Risk of Rain 2 Update 1.07 Patch Notes - Attack of the Fanboy

Risk of Rain 2 Update 1.07 Patch Notes - Attack of the Fanboy


Risk of Rain 2 Update 1.07 Patch Notes - Attack of the Fanboy

Posted: 29 Jun 2021 11:04 AM PDT

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Update 1.07 has arrived for Risk of Rain 2, and here's the full list of changes and fixes added with this patch. This patch brings the long-awaited Anniversary Update to consoles. The Anniversary Update has been available for PC players since March, but now players on PS4, Xbox One, and Nintendo Switch can enjoy all the new features and changes. There's a ton of new content and a lot of changes for old content, so your runs should feel pretty different after installing this update. Here's everything new with Risk of Rain 2 update 1.07.

Risk of Rain 2 Update 1.07 Patch Notes

Major Content

  • Added System: Morgue + Account Stats
    • Browse past runs and all of your account stats – like favorite survivors, progress to completion, or your favorite equipment – now in the Logbook!
  • Added New Survivor
    • New Survivor: Bandit
  • Added New Survivor Skin
    • New Survivor Skin: Bandit Skin
  • Added 5 New Items
    • New Lunar Item: Hooks of Heresy
    • New Lunar Item: Essence of Heresy
    • New Boss Item: Empathy Cores
    • New Boss Item: Charged Perforator
    • New Boss Item: Planula
  • Added 5 New Skill Variants
    • New Skill Variant: MUL-T Special
    • New Skill Variant: Mercenary Utility
    • New Skill Variant: REX Special
    • New Skill Variant: Loader Special
    • New Skill Variant: Captain Utility
  • Added 1 New Monster
    • New Monster: Lunar Chimera (Exploder)
  • Added 1 New Elite
    • New Elite: Perfected
  • Added 1 New Boss
    • New Boss: Grandparent
  • Added New Interactable
    • New Interactable: Lunar Shop Refresher
  • Added 9 New Challenges
    • New Class Challenge: Bandit: Sadist
    • New Class Challenge: Bandit: Classic Man
    • New Class Challenge: Bandit: B&E
    • New Class Challenge: Bandit: Mastery
    • New Class Challenge: MUL-T: Seventh Day
    • New Class Challenge: Mercenary: Flash of Blades
    • New Class Challenge: REX: Full of Life
    • New Class Challenge: Loader: The Thunderdome
    • New Class Challenge: Captain: Smushed
  • Added 93 New Lore Entries
    • New Lore Entry: Monster Tooth
    • New Lore Entry: Lens-Maker's Glasses
    • New Lore Entry: Paul's Goat Hoof
    • New Lore Entry: Bustling Fungus
    • New Lore Entry: Crowbar
    • New Lore Entry: Tri-Tip Dagger
    • New Lore Entry: Warbanner
    • New Lore Entry: Cautious Slug
    • New Lore Entry: Stun Grenade
    • New Lore Entry: Backup Magazine
    • New Lore Entry: Armor-Piercing Rounds
    • New Lore Entry: Bison Steak
    • New Lore Entry: Focus Crystal
    • New Lore Entry: Item Scrap, White
    • New Lore Entry: AtG Missile Mk. 1
    • New Lore Entry: Infusion
    • New Lore Entry: Hopoo Feather
    • New Lore Entry: Ukulele
    • New Lore Entry: Leeching Seed
    • New Lore Entry: Red Whip
    • New Lore Entry: Harvester's Scythe
    • New Lore Entry: Berzerker's Pauldron
    • New Lore Entry: Razorwire
    • New Lore Entry: Brilliant Behemoth
    • New Lore Entry: Frost Relic
    • New Lore Entry: Happiest Mask
    • New Lore Entry: 57 Leaf Clover
    • New Lore Entry: Dio's Best Friend
    • New Lore Entry: Wake of Vultures
    • New Lore Entry: Resonance Disc
    • New Lore Entry: Defensive Microbots
    • New Lore Entry: Titanic Knurl
    • New Lore Entry: Pearl
    • New Lore Entry: Irradiant Pearl
    • New Lore Entry: Genesis Loop
    • New Lore Entry: Artifact Key
    • New Lore Entry: Corpsebloom
    • New Lore Entry: Gesture of the Drowned
    • New Lore Entry: Beads of Fealty
    • New Lore Entry: Defiant Gouge
    • New Lore Entry: Mercurial Rachis
    • New Lore Entry: Empathy Cores
    • New Lore Entry: Essence of Heresy
    • New Lore Entry: Effigy of Grief
    • New Lore Entry: Spinel Tonic
    • New Lore Entry: Disposable Missile Launcher
    • New Lore Entry: Foreign Fruit
    • New Lore Entry: Primordial Cube
    • New Lore Entry: Royal Capacitor
    • New Lore Entry: Radar Scanner
    • New Lore Entry: Eccentric Vase
    • New Lore Entry: Volcanic Egg
    • New Lore Item: Hooks of Heresy
    • New Lore Item: Essence of Heresy
    • New Lore Item: Empathy Cores
    • New Lore Item: Charged Perforator
    • New Lore Item: Planula
    • New Lore Entry: Lesser Wisp
    • New Lore Entry: Lemurian
    • New Lore Entry: Hermit Crab
    • New Lore Entry: Solus Probe
    • New Lore Entry: Brass Contraption
    • New Lore Entry: Bighorn Bison
    • New Lore Entry: Stone Golem
    • New Lore Entry: Clay Templar
    • New Lore Entry: Greater Wisp
    • New Lore Entry: Elder Lemurian
    • New Lore Entry: Lunar Chimera (Exploder)
    • New Lore Entry: Beetle Queen
    • New Lore Entry: Stone Titan
    • New Lore Entry: Aurelionite
    • New Lore Entry: Wandering Vagrant
    • New Lore Entry: Magma Worm
    • New Lore Entry: Grovetender
    • New Lore Entry: Imp Overlord
    • New Lore Entry: Scavenger
    • New Lore Entry: Overloading Worm
    • New Lore Entry: Grandparent
    • New Lore Entry: Distant Roost
    • New Lore Entry: Rallypoint Delta
    • New Lore Entry: Scorched Acres
    • New Lore Entry: Siren's Call
    • New Lore Entry: Hidden Realm: Gilded Coast
    • New Lore Entry: Hidden Realm: Void Fields
    • New Lore Entry: Hidden Realm: Bazaar Between Time
    • New Lore Entry: Hidden Realm: A Moment, Whole
    • New Lore Entry: Sundered Grove
    • New Lore Entry: Commando
    • New Lore Entry: Engineer
    • New Lore Entry: Acrid
    • New Lore Entry: Loader
    • New Lore Entry: Mercenary
    • New Lore Entry: Bandit

