Risk of Rain 2

A roguelike that is a lot of fun, but is mostly just a shooter with random gear if you don’t bring friends.

A Brief Update – 8/30/2024

About 4 years after this writeup was published, Risk of Rain 2 was sold to new developers. These developers recently added a incredibly buggy patch. This patch breaks enemy behavior, player skills, the final boss, and a variety of other parts of the game. Before buying, check if this issue has been resolved.

And Now The Old Review

I was gonna pass on writing about Risk of Rain 2, mostly for two reasons. One was because it has been out for forever. Then I went and checked, and its actually been just a bit over a year.

Huh. 2019 and 2020 have been really long haven’t they?

Then I didn’t have anything I thought was interesting to say. So.

So, some background if you haven’t played. Risk of Rain 2 is a sequel to Risk of Rain except not really. Risk of Rain was a 2D side scrolling game, and Risk of Rain 2 is a 3D third person shooter. Both are rogue likes, but the difference made by third D in 2 is pretty massive. The gameplay loop is something like this: start a game, pick a character, run around for loot while trying to finish the level. If you do finish the level, congrats! Proceed to a new level with more death and loot. When you die, and you will, rinse and repeat, but now you might have unlocked some new stuff.

Now do it again. And again.

One primary advantages that Risk of Rain 2 has over its predecessor is that the net code actually works this time, which makes playing it in multiplayer much easier, and also brings up the big thing I find interesting about the game: I think Risk of Rain 2 is actually a better roguelike in multiplayer than it is in singleplayer.

Here’s why: in singleplayer, there are very few situations where you actually get to make build defining choices. Unlike Immortal Redneck, pretty much every single item you might find or pick up is good. Outside of a few edge case items you get with a special currency that holds over between runs, no item is even a side grade. The worst an item can be is useless. It’s never going to really penalize you.

This matters because in Risk of Rain, the primary thing that is going to kill you is time. As a run progresses, the difficulty of the game ticks up, scaling the damage, health, etc, of bosses. So in order to get the most out of a run, you more or less want to be constantly pushing forward. You don’t really want to spend time farming money or items on a given level, because that will just make things harder in the long run, and the benefit of a single extra item doesn’t outweigh the time it took to get it. Instead, the game plan usually becomes scoping out a few items you can grab quickly, fighting the boss fast, grabbing those items, and charging ahead.

So again, in singleplayer, here’s what will happen: you’ll just grab every single item you can get your hands on. A given item won’t make you worse, so there’s no reason not to.

But in multiplayer, suddenly the builds become important. There are two reasons for this. One is that a fantastic item for one class might be at best mediocre on other. Everyone having a little bit of attack speed might not be as good as one person having a ton. And some items just stack poorly. So now when you open chests, the question being asked is no longer “Should I pick this up?” to which the answer is always “Yes,” it becomes, “Is this item more effective on me, or on my teammates, and if so, should they commit time to coming to grab it?”

I’ll give an example: Bustling Fungus. Bustling Fungus is a fairly straightforward item. When you stand still, after about 2 seconds, a field around you will appear, and will restore health to the source of the field, and any friendly allies standing in it. As a player, standing still will get you pulverized, so Fungus hot trash most of the time.

Unless you play Engineer. The Engineer puts down turrets have two important properties when it comes to Bustling Fungus. First off, the turrets function as if they have copies of all the items the Engineer, and… they never move. So the Engineer with Bustling Fungus suddenly becomes able to place down self healing turrets that also heal allies who just stand near them, even if the ally is running around. Suddenly the Fungus is pretty good.

The second thing is this that the number of items per player in a game of Risk of Rain 2 is mostly linear. So if you’re in a one player game, let’s say you get about 4 total items per level. Well, in a 2 player game, you’ll get about 8 total items per level. And either of the players can pick those up! Before, your build was likely to be pure luck of the draw, but now you can plan with your teammates to put those items where they’ll do the most good. Some like Bustling Fungus are straightforward, and some are more complex, but the increased variety and choices means you have a much bigger pool to try to build out of.

In either case, I think the key takeaway here is as follows: Risk of Rain 2 is pretty great. Steam says I’ve played almost 60 hours of it, so yeah, I like. But perhaps more important, if you do decide to risk those rains, bring some friends. It makes the game much more fun, and makes the building aspect much more strategic.

(Or you could just unlock and use the Artifact of Command, which lets you pick which item you want from a given tier, but I’m not counting that here.)

Running Secrets Of Shirakawa Castle – DM Thoughts

Unfortunately, I wasn’t able to finish running the Secrets of Shirakawa Castle module this week, but instead I hope to have the second part of the review up next week. If you haven’t read the first part, the link to it is here.

This post isn’t a review, instead, it’s just a collection of quick thoughts on running the Secrets of Shirakawa Castle module before. The primary difference between this and review is that I view these more as areas where I screwed up running the module, and where doing things differently would have been more fun for the players. As such, this post is mostly intended for game masters intending to run the module. So without reading the actual module, this article may not be very useful for you.

