Risk of Rain thread
Do you guys think Chris can make a track that can match the magic of Coalescence in RoR2?
Risk of Rain thread
no, RoR2 ost is so bland and forgettable it hurts, every new update i turn music back on and get disappointed once again
no, because the second he has a solid track with potential he smashes the synth board with a rake
threads didnt even last 2 weeks
bad update, hopoo
bad update
No, but not from any fault of Chris. I think the style and tone of his tracks was just made for the 2d pixel aesthetic, they compliment each nicely and i'ts where he really shines.
I too usually play ror2 with the music off but reenabled it when I heard the new update added new tracks. I was immediately surprised by how much the lobby track sounds like a risk of rain 1 track, but even more surprised that it still didn't match the "feel" of risk 2. The change to 3D was bound to bring some changes but the artstyle, the aesthetic, the level designs and atmosphere are just vastly different from risk 1. I don't think the soundtrack appropriately matches that in risk 2. A lot of the risk 2 ost sounds like watered down or slightly changed risk 1 tracks, like the core ideas were captured but it wasn't quite clear where to go or what to do with them.
Risk 1 had a very definitive atmosphere of isolation, loneliness, desperation, and urgency. You were alone in the dark against a planet that wanted you dead and your time was running out. The levels and artstyle reflected this with the player character being small, insignificant, the monsters and bosses growing massive, the levels vast and gloomy, the only daylight level being a haunting and ethereal cloud garden. Then it all comes to the perfect head with Coalescence, you come across the remains of the contact light, your one chance home, just as dawn is starting to break against the peak of the storm.
That's pure kino.
Risk of rain 2 just doesn't have that. Like its transition into 3D the game is more open, but also more empty. It feels like its lacking soul, lacking direction, a strong cohesive theme to unify everything. And the tracks reflect this by just feeling like a shadow of risk 1 tracks, there's nothing really tying them to risk 2's new direction because risk 2 hasn't found its new direction yet.
Why is MUL-T so bad
He could've made more of the same and it would've been perfectly fine, composing differently just because a game has a new dimension is pathetic
Spot on. RoR2 is more of a 'game' than the first one, which was very duct-taped at places, but RoR1 had a fantastic setting, mood and feel to it. To be quite honest I feel like the gameplay was more engaging as well, because you actually had to try to sruvive. In RoR2 I just go full rambo and it works out fine, but the 2D space required you to play strategically sometimes. That doesn't work in 3D because it's all a big clusterfuck and the space is too big.
Should I buy it on the Switch or wait until I get a PC later this year?
It could theoretically work well in 3d, it just needs better AI and enemies need to be spawned in ways that are fun to fight against.
This.
The issue is that the tracks actually do get good, but it takes about 8 minutes or so before the music really starts to kick in. Not even drizzlets spend that long in a stage.
Still nowhere near as good as the original games OST, but I feel the atmosphere in general has taken a huge hit too now things are 3D. The first game felt mysterious and alien, this is just a bunch of mostly standard looking videogame levels with no real personality to them.
I still think RoR2 is the better game though, I've put double the amount of time into it and it's still only early access. It's like comparing Portal and Portal 2. Portal has the better artistic direction and Portal 2 is the better game.
RoR2 is early access right? Does it have a "final" level/boss? i.e. if I'm a sperg who likes the idea of completing a game, does it have a "complete campaign"?
If not, when will it?
Next update is 1.0 which includes final boss/level
Is the rumored Megumin Artificer mod actually a thing that exists on the latest version?
Final boss (and official release) is the next update, about two or three months away.
Right now the end goal is to survive 8 levels and sacrifice yourself to a weird obelisk on some floating islands in a void. If you have a certain item on you there's a hidden secret boss who gives you a bunch of the game's currency that allows you to buy some overpowered items with drawbacks to them in future runs.
Honestly though, RoR is always about becoming as OP as possible and the final boss will basically just be one way to end the run when you get bored of it, like the first game.
Ignore me anons, I have found it.
There is a "final" level if you obliterate yourself at the obelisk while holding a special lunar item. The boss there is just a placeholder scavenger though
This is also the first and ONLY time risk 2 has given a glimpse at acquiring its own direction. The secret "final" level is the fractured moment made whole. It's massive, it's haunting, it has SOUL, but it's also empty. All that freedom but nothing to do. It's a featureless void of white sand and obsidian pillars, but as you start to run towards them you realize the massive scale and the horror of your insignificance and the vastness of this endlessly blank hell sinks in. I really hope Chris can capture some of this atmosphere from the void levels, the fractured moment, and the implications in the lunar heresy items to give Risk 2 a definitive direction.
>Chef didn't win the poll
That sucks a bit, but he's popular enough that they might release him as a DLC down the line. At least we've got a new character on the way, I loved the idea of the Paladin in Contact Light armour who worships the original Commando.