Gameplay Changes

    • Final Stage
      • 🌧 The final stage has been redone entirely, with unique objectives and a new, large arena to play in. We won't spoil it. Please let us know how you feel!
    • Low Health Threshold
      • ⇒ 25%

      • All AI now have dramatically improved pathfinding
      • All AI now gets position updates on targets who are invisible only every few seconds, rather than losing the target entirely
      • Drones no longer have resistance to AOE attacks
      • 🌧 All minions now teleport to their owner if they stray past 400m
      • 🌧 All Minions now scale to the 'ambient level' of the run
        Developer's Notes: The 'ambient level' is the level of the run that grows over time. Previously, the enemy team used the 'ambient level' to set their level. Now, all enemies AND minions are at ambient level.
        The result of this is that player minions, like ghosts from Happiest Mask, purchased Drones, and yes – the Squid Polyp – will scale much better over time. This matches drone scaling in RoR1.
      • Update VFX of Double Tap, Phase Round, and Suppressive Fire
      • Double Tap
        • Now fires a single bullet per click
        • Bloom Reset Time:

          ⇒0.7s

        • Damage:

          ⇒ 100%

        • Duration:

          ⇒ 0.15s

      • Tactical Dive
        • Duration:

          ⇒ 0.4s

      • Phase Round
        • Now deals 40% more damage every time it passes through an enemy
      • Now unlocked by default alongside the Commando! Her previous unlock condition (beat the 3rd stage) now unlocks the Bandit.
      • Both Gauss Auto-Turret and Carbonizer Turret now also inherit your equipment. They won't activate it, but they will hold it.
      • Grenades now have slight anti-gravity.
      • Nano-Bomb
        • Tendril Damage:
          20% of explosion

          ⇒ 10% of explosion

        • Tendril Fire Frequency:

          ⇒ 0.125s

      • Tendril Same Target Frequency:

        ⇒ 1s

        Developer Notes: This change is made specifically to avoid the Artificer's Nano-Bomb tendrils proccing Ice and Fire Bands. The tendrils will now fire twice as often, but at half the damage.
      • Blinding Assault
        • 🌧 Now has a lingering 0.2s invincibility to help chain together Blinding Assaults in high-latency online games
    • Bustling Fungus
      • Start Delay:

        ⇒ 1s

      • Now heals at a higher tick rate – overall healing is the same, but the healing is smoother over time
      • 🌧 Now has small visual mushrooms that grow over the area
    • Energy Drink
      • 🌧 Speed Boost:
        30% (+20% per stack)

