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Review of Risk of Rain 2 on PlayStation 4

by Tanya Krane Tanya Krane photo Oct 2020
Cover image of Risk of Rain 2 on PS4
Gamefings Score: 8.5/10
Platform: PS4 PS4 logo
Released: 20 Oct 2020
Genre: Roguelite, Third-person shooter
Developer: Hopoo Games; Gearbox Software
Publisher: Gearbox Publishing

Introduction

Risk of Rain 2 dresses its roguelite bones in chunky 3D pixels, hands you a survivor, and then politely watches as you make increasingly questionable life choices while the alien wildlife levels up and the soundtrack hisses encouragement. On PS4 it's the same chaotic loop that made the PC version a darling: choose a survivor, scour levels for chests and items, find the teleporter, survive the boss onslaught, and either loop until the universe cries uncle or die spectacularly. This review takes a slightly selfish angle: instead of an arms‑length mechanical dissection, I follow the cast of survivors like soap opera protagonists and chart their "story arcs" - from early‑run awkwardness to late‑game demigod status - while also touching on gameplay systems and visuals. If you like your reviews with a side of personality and melodrama, you're in the right escape pod.

Gameplay

Risk of Rain 2's gameplay is a loop designed to make your brain itch in a good way. You pick one of many survivors (Commando, Huntress, Bandit, MUL‑T, Engineer, Artificer, Mercenary, Rex, Loader, Captain, Acrid, plus DLC additions like Railgunner and Void Fiend and later Seekers of the Storm characters) and then stare down an alien planet that loves stacking enemies like it's playing Jenga. The tactical element is less about scripted narrative beats and more about emergent character arcs: each survivor's run becomes a story of growth, compromise, and terrible decisions justified by a glowing item drop. Commando is the archetypal straight man of the cast: solid, dependable, and the protagonist in a lot of players' origin stories. Early runs he's the reliable stomping boot that teaches you the rules. Midgame he learns to rely on items-stacking attack speed or healing items turns him from steady to frighteningly efficient, and by late game he's the one who opens doors you're not emotionally prepared for. Huntress reads like a tragic poet of mobility: glassy at the start, sidestepping danger with skillshots, then spiral into a dazzling ballet once homing/projectile items stack. She's the character who makes you feel skilled even when the universe is trying to murder you. Bandit's arc is the noir antihero: high risk, high reward. Early on he's squishy but satisfying; pick up crit and survival items and he evolves into a cold‑blooded striker with backstab flair. MUL‑T is the utility actor - physically a toolbox who plays like an improv comedian who somehow always has the right gadget for the scene. Engineer builds a quirky little sitcom: his turrets are supporting cast, and a good item haul turns his setup into a fortress comedy of errors where enemies are the punchline. Artificer and Mercenary share a buddy‑cop subplot: Artificer is bursty elemental chaos, the pyrotechnic show that needs items to survive; Mercenary is risky melee who asks you to tango with bullets. Loader is the adrenaline junkie: grappling into fights, wrecking faces, and then wondering why something called a Stone Titan exists. Rex - a plant/robot hybrid - has one of the more interesting gameplay arcs because he literally feeds off what he fights: sustain and synergies make Rex feel like a growing organism rather than a gun with legs. Acrid embodies the creeping horror arc. He's a DOT (damage‑over‑time) specialist who starts runs feeling more like an irritant and ends them as a walking contagion. Captain is the support lead, making any team feel like it has a decent manager; his orbital goodies and drones sing of late‑game stability in co‑op. The Heretic, an Easter egg survivor unlocked by combining several specific lunar items, has the occult redemption arc: you jump through lunar hoops and are rewarded with an oddball, powerful option - the payoff feels mythic because it's so contrived to get there. Items are the real coauthors of these arcs. Because items stack with no hard limit, early run struggles often become late‑run operas of absurd power. Chests, turrets, drones, and vendors (including ones bought with the persistent Lunar Coins) all contribute to each survivor's narrative: a run where a Huntress finds multiple homing items and a strong movement item reads like a rags‑to‑riches story; a run where a Loader never finds mobility but stacks raw damage is a tragic one. The teleporter events act like plot points-activate the teleporter, survive the wave and the boss, then move on. The meta is progression via unlocks: complete challenges to unlock survivors, items, and modifiers, so your personal cast grows as you do. Multiplayer (up to four players online) changes arcs from solo monologues into ensemble pieces. A Mercenary on a team with a Captain and an Engineer becomes less reckless and more heroic; MUL‑T becomes the reliable utility sidekick. Difficulty scales with player count and time, so the show gets more intense as the episode runs long. The option to loop indefinitely is the series that never ends: some players treat the loop as the ultimate endurance arc, trying to see just how far their cast can be pushed before the credits are forcibly applied by enemy numbers.

Graphics

Risk of Rain 2's visual story is itself a plot twist: the franchise leapt from 2D to full 3D because the devs wanted more room to show the items a character collects and to open visual design possibilities. The result on PS4 is a pleasantly chunky, stylized aesthetic that makes each survivor silhouette readable in a firefight - important when chaos wants to eat your face. Levels and monsters benefit from the Unity engine's flexible toolkit: environments are varied enough to feel like different acts, and many returning enemies from the first game were redesigned with 3D attacks that feel reasonable in the new space. It's not a photoreal masterpiece, and it never tries to be. Instead it leans into clarity and personality - the kind of look that helps the game communicate during the frantic, sweaty moments where you're deciding whether to leap into a swarm or press a vendor button like a gambler at a slot machine.

Conclusion

If you want a cinematic single‑player saga with a boxed, scripted ending, Risk of Rain 2 will instead give you a thousand tiny tragedies and triumphs stitched together by loot and improvisation. On PS4 the control mapping and performance are competent and the core loop - survivors, stacks, teleporters, bosses, repeat - remains intoxicating. The real appeal is watching the survivors evolve across runs: the Commando who becomes a veteran, the Huntress who turns ballet into murder, the Heretic you unlock by performing lunar voodoo. Additions via expansions have kept the cast fresh, giving new arcs to chase. At 8.5/10, Risk of Rain 2 on PS4 is a roguelite that understands character: not in the 'here's a backstory' sense, but in the way each survivor tells a thousand micro‑stories as they shoot, bleed, and occasionally explode into triumphant fireworks. It's addictive, chaotic, and somehow tender in its brutality. Recommended for anyone who likes their gameplay with a touch of drama and a lot of stacked probability.

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