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** Taken UpToEleven in the sequel where it's been upgraded to an endlessly repeating "HAHAHAHAHAHAHA...".
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** Taken UpToEleven in the sequel where it's been upgraded to an endlessly repeating "HAHAHAHAHAHAHA...".
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The game plays as a 2D roguelike platformer in which you play as one of ten different character classes, each with varying strengths and weaknesses. You must defeat enemies to level up and gain gold, whilst the difficulty steadily increases as time goes on. The main goal of the game is to find the teleporter and use it to summon the level's boss; after slaying the boss (and an accompanying horde of enemies) you may advance to the next level. Your ultimate goal is to make your way back to the [=UES=] ''Contact Light'' so you can take off and escape the planet.

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The game plays as a 2D roguelike platformer in which you play as one of ten different character classes, each with varying strengths and weaknesses. You must defeat enemies alien creatures to level up and gain gold, whilst the difficulty steadily increases as time goes on. The main goal of the game is to find the teleporter and use it to summon the level's boss; after slaying the boss (and an accompanying horde of enemies) you may advance to the next level. Your ultimate goal is to make your way back to the [=UES=] ''Contact Light'' so you can take off and escape the planet.
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The game plays as a 2D platformer in which you play as one of ten different character classes, each with varying strengths and weaknesses. You must defeat enemies to level up and gain gold, whilst the difficulty steadily increases as time goes on. The main goal of the game is to find the teleporter and use it to summon the level's boss; after slaying the boss (and an accompanying horde of enemies) you may advance to the next level. Your ultimate goal is to make your way back to the [=UES=] ''Contact Light'' so you can take off and escape the planet.

to:

The game plays as a 2D roguelike platformer in which you play as one of ten different character classes, each with varying strengths and weaknesses. You must defeat enemies to level up and gain gold, whilst the difficulty steadily increases as time goes on. The main goal of the game is to find the teleporter and use it to summon the level's boss; after slaying the boss (and an accompanying horde of enemies) you may advance to the next level. Your ultimate goal is to make your way back to the [=UES=] ''Contact Light'' so you can take off and escape the planet.

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* Cap: Some items have a hard cap such as Lens-Maker's Glasses once you achieve 100% Critical Strike Chance or 10 Stacks. PlayedWith for other items which can stack indefinitely but have significantly diminished returns to the point where collecting more than 10 sees very little stat increases.

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* Cap: BodyHorror: PlayedForLaughs, but some of the items that show up on your character include syringes stuck in their thigh, a dagger sticking out of their neck and various parasites growing on their body.
* {{Cap}}:
Some items have a hard cap such as Lens-Maker's Glasses once you achieve 100% Critical Strike Chance or 10 Stacks. PlayedWith for other items which can stack indefinitely but have significantly diminished returns to the point where collecting more than 10 sees very little stat increases.


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* HoldTheLine: Teleporters have been changed so that you have to stay within a certain radius from it to power it up, leading to the player having to survive the ensuing wave.


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* OverlyLongGag: Since the difficulty is now measured on a scrolling slider, any difficulty beyond I'M COMING FOR YOU NOW is represented as an endlessly long [[EvilLaugh HAHAHAHA]].
* RegeneratingHealth: All characters are given this at the beginning to compensate for the inability to see every enemy and incoming attack in a 3D space. The Mercenary starts with the highest regen rate as well since he's currently the only dedicated melee survivor.
* TurnsRed: Bosses can gain an extra attack once their health drops low, like the Wandering Vagrant's telegraphed explosion.
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* VideoGame3dLeap: A modern example. As a result, Huntress' previous niche, being able to move and shoot, is now a universal mechanic for all survivors. To compensate, she's the only ranged survivor that can sprint and shoot, and her Blink ability can be used in all directions, preserving her trademark mobility from the first game.

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* VideoGame3dLeap: VideoGame3DLeap: A modern example. As a result, Huntress' previous niche, being able to move and shoot, is now a universal mechanic for all survivors. To compensate, she's the only ranged survivor that can sprint and shoot, and her Blink ability can be used in all directions, preserving her trademark mobility from the first game.
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*Cap: Some items have a hard cap such as Lens-Maker's Glasses once you achieve 100% Critical Strike Chance or 10 Stacks. PlayedWith for other items which can stack indefinitely but have significantly diminished returns to the point where collecting more than 10 sees very little stat increases.
*CostumeEvolution: PlayedForLaughs. This time around items are not only displayed on your HUD but also attached to your character model in some way such as Lens-Maker's Glasses being worn as properly on your face or several Soldier's Syringes haphazardly jammed into the side of your character's thigh. By the time you've looped the game once your character will be unrecognizable due to the sheer amount of items they are wearing.