        ⇒ 25% (+25% per stack)

        Developer Notes: Mathematically, the Energy Drink was worse than the Goat Hoof for speed after the first pickup, even while sprinting. This change will consistently make Energy Drink stronger when sprinting, and also makes its stacking behavior more consistent. This may make the Energy Drink too strong, but it'll at least make a bit more sense now.
      • Improve visual effects to be more noticeable
    • Focus Crystal
      • Damage Boost:
        15% (+15% per stack)

        ⇒ 20% (+20% per stack)

      • Now shows radius for 'nearby' distance
      • Now causes numbers to be pink when active
        Developer Notes: There are many characters and builds where the Focus Crystal should shine through – however, it never seems to be quite high priority enough for the effort required. We're hoping that by making it both flashier and stronger, players will prioritize it.
    • Rusted Key
      • 🌧 Now subtly glows and pulses
      • Now grants items at the same rarity as a Large Chest
      • Now spawns a Lockbox per player with a Rusted Key
      • Now consumes a Rusted Key when a lockbox is opened, and requires a Rusted Key to open
      • No longer scales reward chance with the number of Keys in your inventory
        Developer Notes: People have always been a bit confused about the behavior of the Rusted Key, so we made it make a bit more sense by actually consuming a key to open. 1 Key = 1 Box. Since the item no longer gives 'infinite' items, we can also make it a bit stronger and make the lockbox more noticeable.
      • Damage Boost:
        +50%(+50% per stack)

        ⇒ +75% (+75% per stack)

      • Improve visual effects to be more noticeable
      • Update pickup text to include the damage threshold
        Developer Notes: Same reasoning as Focus Crystal – there are many heavy-hitter builds and characters, but Crowbars aren't prioritized.
      • Now deals 150% base damage on detonation alongside the burn effect
    • Stun Grenade
      • Added visual effect when the item procs
    • Bison Steak (New! Yum!)
      • Replaced 'Fresh Meat' item
      • No longer grants regeneration on kill
      • Now grants 25 (+25 per stack) max health
    • Tri-Tip Dagger
      • Bleed Chance:
        15% (+15% per stack)

        ⇒ 10% (+10% per stack)

        Developer Notes: Right now, bleed is okay until you can stack it infinitely, in which case it becomes incredibly strong. We want to smooth out the power curve a bit, increasing the number of daggers required for 'infinite' bleed to match the number of Glasses required for 100% crit.
    • Lepton Daisy
      • 🌧 Now activates in all 'holdout zones', like Void Fields, and not just during the Teleporter Event
    • Old War Stealthkit
      • Now activates when falling to low health, rather than as a chance when hurt
      • Stealth Duration:
        3s (+1.5s per stack)

        ⇒ 5s

      • Stealth Cooldown:

        ⇒ 30s (-50% per stack)

      • 🌧 Packs now restocks skills by the amount a full cooldown would
      • 🌧 Packs now also apply to stashed skills, like MUL-T's second primary
    • Radar Scanner
      • 🌧 Now details if an interactable is a Barrel, Chest, Drone, Shrine, or something unknown
    • Frost Relic
      • 🌧 Now applies ice slow debuff
      • 🌧 Now has a softer visual
      • Damage Coefficient:

        ⇒ 300%

      • Radius:
        3m (+1.5m per kill)

        ⇒ 6m (+3m per kill)

    • H3AD-5T v2
      • 🌧 Now calculates damage from distance traveled, not speed on impact
        Developer Notes: Even though this makes less sense from a physics standpoint, it will align better with player expectations. Super long fall = big boom.
    • Resonance Disk
      • Redo firing logic to be more understandable
        • Now grants 1 stacking buff per kill, lasting 5 seconds
        • Now fires the Disk at 4 stacks, resetting all stacks
    • Defiant Gouge
      • 🌧 Monster Spawn Points:
        100 (+100 per stack)

        ⇒ 40 (+40 per stack)

        Developer Notes: A single Gouge would spawn way too many monsters. Now, having 1 or 2 Gouges should be a reasonable option.
    • Focused Convergence
      • 🌧 Now activates in all 'holdout zones', like Void Fields, and not just during the Teleporter Event
    • Queen's Gland
      • Limit of deployed Beetle Guards now doubles for Artifact of Swarms
    • Halcyon Seed
      • Changed summoned Aurelionite pre-stack scaling from current-difficulty-based hp + damage bonuses to leveling up to the ambient level like other summoned characters
      • Summoned Aurelionite attention span:

        ⇒ 15s

        Developer Notes: Aurelionite's raised attention span should make it less likely to get distracted by weaker monsters attacking it so it's more likely to spend its time fighting stronger monsters.
      • No longer capable of targeting and healing from allies
    • Hermit Crab
      • Base Damage:
        4 (+0.8 per level)

        ⇒ 12 (+2.4 per level)

      • Mortar Projectile Count:

        ⇒ 1

      • Mortar Projectile now has more visible trail
        Developer Notes: When fighting Hermit Crabs, it's always been difficult to parse where and how many there are. To help clarify their behavior, we made it clearer so 1 mortar = 1 crab.
      • Health:
        900(+270 per level)

        ⇒ 585 (+176 per level)

      • Update visuals to match closer to RoR1 design
      • Update animations
    • Greater Wisp
      • 🌧 Can now be stunned and frozen
    • Lunar Chimera (Golem)
      • Health:
        1900 (+570 per level)

        ⇒ 1615 (+485 per level)

      • Twinshot Attack
        • Total Shots:

          ⇒ 10

        • Damage Coefficient:

          ⇒ 1

        • Force:

          ⇒ 1000

        • Now fires in series, rather than all at once
        • Update visuals to be less noisy
      • Raised the aim origin to be closer to its cannons so it can fire more accurately
    • Lunar Chimera (Wisp)
      • Tracking Bomb
        • Damage Coefficient:

          ⇒ 5

        • Speed:

          ⇒ 60 m/s

        • Update visuals to be less noisy
    • Beetle Queen
      • Summon Beetles
        • Beetle Count:

          ⇒ 2

        • 🌧 Now summons Beetle Guards instead of Beetles
      • Now properly spawn as elites
        Developer Notes: Apparently, Scavengers were already spawning as elites – with their health and damage buff – but did not have their elite equipment (Burning, Glacial, etc). Now they will.
    • Void Reaver
      • Added a minimum distance between bombs
    • SPOILERS! Final Boss, Last Phase. SPOILERS!
      • Base Health:
        1000 (+300 per level)

        ⇒ 1400 (+420 per level)

      • Added stagger state triggered by taking high damage
      • Item Steal
        • Now consistently returns items as you deal damage, rather than randomly, i.e if you have him at 50% health, you will have 50% of your items back
        • Now consistently returns items to players in multiplayer in order (1, 2, 3, 4, 1, 2, 3, 4) rather than per-player damage
        • Now returns items in the order that you found them, rather than in reverse order
        • Now utilizes Crowbars
    • Bazaar Between Time
      • Now allows you to reroll shop contents, at the cost of 1/2/4/8… lunar coins
    • Wetland Aspect
      • Altered stage layout to add more identifiable landmark areas
    • Sky Meadows
      • Reduce initial map monster spawns by -24%

Quality of Life

  • Various optimizations, both small and big! Let us know if the game is running better (or worse…)
  • 🌧 Added an option in settings to disable Screen Distortion, like from using Spinel Tonic, since many users reported motion sickness from the effect.
  • 🌧 Added an team-colored area indicators for attacks from Mini Mushrums, Malachite Elites, Titans, Imp Overlords, Aurelionite, and Void Reavers. Remove area indicators for attacks from Beetle Guards.
  • Graphics Updates
    • Update visuals for Gunner Drone, Gunner Turret, Backup Drones, and Healing Drones to match other assets
    • Update visuals for Chests, Large Chests, Category Chests, Barrels, and Equipment Barrels to match other assets
    • Update visuals for Bustling Fungus, Soldier's Syringe, Squid Polyps, Cautious Slug, Goat Hoof, Gesture of the Drowned, Rusted Key, and Leeching Seed to match other assets
    • Update visuals for all broken drones to be easier to see
    • Update visuals for missiles
    • Update damage numbers to be more legible
    • Update skin visuals for Huntress, MUL-T, Loader, and Artificer
  • 🌧 Fire trail hitboxes from Burning elites are no longer spherical and properly match the visuals
  • 🌧 Reduced screen shake and post-process brightness on Magma Worm. Clean up projectiles to be less opaque.
  • Survivor Logs now require you to beat the game at least once with that survivor
  • 🌧 Updated the Beetle Guard visuals when they spawn from a Beetle Gland to stand out more
  • 🌧 Improved Sticky Bomb's logic for sticking to enemies
  • Now display ambient level on the HUD
    • Ambient level cap raised from 94 to 99
  • Allow for scripted combat encounters, like Aurelionite or Alloy Worship Unit, to spawn as elites if Artifact of Honor is enabled
  • 🌧 Add invincibility earlier into player spawning to reduce chance of dying instantly on entering a map
  • 🌧 Update Captain's Supply Drop on controllers having non-intuitive reversed controls