The module itself can be bought here, on the DM’s guild.


1. Don’t be afraid to use Sei as part of the investigation.
-I’m always afraid of having NPC’s do too much in games. Its something I need to work on. With that said, the way I ran things, it was almost like he wasn’t there. If I were to do this again, I would try to make him a more active part of the game, especially if I was to run the module as few players as I did. Sei and their lore is a fairly key component to the module, and by downplaying them too much, I think I made things a lot more complex then they needed to be.


2. Actively monitor party resources.
Again, more on me then the module. I wasn’t paying a huge amount of attention to how much HP/Spells/etc my players had. The module isn’t a met grinder, but it is punishing, and with exhaustion and other mechanics in play, it can become very easy to accidentally overestimate how much more the party can take without a short rest.


3. Let the players know that they have options to really explore the castle.
This is honestly my biggest regret. I’m pretty sure it’s how I ran the module, but when collecting feedback at the end, many of my players said they felt railroaded. Here’s the thing: Secrets is very, very open ended. Every room in the castle has a description and something to find in it. There are servants to talk to, a bathhouse to visit, and a small garden and pond. Each of these also has clues and information about the cause of the Yokai infestation. Players really can just wander and explore. If I was to run the module again, I think I would do a short tour of the castle, then have the NPC’s tell the players they can inspect wherever they want, and leave them.

These were my big three take aways. I expect to finish running the module next weekend, and after that I’ll post my final review of it. Hopefully these notes help anyone who ends up deciding to send folks on an adventure of their own!

Immortal Redneck – Finally Finished – Video Games!

So, I finally finished Immortal Redneck, by Crema. If the name sounds familar, it might be because they’re the folks that made Temtem. And raised a bunch of money on Kickstarter. But Immortal Redneck is their first game, and frankly, I’ve had way more fun with it.

I’ll talk later about Temtem, but for now, lets just talk about Immortal Redneck. If I had to describe it sufficiently, it’s a rogue like version of Doom, with an Egyptian theme. The game itself is fairly straightforward. You pick a starting character ALA Binding of Issac. This character determines your starting weapons, special activated ability, and usually has at least one more passive gimmick. Then you go into a pyramid, fight your way through to the stairs, go up the next level where enemies get harder until you die or get to the top. On the way to the top there are two bosses. If you get all the way to the top, or if you die, you restart, and can spend money you’ve collected on your way up to increase your hp/def/attack/unlock characters. It’s a pretty standard rogue like structure.

Here’s the thing though. If the reason you start playing Immortal Redneck is because “Oh hey, roguelike” I don’t think you’ll actually have a very good time. Most well regarded rogue-likes have an aspect of “learning” to them, and that isn’t really present in this. You don’t really construct a build. The only thing you can change about your set up as you proceed up the pyramid is your weapon load out, if you find something interesting to replace it with. The only real power-ups, “scrolls” can be good or bad, and you don’t know what they are until you pick them up.

I like Immortal Redneck overall though, because its fun. While it doesn’t follow the standard rogue like gameplay, most of the guns are a joy to play with, and just fun to shoot things with. While it does lean a bit heavily into references to pop culture with some of them, (looking at you little cricket and woolololo staff) most of them are just very satisfying to use.

In addition, the voice acting is pretty good. The only real voice lines are from the titular Immortal Redneck, but I found myself actually rather enjoying how he’s described. Making your character likable in a shooter like this seems difficult when all you can have them really do is spout one liners, but these make the redneck out as surprisingly likable.

I enjoyed Immortal Redneck, and if you like shooters I’d say give it a shot. But if you’re looking into it for the roguelike elements, it may not be your cup of tea.

Tiny Towns – More Board Games!

A simple looking and enjoyable board game about making a better town then everyone else.

Another week inside, another board game! I actually ended up playing Tiny Towns about a week ago at this point, but it was a bunch of fun, so it’s still worth talking about. You can find the game here.

So lets talk about the game. Why is Tiny Towns fun? Well, at part because everyone is on the same playing field. In Tiny Towns, each player has a 4×4 grid, and on your turn, you choose a resource, and place it on a square on your board. Each square can only have one resource, and you’re trying to use this to complete patterns to make a building. When you finish a pattern, you remove the resource squares from the board, and place a building on one of the squares that you removed resources from to make the building.

Which is all very simple, except for one little thing: Whenever any player selects a resource, every other player takes one as well. And you will almost always have to immediately place it. So all of a sudden, two things are happening. The board is a lot smaller, and the selection of building material becomes very important. What are your opponents going to take? Does it look like they need wheat, so you can grab stone? Will giving them brick let them finish another building?

Now, if you’re thinking “Why doesn’t everyone just build the same exact thing?”, I was wondering that too. And that’s where a mechanic I haven’t mentioned yet comes in: Secret Buildings.

