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2.1 h au cours des 2 dernières semaines / 160.6 h en tout (16.2 heure(s) lors de l'évaluation)
Évaluation publiée le 6 avr. 2019 à 1h37

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Refreshing to see a developer release a game that is actually polished, fun and addicting. Risk of Rain 2 seems to be the 3D sequel to its 2D predecessor. As I haven't played the prior game I cannot comment on the comparisons between RoR1 and RoR2 but I can say that after playing RoR2 for a couple of hours I am sure that RoR1 is just as polished as RoR2.

RoR2 is a rogue-like third-person shooter where the player essentially spawns into a large open map and runs around looking for mobs to grind, opening chests that contain items that bolster the players character using money earned from killing mobs and cash capsules.

The map is littered with shrines that have a chance of dropping items, shrines that take away a percentage of HP in exchange for cash, simple healing shrines, etc. There are also broken helper robots laying around that you could repair with money some of them heal you, some have some kind of weapon on them like a missile launcher or rifle and there is also an extreme rare robot that costs a lot but is basically a floating spacecraft with an arsenal of weapons to support you.

RoR2 right now has decent amount of content but can get repetitive with the maps being recycled over and over and only 5 characters to unlock and play as. I hope the developers continue to add more characters a map types or at least generate more variations of each environment because they are really well designed maps. I hope they give the shrine of chance less of a chance to give the player nothing as it is very frustrating to get nothing 3 times in a row and only getting a normal item on the 4th try. The healing shrine feels really redundant so just change it to give the player a mobile shield for the duration of the map or something more useful. The stationary robot with the rifle blaster feels underwhelming so maybe give it legs to move around with the player. Some of the bosses have just really unfun attacks such as the wandering vagarants charge up aoe blast just isn't very fun to avoid, the giant collossus just has a very impossible to dodge laser unless you have some terrain to stand behind it just feels unfair and the magma worm is just plainly time consuming to deal with. These attacks aren't impossible to dodge or deal with but I just feel like they can be toned down without taking away the challenge of the game. Most of the characters feel underpowered if they don't get the perfect item drops which in my opinion is the wrong direction to take the game in. What is the point of having levels if just having a certain set of items will just carry the player through the maps. The difficulty the player is having in the game shouldn't be from not having a certain item but from the enemies attack patterns and whether the player is able to dodge it or not. Right now once you get past the 1 hour mark enemies definitely just become straight up bullet sponges unless you have items like the sunglasses that increase the crit stat. This is not good game design so please Hopoo games I hope you continue to update and balance this game.
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