Bug Fixes

  • Fixed boss items spawning more frequently than intended, especially when more items drop from multiplayer or Mountain Shrine bonuses
  • Fixed large rocks in Titanic Plains clipping into the camera
  • Altered geometry slightly to make more difficult to accidentally go out of bounds on many stages
  • Abandoned Aqueduct now has defensive tar fully circling outside of the play area
  • Fixed korean language characters missing in certain cases
  • Fixed some animation issues on the Loader
  • Fixed physics issues with Commando's Frag Grenades
  • Fixed certain drones not having 360° vision, causing them to attack or heal less
  • Fixed Lunar Chimera's death animations not matching the sound timings
  • Fixed more occlusion issues in Sundered Grove and other maps that cause objects to disappear at certain camera angles
  • Fixed certain survivors not removing their limbs when picking up Paul's Goat Hoof or the Royal Capacitor
  • Fixed Helfire Tincture's burning effect being offset
  • Fixed Chain Lightning and Razorwire making trail renderers that were not being cleaned up, potentially causing infinite objects in the scene
  • Fixed Mini Mushrums making hitboxes that were not being cleaned up, potentially causing infinite objects in the scene
  • Fixed certain effects incorrectly rendering while the player has invisibility
  • Fixed enemy Beetle Guards not appearing in Void Fields or with Artifact of Dissonance
  • Fixed Vultures having base health regeneration
  • Fixed the ending sequence explosions missing an authority check, causing it to fire additional projectiles for every client in the game
  • Fixed Stone Titan and Aurelionite missing an authority check, causing them to fire an additional projectile for every client in the game
  • Fixed broken drones spawning underground
  • Fixed several monsters playing death sounds and creating the usual visual effects when vanished by Void Reavers
  • Engi Grenades now properly play impact sounds
  • Fixed Alien Head particles not being affected by invisibility
  • Fixed Titan's laser lock-on only being calculated once, rather than continuously re-evaluating
  • Fixed Titan's laser lock-on not respecting invisibility
  • Fixed clients not being able to use the exit portal in A Moment, Fractured
  • Fixed 3840×1080 resolutions being unable to navigate the Server Browser
  • Fixed the final boss's crystals not being correctly colored
  • Enemies who are stunned, frozen, or shocked no longer continue to turn
  • Fixed dedicated server sometimes capturing the mouse cursor
  • Fixed transparent blue spawn point debug visualizers for certain map objects (like explosive pots) being visible to non-host players
  • Fixed game browser not filtering out lobbies and servers running on a different version of the game
  • 🌧 Fixed Solus Control Unit not being selected as a boss due to a misconfigured spawn card

Risk of Rain 2 is available now on PC, PS4, Xbox One, and Nintendo Switch.

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Returnal PS5 Review: Does It Maximize The PS5? - Robots.net

Posted: 07 Jun 2021 12:00 AM PDT

The PlayStation 5 is a marvel when it comes to console gaming. However, the catalog of games has not challenged the system's capabilities to their maximum. With the release of Returnal for the PS5, is this the first game that pushes the system to its limits? Lastly, is Returnal for the PS5 a must-buy or can you skip it for the next big release?

What Is Returnal?

Returnal PS5
Photo from Amazon

Returnal is a horror, rogue-lite, third-person shooter PS5 game. It is created by Housemarque Oy and published by Sony. The game was released back on April 30, 2021.

Check it out on Amazon and play it on your PS5 today!

Returnal PS5 Review

Now that we know what we�™re dealing with, let�™s review Returnal and see how it fares in the gaming sense.

Gameplay

Returnal Gameplay
Photo from Amazon

Returnal is an incredibly punishing game when it comes to gameplay. The various enemies that you face can get overwhelming in the later levels. This is especially true when you reach the game�™s second phase. We�™ll talk about this later, but for now, let�™s talk about the general gameplay.

Returnal isn�™t a roguelike even though it's advertised as one. It has roguelike elements, with shifting environments and levels to go with randomized loot. However, the game has its spin of things that�™s uniquely its own, things that make it an engaging game, and a Housemarque classic.

For one, the bullet-hell aspect that�™s present in a lot of Housemarque�™s games is still evident in this title. The enemies will shoot colored balls of death at the player from any direction for Selene (the character you control in this game) to dodge into. To combat these alien threats, Selene can use various weapons that she can find in the game world. There are 10 weapons available in Returnal as well as 11 Alternate Fire Modes. You�™ll find these weapons randomly in the world each with one of the 11 Alt-Fire Modes already slotted in. In addition to that, each weapon in the game has a list of traits that improve it in slight ways. An example would be the normal pistol gaining the ability to charge its bullets. There�™s also the Overload mechanic that allows Selene to instantly reload her guns.

