where you'll spend as much time hunting and exploring your secrets as you do shooting things. Regen 2's risk is often obscured by secrecy on the first loa. If you only have access to one character while all others are locked away, the game will tell you how to unlock them, but its descriptions are opaque
Freeing someone who's frozen in time heck does that mean a lot of this will become clear when you play your first Journey to the Bazaar in between is enlightening since it's your first time reaching the top of the Abyssal Depths However, much of this will take a lot more time. You might notice some weird shootable eggs around the map in one area and your curiosity will make you look for more of them before Sepiks Prime itself shows up. There are loading options that can be unlocked for each character, many of which still do not know how to unlock because they seem impossible to me, of course they are not, it's just that I don't know how yet she's supposed to do, with over 50 hours invested I still haven't unlocked any artifacts which are special game modifiers, I've only unlocked a small percentage of the game's challenges, many of which address hidden areas I have yet to discover in order to solve Risk of Rain 2 consists in falling into its hypnotic rhythm to deepen your mastery of its subtle systems, but also in steadily unveiling its secret contents, at the slow pace of this endeavor there simply is no need to unlock everything and find everything , when the process is so much fun
risk of rain 2 released in early access march last year and only released in 1.0 this august, that's 18 months of newly added content and polish before the developers finally felt ready to bring this out and say yes it's done, it's so strong. Unlike so much of what we see from aaa games where there's often absolutely no commitment to quality, the pressures compound as bigger teams and budgets demand higher stakes, but they also have access to far more Resources as Small Indie Teams Risk of Rain 2 is another example of why the Early Access model should be more widely embraced over cold launchers and fake betas
Particularly good work I'll tell you that there's really nothing unique about each of Risk of Rain 2's components. You can't point to any part of it and say, oh, this has never been done before, but you can look at its composition and say with confidence that there's nothing quite like it, but you can't really look at it and say, that you have to experience it firsthand, no review can show you that, not even this one, nothing anyone shows you or says to you will give you a real sense of what it is like taking a risk of rain Play 2 and fall under its spell, it's just something you have to experience for yourself and if you're at all interested in anything you've seen in this video you owe it to yourself to try it there It's very unlikely that you will be disappointed before we go. This video is brought to you by Raycon True Wireless Earbuds. I've been using these for the beginning of the year now and they're basically just part of my day as I don't go anywhere without them I don't really do much without them whether it's walking or going to the gym or just hanging out from home off work or chill. i usually have my raikons either in my ears or very close to me their everyday e25 earbuds are their best model, but they come in a variety of colors, have six hours of playtime, seamless bluetooth pairing, more bass and a more compact design , which gives you a nice noise-isolating fit. They also don't have those weird dangling cords that some wireless headphones have, I don't know why they do, though
The best Recons are about half the price of other competing wireless earbuds on the market and they sound just as good if not better, how trust me I've honestly used a few of the others and they were double the price and they didn't sound twice as good Recons sound excellent and they're literally half the price. It's a damn good value to get 15 off your order and thanks for watching thanks for watching my video if you liked it give it a thumbs up if you didn't then I know I'll have to do better next time, if you enjoyed it consider subscribing and if you really enjoyed it you yourself might want to consider hitting that notification bell so you don't see a video miss. You can see my patrons here on the left. They are amazing. They are great if you want to join them. Check out my Patreon page goodbye time
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