Each player starts the game with a single secret building. On the whole, theses buildings can swing the balance of the game quite a decent amount just based on their point value, which is pretty good. Even more importantly though, you can use them to throw off your opponents on what you’re planning to build, and what resource you might be choosing on your turn.

So, that’s your overview of the mechanics. So why is it fun? Well, in part because it’s straightforward. I’ve mentioned I like systems where you make a simple choice with complex outcomes. On your turn, you will pick a building material, place it, and then build buildings. And that’s it. There is no upgrade phase, there are no special materials that act as wildcards, just three simple actions. In choosing your material you have to deal with both what you’re trying to build while figuring out what it gives your opponents. At least for me, a lot of the fun of the game is in trying to read other players boards, and figure out what material they’re going to pick.

Oh, and the game is quite fast. I think the round we played was under 30 minutes? I enjoyed it quite a lot. Thanks for reading, and if you have board game suggestions for stuff to play while we’re all locked up trying to not die, please feel free to hit us up on our Twitter!

RPG Module Review – The Secrets of Shirakawa Castle

A fantastic adventure, that pulls from a set of folklore and stories that really don’t get much chance to shine in tabletop RPGs.

Module NameThe Secrets of Shirakawa Castle

AuthorsRCG Harlow/Rosemary CG (Same person. First link goes to her stuff on DM’s Guild, second link goes to her twitter.)

System/Character Level – DND 5E for 4-6 Level 4 players

Price – $4 – (We were given a review copy for free.)

This post will serve as part one of two of the Shirakawa Castle review. As such, its mostly spoiler free. While none of the plot beats are discussed, there may be some info about the types of Yokai encountered, the beings infesting said castle. Read at your own risk! So, lets get started shall we?

There are two big things about Shirakawa Castle that I think might turn people off, and that’s a real shame, because it’s a ton of fun. Graphically, the module doesn’t look amazing. There are no splash screens of amazing art, there are no bright colors. It looks like a word document. The second thing is the names. I’ll talk about this a bit more later, but I really wish a pronunciation guide/glossary was included. Tengu is easy enough to say. Osakabe-Hime, Yamatai, even the namesake of the castle, Shirakawa, not so much. One of the big pieces of feedback I during a post-game wrap up is that some of my players couldn’t remember who was who regarding the human family members.

So, now that we’ve gotten those small issues out of the way, how does the rest of the module play? Well, it’s a ton of fun! For starters, nothing in the module feels like a traditional monster. There’s no goblins or orcs. Instead, you get a menagerie of strange and bizarre creatures, including a giant foot that demands to be washed, a three tailed cat, kappas, and super small group of creatures called Yanari, tiny little men that like to cause havoc.

The module gives each of these their own statblock, attacks, descriptions, and even gives a bit of info about their behavior. To me, the Yokai are one of the strongest parts of the module, brimming with personality, and with interesting mechanics. The aforementioned Yanari for example, have the ability to swarm up a character and tie them to the ground. Each creature has something special about it, and also tends to have its own unique weakness, as you might expect from something of myth. In addition, most of the encounters can be handled non-violently, if you have players who would prefer to talk things out.

The module isn’t all combat encounters however. Players will most likely spend a decent portion of time exploring the titular castle, and interacting with it’s inhabitants. And this is where one of my second favorite things about this module comes in: The NPC Profiles.

Most of the time, when you get an NPC profile, you tend to get a few traits, or maybe a background. Shirakawa Castle does both of these, and then goes beyond, laying out for the DM the relationships each of the characters has with each other. Since a large portion of the module is investigation, this is a lifesaver when it comes to things like whose sleeping with who, or remembering grudges or problems. For me, this is one of the strongest parts of the module, since it prevents any sort of “Wait, but X said that Y is…” or stuff of that nature. For me, it made the NPC’s far more real then just being servants at the castle, or the lord, or the lady. And it made it much easier to roleplay them. It also prevents the problem of “Well, I thought they would encounter this NPC here, but instead X,Y,Z happened, what would they say?” Combined with the monsters, this is what really sells the module to me.

I’ll post part two of this review after we finish the module, but overall, my players had a ton of fun. While the module might look a little amateurish at a glance, the level of detail in the monsters and NPC’s mark it as anything but. It’s a fantastic adventure, that pulls from a set of folklore and stories that really don’t get much chance to shine in tabletop RPGs. That isn’t say it is perfect, but it’s weak points are only in presentation, and a few additional things that would be nice to have. If your players are board of facing the monsters of European myth, or you want a great mystery module with varied and interesting combat, I’d definitely recommend.

Afterword: I’d usually put my thoughts on running the module down here, with things I could have improved/changed, etc. But because this post is so long, and this review will be in two parts, with more specifics and spoilers in the second one, I’m gonna split those out into their own post. But yeah, players really liked it, I had a ton of fun running it.