Next to the weapons, there�™s also Suit Boosts that improve Selene�™s health and protection as well as Parasites. If a player�™s lucky, they might get through a Returnal run easily when combined with some good Parasite and Suit Boost management. However, players need to be careful when using Parasites; while they do give great boosts, they can also cause Suit Malfunctions that can hamper gameplay.

Weapons

Weapons
Photo from PlayStation

In terms of weapons, Returnal on the PS5 has quite a few devastating effects on enemies that Selene comes across on Atropos. We already know that there are 10 weapons and 11 alternate fire modes. But in this section, we�™ll talk about the weapons themselves and how players can use them to full effect.

Sidearm SD-M8

The SD-M8 is the first weapon you get to use in Returnal, and though it's small, that doesn�™t mean it isn�™t mighty. With the right traits and Alt-Fire, this weapon can be a semi-automatic menace for your enemies. Of course, players with itchy trigger fingers can increase the fire rate, but holding down the right trigger also works.

The SD-M8 overall is a pretty balanced and viable weapon. It is something that can carry Selene out of a lot of nasty situations when other weapons aren�™t up to par. You might trade it right away when you find another weapon in this list, sure. However, you�™re sure to remember the SD-M8 for how reliable it can be.

The Sidearm SD-M8 has 10 traits that it can be slotted with:

  • Ricochet: Allows the bullets from the SD-M8 to bounce off walls and enemies. If you want to be a cowboy that does trick shots in a Bullet Hell shooter, then this is for you.
  • Piercing: This is a self-explanatory trait that allows the bullets to go through enemies.
  • Homing Missile: The standard bullets are turned into homing missiles that hunt down enemies.
  • Burst Fire: The SD-M8 turns into a semi-automatic burst pistol at the cost of recoil.
  • Snubnose Barrel: Range and accuracy are reduced, but the damage is increased.
  • Charging Shot: All bullets need to be charged first but deal more damage.
  • Serrated Projectiles: Deals constant damage over time against enemies hit by bullets.
  • Hit Reload: The weapon can reload instantly at a chance when Selene hits enemies.
  • Shrapnel: Bullets have a chance to explode when they hit targets.

Spitmaw Blaster

Next up is the Spitmaw Blaster, or more accurately, Returnal�™s shotgun. This bad boy can instantly turn smaller enemies into bits with its normal fire. Something that takes several shots by some guns to kill can die by one shot in the face by the Spitmaw.

As per usual, the range is the worst attribute that the Spitmaw Blaster has, which makes sense as it�™s a shotgun. Selene needs to be within punching distance of an enemy to deal the most damage when using this weapon. It's not something that�™s recommended when fighting things like bosses. However, this thing can melt enemies with tactical maneuvering and a good Alt-Fire/Traits.

The Spitmaw Blaster has eight traits that it can be slotted with:

  • Rapid Spitter: Turns the Spitmaw Blaster into an Auto-Shotgun.
  • Slug Shot: The Spitmaw Launcher shoots out an additional, slug shot that deals high damage.
  • Wide Maw: The Spitmaw Launcher�™s pellets have a wider spread.
  • Explosive Spit: Projectiles blow up when hitting enemies.
  • Narrow Maw: The Spitmaw Launcher�™s pellets have a tighter spread.
  • Backsplash: Selene regains a bullet if all the pellets hit enemies.
  • Piercing Spit: Projectiles can go through enemies before exploding after a delay.
  • Critical Stagger: Any projectile that the Spitmaw Launcher fires deal more damage to staggered enemies.

Tachyomatic Carbine

The Tachyomatic Carbine is Returnal�™s version of a handheld machine gun, which doesn�™t make sense since Carbines are rifles but we digress. The game�™s entry for the gun says that it uses electromagnetic fields to fire projectiles. In layman�™s terms, this is a handheld Railgun Negev. It's not something you say every day, but that perfectly describes this weapon.

The Carbine�™s ammo capacity is huge, but the damage and range aren't anything to brag about. But you can't really say that when you fire a hail of bullets into that annoying miniboss to turn its HP into paper.