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*HeartIsAnAwesomePower: The Bustling Fungus item gives you a potent health regenerating aura for you and allies provided you stand still for at least 2 seconds. Sounds counter-intuitive in a game that punishes you for standing still however this effect applies to the Engineer's turrets too! The aura from all sources of Bustling Fungus stacks so you can have your turrets heal one another and anyone else who gets cozy with them in your BeehiveBarrier.


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*VideoGame3dLeap: A modern example. As a result, Huntress' previous niche, being able to move and shoot, is now a universal mechanic for all survivors. To compensate, she's the only ranged survivor that can sprint and shoot, and her Blink ability can be used in all directions, preserving her trademark mobility from the first game.

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** The sequel introduces the Crowdfunder, which spends gold in order to do damage.



** In the sequel, the Mercenary starts the game with a double jump.



* {{Jetpack}}: The Rusty Jetpack only increases jump height. The Photon Jetpack, on the other hand, gives limited flight.

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* {{Jetpack}}: The Rusty Jetpack only increases jump height. The Photon Jetpack, on the other hand, gives limited flight. The sequel's Milky Chrysalis also grants limited flight.
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* ApocalypticLog: Some item descriptions detail notes from the survivors of the ''Contact Light'' crash who met up at Rallypoint Delta and tried to hold out. Given that it's crawling with monsters by the time the player characters reach it, they didn't hold out long.
* EldritchLocation: The ''Contact Light'' itself is noted by some of the item logs from survivors to be an extremely strange ship with millions of artifacts that have been in transit for decades.

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A sequel, ''Risk of Rain 2'', was released on Steam Early Access on March 28th, 2019. While mechanically very similar to the original game, it sets itself apart by being [[Videogame3DLeap in 3D]].

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A sequel, ''Risk of Rain 2'', was released on Steam Early Access on March 28th, 2019. While mechanically very similar to the original game, it game and a direct retelling of the events of it, the gameplay sets itself apart by being [[Videogame3DLeap in 3D]].


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!!''Risk of Rain 2'' specifically contains examples of:
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* ForWantOfANail: The game still centers around the crash of the ''Contact Light'' on an unknown planet, but the events are very different this time.
* PlaceBeyondTime: Places beyond Celestial portals lead to locations outside of time.
* NonStandardGameOver: Ordinarily, the game doesn't have an ending as of yet, but [[spoiler: reaching Rallypoint Delta a second time and going through the celestial portal at the end leads to an obelisk that the players can interact with to obliterate themselves, which is necessary to unlock the Mercenary and nets an achievement the first time it's done.]]
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A sequel, simply titled ''Risk of Rain 2'', was released on Steam Early Access on March 28th, 2019. While mechanically very similar to the original game, it sets itself apart by being [[Videogame3DLeap in 3D]].

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A sequel, simply titled ''Risk of Rain 2'', was released on Steam Early Access on March 28th, 2019. While mechanically very similar to the original game, it sets itself apart by being [[Videogame3DLeap in 3D]].
3D]].
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One of the game's unique selling points is that the whole thing is a very loose TimedMission via DynamicDifficulty. Difficulty ramps up as time elapses as well as when you advance levels, and if you take too long you will be swarmed with powerful enemies and even multiple bosses per level. The focus of early levels is thus finding the teleporter as quickly as possible and killing the resulting enemies quickly while still collecting powerups.

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One of the game's unique selling points is that the whole thing is a very loose TimedMission via DynamicDifficulty. Difficulty ramps up as time elapses as well as when you advance levels, and if you take too long you will be swarmed with powerful enemies and even multiple bosses per level. Since item drops scale up on a per-level basis, this means that players that are too slow will get slowly outscaled by the horde of enemies descending upon them. The focus of early levels the game is thus finding to continue moving at a brisk pace throughout the teleporter as quickly as possible and killing the resulting enemies quickly while still levels, collecting powerups.
items as you go, in order to prevent yourself from getting swarmed to death.
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A sequel, simply titled ''Risk of Rain 2'', was released on Steam Early Access on March 28th, 2019. While mechanically very similar to the original game, it sets itself apart by being entirely 3D.

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A sequel, simply titled ''Risk of Rain 2'', was released on Steam Early Access on March 28th, 2019. While mechanically very similar to the original game, it sets itself apart by being entirely 3D.
[[Videogame3DLeap in 3D]].
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A sequel, simply titled ''Risk of Rain 2'', was released on Steam Early Access on March 28th, 2019. While mechanically very similar to the original game, it sets itself apart by being entirely 3D.
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* EyeScream: One of the powerups involves tearing out your own eye and replacing it with a Magma Worm's. It's entirely possible to get it more than once, too. Twice doubles down. Any more and you might just be AndIMustScream inverting the trope..