This is so true it hurts
I'm hoping the final level will be the planet's moon. All the lore from the lunar item entries all point to Providence having a brother or sister who is sealed away on the moon and has been released by the actions of the first game's characters.
Fighting on a low gravity moon filled with ruins spilling out from the void realms would be amazing.
I feel they could capture the same risky 1 atmosphere and feelings in levels like Wetland Aspect and Siren's Call, due to the gloomy and dark enviroment.
Too bad wetlands is absolutely fucking garbage and siren's is basically "lol giant robot and birds lets get a red"
They should add shit like ambient sound for wind / water / caves and actual wind that can move big foliage in the stages, it would be that kind of shit that you dont notice at all, but once the teleporter is done charging and theres no more music, no more enemies spawning, you can truly feel how empty and natural everything is.
I doubt it, but I'm hoping they'll add small things like this for the official release.
I think we're only getting a final level and some new loadouts with the new character though. It'll still be a big update but it'll be missing that little extra something that made the original game so atmospheric.
>artifacts 2.0
>new bosses
Where are the new bosses?
The Bulkwarks are counted as a boss, they probably had other plans.
overloading parents
>final boss
>physics are different, have fun dying to that and losing the first few runs purely because you're not used to it
no. the moon's gravity will be the same
The artifact machine is technically a boss. Like said, they probably had other ideas in mind but probably couldn't make any of them go they way they wanted, so hidden teleporter codes and a wave survival minigame it was.
I guess. The moon would still be a great final level, and much better than the void realm they're clearly going to do instead.
>Providence's sister develops teleportation so she and her brother can escape the planet of primitives and search the void for other intelligent life
>Providence doesn't want to leave, feels he owes the creatures on the planet and stays to protect them/keep trying to enlighten them
>Something happens, probably Providence's sister making contact with the UESC
>UESC starts covertly redirecting trains to investigate the planet and acquire samples to develop FTL technology from the imps teleportation, probably the same thing Providence's sister based her teleport technology on
>Providence declares his sister a heretic for endangering the planet when he learns of this and seals her away in the moon
>The events of risk of rain occur and Providence is inadvertently killed by the survivor to escape the planet
>The events of risk of rain 2 occur and focus on the team sent to investigate the disappearance of the contact light and recover the prototype teleporter that was being shipped to Providence's sister for evaluation
when do scavengers start showing up on monsoon, i wanna get this acrid shit done
im 10 stages in at around 60 minutes btw
>wake up
>Get new awful item ideas immediately
Well shit here we go again
I wonder where the obelisk in A Moment Fractured will come into the story. Its always felt like a placeholder for an actual endgame event, but it has become such a regular part of the gameplay loop I doubt they'll remove it.
Redpill me on why this item is considered one of the best greens.
300% damage and linear stacking
wow, what a great game and genre in general
zero mistakes for 20+ minutes, still zero damage because muh rng and then die like this
>and focus on the team sent to investigate the disappearance of the contact light and recover the prototype teleporter that was being shipped to Providence's sister for evaluation
but this doesn't make sense?
every level in both games ends with a teleporter
they're everywhere
>Basically a stronger firework that fires randomly
>Does tons of damage
>Stacking them only makes it more insane, firing often
ATG is one of the more boring greens and it gets overlooked over the fun stuff like the ukelele and wisp in a jar, but it's a solid green and with the command artifact on I tend to stack at least 6 or 7 of them for constant homing artillery on distant monsters.
The only really useless green is chronobauble though. I still don't know why Hopoo insists on it being in the game or not making it useful.
Your first mistake was thinking a run like this was salvageable, your second was not just running to the artifact portal when you saw two elite Parents.
>going into a celestial portal takes you a time-shattered realm
>providence's sister is trapped in the original version of this realm where time is fixed
>trying to restore time will kill you
>unless the obelisk recognises you as its creator, Providence
>this can be done by wearing his necklace, the lunar beads
First time playing permadeath roguelikes?
lmao just don't move towards fire dudes
lmao just get a dio's
lmao just get repulsion plates
>walking into the enemies
Although stage 5 is bullshit. Parents have way too much scaling and there's 5 enemie types with insane burst damage.
>Have fun playing this on my shitty laptop, despite the slow speed and awful framerate at later stages
>Watch the game run so smoothly with graphic options up on webms and youtube videos
I really should just get a proper PC.
>runs into fire
>game bad not my fault
Holy shit, this makes a lot of sense.
chrono is one of the items you need to reasonably stack death marks and get proper dmg modifiers for non-melee characters that don't benefit from focus crystals
stacking ATGs doesn't increase proc chance in RoR2 like it did in RoR1
>Playing as Engi
>7 Bustling Fungus
>The Red Horns that double healing
>The Red Tusks that fire skulls when you heal about a certain amount
I've never seen so many of those skulls before, they just killed everything instantly and didn't even care for map collision