The Tachyomatic Carbine has eight traits that it can be slotted with:

  • Armor Piercing: Bullets go through enemies and ricochet off of surfaces.
  • Leech Rounds: Hitting enemies can repair suit integrity.
  • Accelerated: increases fire rate and decreases dash cooldown.
  • Payload Rounds: Enemies drop cluster bombs when they die.
  • High Calibur: Increases damage but reduces the rate of fire.
  • Critical Hit: Bullets fired can deal increased damage.
  • Rising Pitch: Increases fire rate the longer players hold the trigger.
  • Hardened: Increases Selene�™s protection.

Hollowseeker

Next up would be the Hollowseeker, which is one of the weirder guns in the game. For one, it looks like a rifle but doesn�™t function as one. It's similar to the Needler from the Halo series as it fires homing needles at enemies. However, the Hollowseeker works best at short to medium ranges, much like a shotgun. The Hollowseeker is a really weird gun, but it's one that has a high skill ceiling.

The Hollowseeker has nine traits that it can be slotted with:

  • Serrated Projectiles: Deals damage over time when it hits targets.
  • Phasing Rounds: Bullets pass through surfaces, but not enemies.
  • Portal Beam: Makes a portal that fires beams towards enemies near Selene.
  • Shrapnel: Projectiles can blow up, dealing more damage.
  • Retarget: Projectiles will try to hit another enemy once they hit the initial target.
  • Oscillator: Bullets fired are done so on an oscillating pattern and deal more damage.
  • Portal Turret: Same as the Portal Beam, but fires bullets instead.
  • Waves: Fires waves that damage enemies when Selene fires the Hollowseeker
  • Split Stream: Fires additional Homing Shards.

Thermogenic Launcher

Do you want to use a rocket launcher? Well, here it is. The Thermogenic Launcher is a rocket launcher that fires what seems to be homing plasma. That alone would be hardcore enough, but these things have great damage and huge AoE. The only thing that hampers this weapon is the long reload, but if players use the Overload mechanic, well…

The Thermogenic Launcher has nine traits that it can be slotted with:

  • Easy to Use: Killing enemies gives extra Thermogenic Launcher proficiency.
  • Critical Rockets: Rockets can explode twice.
  • Full Auto: Thermogenic Launcher can fire in full auto.
  • Mega Rocket: Rockets fired are more powerful, but slower.
  • Tail Fire: Fires a more powerful projectile after each salvo.
  • Enlarged Chamber: Increased Overheat limit.
  • Obolite Magnet: Has a chance to get obolite automatically after killing enemies.
  • Replicating Hits: Successful hits fire an extra rocket.
  • Thermite Rockets: The rockets fired deal damage over time.

Rotgland Lobber

The Rotgland Lobber is an AoE grenade launcher that deals decent damage and damages enemies over time. However, the weapon only has one, yes one, ammo on the magazine. Good usage of Overload would be enough to mitigate it though.

The Rotgland Lobber has nine traits that it can be slotted with. These traits are:

  • Enlarged Chamber: The overheat limit of the Rotgland Lobber is increased.
  • Explosive Shot: Projectiles blow up when impacting enemies.
  • Durable Rot: Rot duration is increased.
  • Bouncing Rot: The bullets fired by the Rotgland Lobber bounce before blowing up.
  • Caustic Rot: Enemies that get hit by the rot projectile directly get additional damage over time.
  • Trailing Rot: Bullets leave a rot trail.
  • Tendril Rot: Tendrils shoot out from the rot that damages enemies.
  • Protective Rot: Selene gets extra protection when she stands on Rot.
  • Portal Rot: Enemies killed by Rot make a portal that fires bullets.

Electropylon Driver

The Electopylon Driver is possibly the best gun in the entire game when looking at damage over time perspective. The gun fires pylon rods that stick at enemies or the surroundings. The more rods Selene fires, the more tick damage that gets inflicted. A good spread of Parasites and traits can turn this gun into a powerful weapon for clearing groups of enemies or bosses.

The Electropylon Driver has eight traits that it can be slotted with:

  • Streamlined Chamber: Increases the fire rate of the Electropylon Driver.
  • Protective Pylons: Increases Selene�™s protection when she�™s near pylons.
  • Silphium Extractor: Enemies have a better chance to drop Silphium.
  • Blade Harmonizer: When Selene uses this weapon, increases the damage of her melee attacks.
  • Finisher: Tether damage is increased when enemies are in low health.
  • Enlarged Chamber: The Overheat limit of the Electropylon Driver is increased.
  • Pylon Web: Fires all of the pylons at the same time in a web pattern.
  • Blade Pulse: Melee hits will emit a damaging pulse from the pylons on the battlefield.

Dreadbound

The Dreadbound is the last weapon that Selene gets in the game. The projectiles fired by this gun are similar to the ones fired from the Hollowseeker but bigger. They also blow up after they get stuck in an enemy. Unfortunately, it suffers from the fact that it only has 3 bullets in its magazine. However, the same thing applies by using Overload.