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* EyeScream: One of the powerups involves tearing out your own eye and replacing it with a Magma Worm's. It's entirely possible to get it more than once, too. Twice doubles down. Any more and you might just be AndIMustScream inverting the trope..
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* EyeScream: One of the powerups involves tearing out your own eye and replacing it with a Magma Worm's.

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* EyeScream: One of the powerups involves tearing out your own eye and replacing it with a Magma Worm's. It's entirely possible to get it more than once, too. Twice doubles down. Any more and you might just be AndIMustScream inverting the trope..
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* UselessUsefulSpell: The Heaven Cracker drill turns every fourth primary attack into an unlimited range laser that pierces all enemies in its path. This is great for every character... except Chef, whose primary attack pierces enemies by default and then boomerangs, dealing ''more'' damage on the way back. On him, the item basically more than halves the power of every fourth attack.
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* OutsideContextVillain: It's heavily implied, at various points, that the Black Imps you meet along your battles have absolutely nothing to do with the planetary wildlife, came from elsewhere, and are opposing you for different reasons to that of the wildlife's own, even if you don't know ''either''. [[spoiler:Furthermore, they'll even help you a little, while others still attack you, if you have an Imp Overlord's tentacle, and just holding the thing in your hand tells you they have an elaborate society where the tentacle's size determines your status, and losing it is tantamount to shameful demotion. You don't know ''why'' you know this; [[NothingIsScarier you simply do]].]]

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* OutsideContextVillain: OutsideContextProblem: It's heavily implied, at various points, that the Black Imps you meet along your battles have absolutely nothing to do with the planetary wildlife, came from elsewhere, and are opposing you for different reasons to that of the wildlife's own, even if you don't know ''either''. [[spoiler:Furthermore, they'll even help you a little, while others still attack you, if you have an Imp Overlord's tentacle, and just holding the thing in your hand tells you they have an elaborate society where the tentacle's size determines your status, and losing it is tantamount to shameful demotion. You don't know ''why'' you know this; [[NothingIsScarier you simply do]].]]

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* AdultFear: Those small little multi-colored spirits? They're children. The giants trying to kill you? Their parents driven mad with rage and grief.

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* AdultFear: Those small little multi-colored spirits? They're children.innocent children, forced by some unknown power to attack you. The giants trying to kill you? Their parents driven mad with rage and grief.



* BittersweetEnding: The survivors manage to leave the planet... [[spoiler:but a part of the player character remains irrevocably changed. Some for the better--CHEF gains sentience, the Loader gains a new sense of purpose in life, the Miner had the time of his life, and Han-D becomes half-robotic, half-organic--and some for the far worse--the Commando loses his pragmatic nature, the Enforcer is turned into a horrific mutant, the Bandit gains his treasure but [[PyrrhicVictory loses his mind in the process]], the Huntress feels dead inside, the Engineer is a horrific hybrid of man and machine, the Mercenary realizes he will never be human again, Acrid has lost its aggressive nature and now seeks solitude, and the Sniper [[ArsonMurderAndJaywalking has gone deaf.]] ]]

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* BittersweetEnding: The survivors manage to leave the planet... [[spoiler:but a part of the player character remains irrevocably changed. Some for the better--CHEF gains sentience, the Loader gains a new sense of purpose in life, the Miner had the time of his life, and Han-D becomes half-robotic, half-organic--and some for the far worse--the Commando [[FaceHeelTurn loses his pragmatic nature, conscience and morality]], the Enforcer is turned into a horrific mutant, the Bandit gains his treasure but [[PyrrhicVictory loses his mind in the process]], the Huntress feels dead inside, the Engineer is a horrific hybrid of man and machine, the Mercenary realizes he will never be human again, Acrid has lost its aggressive nature and now seeks solitude, and the Sniper [[ArsonMurderAndJaywalking has gone deaf.]] ]]



* DeathWorld: For a planet that was supposedly peaceful before you came here, every single creature on it is remarkably good at killing things dead quick.

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* DeathWorld: For a planet that was supposedly peaceful before you came here, every single creature on it is remarkably good at killing things dead quick. [[spoiler: As it turns out, they are getting payback for what the last group of humans did to them.]]


