...and so he left, with everything but his humanity.Risk of Rain
is a Sci-Fi
for PC which was released on Steam on November 8, 2013.
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.
Risk of Rain contains examples of:
- Instrument of Murder: One of the items that can be found is the Ukulele — although rather than being used as a bludgeon, it causes the player character to sometimes shoot Chain Lightning when they attack.
- Interchangeable Antimatter Keys: On the final level, keycards are treated this way.
- Jigsaw Puzzle Plot: Aside from one line at the end of the game, no exposition is provided. While it is generally accepted that the UES has been exploiting the planet in some way, and Providence was responsible for the crash, none of this is revealed through gameplay. Item descriptions and monster logs are the only source of backstory.
- King Mook: Many of the bosses, though not all. The Imp Overlord and Colossus are two main examples.
- Lethal Lava Land: One of the two possibilities for level four is "Magma Barracks - The Core". It often includes a boss who swims around in the lava.
- Macrogame: Completing various tasks like finishing stages quickly or killing a certain number of enemies unlocks new items for you to acquire during a playthrough.
- Macross Missile Massacre: Small homing missiles both allied and enemy are common sights, but the Disposable Missile Launcher item and the Scavenger boss both unleash huge swarms. If you manage to get multiple items that randomly launch missiles upon connecting with an attack and use a character with attacks that hit repeatedly coupled with items that increase your attack speed, you can essentially unleash endless streams of missiles as long as you have enemies to hit.
- Mama Bear: The Parent enemies, whose description explicitly states they've gone insane with rage and grief when finding their dead children, and who hit as hard as golems and yet run faster than almost any other enemies in the level they show up in. It's not uncommon for playthroughs to be cut short by a mob of parents coming down on the player and smashing him into the floor within seconds. Your only fortune is that they're not as durable as their large size suggests.
- Nintendo Hard: Depending on how long you take, you'll be facing literally hundreds of monsters, each tougher than the last.
- Noodle Incident: The item log is absolutely chock-full of these. Every item shipped has notes on it from the sender, and quite a few only give enough info to make conjectures, or allude to completely different incidents where the item was involved. Examples include whatever's going on in the circus that had the happiest mask, whatever was done to a rotten brain that turned it into a deadly bouncing weapon, and the jar of souls, period.
- Not the Intended Use: Beating the game as a Chef notes that the humble food maker has completely forgotten its purpose.
- Power Copying: Some of the rarer item drops you can get off of defeated bosses appear to be actual chunks or organs from the bosses themselves. Naturally, these give you abilities similar to the respective boss it was acquired from.
- Pyrrhic Victory: Almost all of the closing lines when you beat the game with each character.
- Reptiles Are Abhorrent: The Lemurians are freaky Lizard Folk monsters who have quite a nasty bite. The playable lizardman Acrid isn't treated much nicer, starting the game as a prisoner of some description and having a playstyle based around poisons, disease, and biotoxins.
- Sad Battle Music: The final stage's theme, which only adds to the ambiguity.
- Sanity Slippage: Some characters have their endings strongly imply they've gone insane, monstrous, mutated, or all three.
- Shipshape Shipwreck: The Contact Light is still somehow spaceworthy after its crash.
- Shout-Out: Many of the item descriptions are references to other sci-fi universes:
- The crowbar's description mentions that it should last until the third edition.
- The Heaven Cracker is a drill made specifically to pierce through heavenly materials.
- The item log for the Golden Gun mentions that it's being shipped to one James B.
- If the player obtains the item that upgrades a classes' fourth ability, the Miner's fourth ability, To The Stars, will be renamed Starbound. Considering who published the game, this is almost definitely intentional.
- The "Ancient Scepter" is a reference to DotA, which has an item named "Aghanim's Scepter", which functions almost exactly the same as the Ancient Scepter in this game, which is to upgrade the fourth ("ultimate") ability of the character. The shipping log even mentions "it's much better than your Lance of Legends".
- It is also a reference to A Link To The Past, which features an evil wizard named Aghanim as initial antagonist. He does not actually wield a scepter, though his true identity, Ganon, wields a scepter-like trident.
- There's a secret stage accessible in the frozen tundra: the Boar Beach, which is accessed through a broken gate, and has both normal (for the planet) boars, and boars coated in iron armor. All this, even the method of access, is a homage to MapleStory's Pig Beach. The subtitle is even "Simpler Times".
- The Miner looks very much like Isaac Clarke in his first RIG suit. This may be a reference to the fact that most people believed Isaac to be a Miner instead of an Engineer.
- There's an "AGDG" statue on the planet in the title screen. AGDG (Amateur Game Dev General) is a 4chan-based video game development thread that the developer frequented.
- Shotguns Are Just Better: The Enforcer's weapon of choice is a shotgun. When using his Deployable Cover his fire rate goes up dramatically, letting him take a huge chunk out of anything standing in front of him. It can also launch stun grenades.
- Snowlems: The Snow Golems.
- Smoke Out: The Bandit can drop a Smoke Bomb, and whilst invisible he is immune to attacks. Upon reappearing (either after three seconds, or using another ability), enemies nearby are slightly damaged and stunned.
- Soundtrack Dissonance: The theme for the final level set on the UES Contact Light, Coalescence. Fairly calm and peaceful — despite the level itself swarming with hundreds of foes. A bloody fight ensues as the survivors must make their way to the end of the level.
- Speed Run: Actively encouraged in the early levels, because the difficulty rises dramatically over time. Less so near the end since it mostly caps out after 40 minutes.
- Take That: The "Telescopic Sight" item has a stab at 360 noscope kills, the ability to kill opponents without using the scope on a sniper rifle in video game shooters:
"...And please actually use the scope. We are all impressed that you can hit a target without it, but I'm tired of watching your videos. Spinning while firing is also a great way of losing your license."
- Theme Naming: Every song on the soundtrack has a name related to either water or heavy weather. These are often fairly obscure names, like Arctic Oscillationnote or 25.3°N 91.7°Enote .
- Too Dumb to Live: The item logs suggest that some of the items you're using were meant to be shipped to (or from) some very dumb people.
- Turns Red: While the most obvious example is the Scavenger, many bosses become more aggressive when they are closer to death, attacking more frequently, though the difference can be very subtle.
- Underwater Ruins: One of the two possibilities for level 3: "Sunken Tomb — Underwater Catacombs".
- Super Not-Drowning Skills: The survivors cannot drown, and neither can enemies — but an achievement is unlocked for knocking 20 Whorls (nautilus-like enemies) into the bottomless pits at the bottom of the Underwater Catacombs map.
- Wake-Up Call Boss: The Magma Worm, alone, would already have a bit of difficulty. When you have swarms of enemies on top of that, it becomes quite the introduction to the challenges that await you.
- Warmup Boss: The Wandering Vagrant, who has only one attack that's easily dodged if you keep moving, and the Colossus, whose strategy amounts to "stay a bit away from the massive stone thing while it slowly strolls at you".
- Wham Line: Easy to miss, being in the very last boss' monster log, but it's there:
"...Why did we have a teleporter from this planet in our cargo hold?"
- You Monster!: The final boss will call the survivors monsters when he dies. It is unclear why, but it is implied to be as much an accurate statement as it is frustration on the final boss's part — in the next shot, the camera pans over the interior of the ship, revealing that it is filled to the brim with dead aliens killed by the survivors.