The Dreadbound has three traits that it can be slotted with:

  • Obolite Magnet: Increases the radius of Obolite collection.
  • Staggering: Increases the staggering power of Dreadbound.
  • 4th Shard: Has additional projectiles that grow more powerful.

Controls

Returnal�™s controls are pretty great and responsive. The game makes use of the new PS5 controller�™s adaptive triggers well. Pressing a trigger halfway will allow the player to aim for their chosen gun. Pressing it all the way will fire the gun�™s main or alternate fire depending on which trigger they use. In addition to this, the haptic feedback in Returnal is fantastic, with players being able to feel out most of what�™s happening in the game through the controller. From getting damaged by attacks to Selene landing after making a jump.

One of the things that worried people were the controls for the normal and alternate fire modes. This is because to switch between them you need to press the left trigger halfway for normal, and for alternate fire modes. This made some people nervous because of the possibility of accidentally firing the alternate fire when they don�™t mean to. Luckily, the controls were very intuitive and the game makes a few audio and visual cues. This allows players to see which fire mode is active when they�™re holding down sights before firing their weapons.

A lot of the game�™s finer controls can be adjusted based on player preference as well. If you don�™t want to make use of the adaptive controls you can change it to a more traditional layout. Nothing�™s stopping the player from setting up their control scheme the way they like it.

Graphics, World/Level Design

The game looks magnificent, using all the capabilities that the PS5 has to its fullest potential. Atropos looks like an incredibly creepy and dangerous planet filled with unknown dangers and hidden secrets. Combine that with the lighting being on point and you have a planet with an air of mystery and peril no matter the biome: Even if it�™s from the usual dark forest ruins on the first level, or the red desert of the second.

The level design that Returnal has shifts every time Selene dies. Thus, you might go on a valley one moment, and a rocky hillscape the next. The world of Atropos is a dangerous place, and Selene will need the player�™s help to navigate its nooks and crannies. If a player�™s not careful, their run will inevitably end in death and Selene would go back to the start. However, the resets that Atropos goes through are more on general arena layouts, weapon and loot drops, and enemy placement.

These are pretty minor things when compared to other roguelikes like Hades or Dead Cells. A more apt comparison to Returnal�™s gameplay and combat would be Remnant: From the Ashes. Why? Because of their combat and general gameplay of being a third-person shooter like Returnal. In the case of Remnant, the entire campaign is randomized from the quests to the drops. Due to this, players can only change the campaign layouts by changing the game�™s difficulty or making a new character. Not an option when talking about Returnal.

Story

The story of Returnal revolves around Selene, who crash lands on Atropos after looking for White Shadow. After finding out that the planet resets itself after she dies, she tries to find a way out of Atropos. She also needs to find out the mysteries of Atropos while doing so, but that�™s easier said than done. Monsters, anomalies, and dangers prevent her from getting to White Shadow and the mysteries of Atropos.

Sound Design

The sound design of Returnal on the PS5 screams mystery, danger, and death. The enemies will go and kill Selene but you�™ll know it with their screeching their attacks at you. In addition, the ambient sounds in the game help in making sure that the player isn�™t comfortable with the situation. We�™ll talk more about how it does this below.

Replayability

The Returnal PS5 release good for two to five playthroughs due to the sheer difficulty and the endings. The game�™s really good, and there�™s a lot of secrets for players to dig around in.

Did Returnal Maximize The PS5 As A System?

Returnal PS5 Deisgn
Photo from Amazon

Returnal for the PS5 is a game that makes use of most of the new hardware the console has. It ranged from the haptic controller allowing players to feel what�™s happening in the game to other things like the sound system being so good that it�™s almost as if the player�™s on Atropos themselves. The game is incredibly immersive, probably due to the great capabilities of the PS5. The game deserves to be a benchmark for the new generation of games coming out for consoles.

Unfortunately, the game is severely hampered due to the save file issue. Housemarque hasn�™t seen fit to add in a better saving system to Returnal, remarking that players should set their PS5�™s to sleep/standby mode to pause playthroughs. This is all well and good, but the playthrough will be corrupted immediately if there�™s a patch update for the PS5 or the game. As of now, the issue seems to be fixed due to the May 6 patch. But we�™ll see how it goes.

What Can Be Improved and Built Upon On For A Sequel?

If there would be a sequel to the Returnal PS5 game, the world generation should be better. Some new biomes other than the ones currently in the game would be nice. Other than those, more endings, weapons, and enemies would be great to see.

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