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* GaiasVengeance: [[spoiler: It's all but stated that humans have actually been exploiting the planet in the past, and that the wildlife is only hostile because Providence has used his powers to unite them in defense of the planet. You were just in the wrong place, caught in the crossfire.]]
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* OutsideContextVillain: It's heavily implied, at various points, that the Black Imps you meet along your battles have absolutely nothing to do with the planetary wildlife, came from elsewhere, and are opposing you for different reasons to that of the wildlife's own, even if you don't know ''either''. [[spoiler:Furthermore, they'll even help you a little, while others still attack you, if you have an Imp Overlord's tentacle, and just holding the thing in your hand tells you they have an elaborate society where the tentacle's size determines your status, and losing it is tantamount to shameful demotion. You don't know ''why'' you know this; [[NothingIsScarier you simply do]].]]
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[[caption-width-right:350:...and so he left, with everything but his humanity.]]

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[[caption-width-right:350:...[[caption-width-right:350:Every bend introduces pain and so he left, with everything but his humanity.]]horrors of the planet. [[NintendoHard You will die.]]]]

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Spoiler handling and some expansion.


* CastFromMoney: The Golden Gun gives a damage boost depending on the amount of money held. The Gold-plated Bomb uses half the current gold to make an explosion dealing damage equal to the amount of gold used. Neither actually uses up gold, however.

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* CastFromMoney: The Golden Gun gives a damage boost depending on the amount of money held. The Gold-plated Bomb uses half the current gold to make an explosion dealing damage equal to the amount of gold used. Neither The Golden Gun actually uses doesn't use up gold, however.



** Green: Grants a healing effect to nearby enemies.
** Orange: Their attacks have an additional explosive effect.

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** Green: Grants a healing effect to nearby enemies.
enemies, and have much more health than other elites.
** Orange: Their attacks have an additional explosive effect.effect, and they also shoot missiles occasionally.



** Reddish-orange: Shoots missiles occasionally.
** Yellow: Teleports to your location, similar to the imps though not as often.

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** Reddish-orange: Shoots missiles occasionally.
** Yellow: Teleports to your location, similar to the imps though not as often. They also move faster than other enemies.



* CrosshairAware: The attacks from the Wandering Vagrant and Creamator bosses are telegraphed with circles showing where they're aiming, though the shots can hit you on the way there and are fired in groups.

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* CrosshairAware: The attacks from the Wandering Vagrant and Creamator bosses are telegraphed with circles showing where they're aiming, though the shots can hit you on the way there and are fired in groups. Orange EliteMooks also qualify.



* NotTheIntendedUse: Beating the game as a Chef notes that the humble food maker has completely forgotten its purpose.

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* NotTheIntendedUse: Beating the game as a Chef [[spoiler:Chef notes that the humble food maker has completely forgotten its purpose.purpose]].



* ShipShapeShipwreck: The ''Contact Light'' is still somehow spaceworthy after its crash.

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* ShipShapeShipwreck: The [[spoiler:The ''Contact Light'' Light'']] is still somehow spaceworthy after its crash.



**And then there's this gem from the Photon Jetpack's log...
-->''I'm not quite sure what you are planning, but I don't think the jetpack lasts long enough to fly over to the other office. 77 floors is a long way to fall, sir.



* WhamLine: Easy to miss, being in the very last boss' monster log, but it's there:

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* WhamLine: Easy to miss, and difficult to get, being in the very last boss' monster log, but it's there:

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One of the game's unique selling points is that the whole thing is a very loose TimedMission. Difficulty ramps up as time elapses as well as when you advance levels, and if you take too long you will be swarmed with powerful enemies and even multiple bosses per level. The focus of early levels is thus finding the teleporter as quickly as possible and killing the resulting enemies quickly while still collecting powerups.

to:

One of the game's unique selling points is that the whole thing is a very loose TimedMission.TimedMission via DynamicDifficulty. Difficulty ramps up as time elapses as well as when you advance levels, and if you take too long you will be swarmed with powerful enemies and even multiple bosses per level. The focus of early levels is thus finding the teleporter as quickly as possible and killing the resulting enemies quickly while still collecting powerups.


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* CrosshairAware: The attacks from the Wandering Vagrant and Creamator bosses are telegraphed with circles showing where they're aiming, though the shots can hit you on the way there and are fired in groups.


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* DynamicDifficulty: Difficulty rises over time, leading to more enemies, more elite enemies, and eventually spawning bosses as if they were regular enemies.


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* ForDoomTheBellTolls: A church bell sounds every time the difficulty increases.
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One of the game's unique selling points is that the whole thing is a very loose TimedMission. Difficulty ramps up as time elapses as well as when you advance levels, and if you take too long you will be swarmed with powerful enemies and even multiple bosses per level. The focus of early levels is thus finding the teleporter as quickly as possible and killing the resulting enemies quickly while still collecting powerups.
Is there an issue? Send a MessageReason:
None


* BittersweetEnding: The survivors manage to leave the planet... [[spoiler:but a part of the player character remains irrevocably changed. Some for the better--CHEF gains sentience, the Loader gains a new sense of purpose in life, the Miner had the time of his life, and Han-D becomes half-robotic, half-organic--and some for the far worse--the Commando loses his pragmatic nature, the Enforcer is turned into a horrific mutant, the Bandit gains his treasure but [[PyrrhicVictory loses his mind in the process]], the Huntress feels dead inside, the Engineer is a horrific hybrid of man and machine, the Mercenary realizes he will never be human again, Acrid has lost his aggressive nature and now seeks solitude, and the Sniper [[ArsonMurderAndJaywalking has gone deaf.]] ]]

to:

* BittersweetEnding: The survivors manage to leave the planet... [[spoiler:but a part of the player character remains irrevocably changed. Some for the better--CHEF gains sentience, the Loader gains a new sense of purpose in life, the Miner had the time of his life, and Han-D becomes half-robotic, half-organic--and some for the far worse--the Commando loses his pragmatic nature, the Enforcer is turned into a horrific mutant, the Bandit gains his treasure but [[PyrrhicVictory loses his mind in the process]], the Huntress feels dead inside, the Engineer is a horrific hybrid of man and machine, the Mercenary realizes he will never be human again, Acrid has lost his its aggressive nature and now seeks solitude, and the Sniper [[ArsonMurderAndJaywalking has gone deaf.]] ]]



* HitAndRunTactics: Acrid's designed around guerilla tactics, since he deals lots of damage over time but can't kill much quickly. The Miner approaches it from the opposite direction, with strong abilities that all provide great mobility but long cooldowns and a pathetic main attack. The Mercenary is also something of a hit-and-run combatant, though his abilities focus on providing invulnerability to attacks and mobility.

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* HitAndRunTactics: Acrid's designed around guerilla tactics, since he it deals lots of damage over time but can't kill much quickly. The Miner approaches it from the opposite direction, with strong abilities that all provide great mobility but long cooldowns and a pathetic main attack. The Mercenary is also something of a hit-and-run combatant, though his abilities focus on providing invulnerability to attacks and mobility.
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Work titles should be italicized, but not boldfaced


'''''Risk of Rain''''' is a SciFi Action {{Roguelike}} for PC which was released on Steam on November 8, 2013.

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'''''Risk ''Risk of Rain''''' Rain'' is a SciFi Action {{Roguelike}} for PC which was released on Steam on November 8, 2013.
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** The "Rusty Knife" item's description states that it's a [[Series/PersonOfInterest murder weapon in a case codenamed 'ELIAS']]. It also mentions that men in suits have been asking around about it.
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* DamnYouMuscleMemory: The teleporter on the fifth level either takes you to the final level, or sends you back to the first if you want to farm more items to fight the final boss with. However, the "send me back to the first level" button is the same as the "advance to the next level button" in the previous four teleporters. If you jump the gun and press the button, thinking it will take you to the next level, you may find yourself having to fight through all five levels again.

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* DamnYouMuscleMemory: The teleporter on the fifth level either takes you to the final level, or sends you back to the first if you want to farm more items to fight the final boss with. However, the "send me back to the first level" button is the same as the "advance to the next level button" in the previous four teleporters. If you jump the gun and press the button, thinking it will take you to the next level, you may find yourself having have to fight through all five levels again.that level. Fortunately, once you start repeating levels, every teleporter leads to the final level.
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* ColourCodedForYourConvenience: EliteMooks are colored based on their abilities.
** Blue: They have an electrical aura which damages the player if they get close.
** Green: Grants a healing effect to nearby enemies.
** Orange: Their attacks have an additional explosive effect.
** Red: Leaves a trail of fire where they walk.
** Reddish-orange: Shoots missiles occasionally.
** Yellow: Teleports to your location, similar to the imps though not as often.


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* OneHitPolykill:
** The Commando's "Full Metal Jacket" skill pierces all enemies directly ahead of him with a quick-moving laser shot.
** The Enforcer's basic shotgun attack hits all enemies within its range, which isn't very far.
** The Heavenly Drill causes one in every four basic attacks to be replaced with a piercing attack that hits all enemies straight ahead instantly, at the cost of reduced damage. It can be stacked up to four times, completely replacing your basic attack.

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