Risk of Rain is finally out, and we really think it’s a must-have. You can read why in our review but before you do why not read the thoughts of Hopoo Games’ PR expert and co-founder, Paul Morse, who explains more about the rogue-like action platformer.
Hello Hopoo Games! Thanks for taking the time to talk to us today! Can you give us a little background into your studio?
Sure! Our studio was formed by myself and Duncan Drummond in our sophomore year at college. At first we just wanted to make a game that we thought would be fun to play together and then starting telling our friends about it and they told us to post it online. Shortly after posting Risk of Rain we noticed a lot of people had similar feelings, so we kept at it.
You have just released Risk of Rain on the Vita. Can you tell us a little bit about it?
Fast forward 3 years and we have just brought Risk of Rain to Vita and PS4 with the help of Code Mystics. The port is structurally the same game with performance increases and a completely new online system. The new, smoother, online system is something that we are very proud of because it is something that we know previous RoR fans have struggled with in the past. Now being able to just pick up and play online with friends is possible.
What gameplay mechanics will gamers experience in Risk of Rain?
Risk of Rain is described as an action platformer with rogue-like elements. That being said the game is very fast paced, easy to pick up and play but very hard to master. We wanted the game to be different every time you played and we think that having over 100 items and 12 playable characters this is something we achieved. Every run can turn out wildly different due to the combination of random items, monsters, and bosses.
What was the inspiration behind Risk of Rain?
RoR took on a lot of inspiration from games that Duncan and I played growing up. We started off by making lists of all the features or feelings our favourite games had and tried to get similar gameplay mechanics within Risk of Rain. Most importantly we wanted to make sure that game was fun to play, and that might sound obvious but we knew if we could develop the core of the game first, and it was fun and kept peoples attention, we had a game that we could build on.
There are a lot of things to discover in the game. How does this impact the experience?
Being a small team we knew that we would have limited time and resources to create a lot of content so we did this the best way we could think of. We put all of the components together in the game to be able to have these long, rewarding play throughs that always felt like there was something new because of the amount of unlockable content you could find. From achievements, new items, unlocking new characters to Artefacts, we wanted there to be huge replay value.
Exactly how much is there to discover in Risk of Rain?
There are over 100 items, 12 unlockable characters, monster logs, item logs, and Artefacts that all help the player feel a sense of progression in a game that doesn’t follow a strict story-line.
Are there any notable differences between the PlayStation versions?
Nope! The PS4/Vita version will play the exact same and they are almost identical to the PC version.
How did you find developing the Vita version?
Originally we tried to port the game over directly from GameMaker: Studio but the frame rate we were getting just wasn’t going to cut it. That’s when we decided to team up with Code Mystics and do a proper port so the game would be perfect on the Sony systems.
What are your thoughts on the Vita as a system? Are there any games that stand out for you?
The Vita system is a great way for people to play the games they love on the go, and having talked to a lot of gamers that own the Vita systems they all seem like a very dedicated group of gamers. The Vita is never thought of as being the largest console out there for gamers but the group of gamers that do play on Vita are serious gamers and that is why we think Risk of Rain is going to be perfect for the Vita.
What’s next for Hopoo Games?
Now that we have the Sony ports done for RoR and we recently launched our new game DEADBOLT we are going to make sure everything is running smoothly before moving onto our next project. We have some ideas of what we want to work on next but nothing official yet!
Finally, of the two Vita versions released, the OLED and the Slim, which do you think is best?
Having only used the Slim while developing RoR I am going to have to go with that one!
We would like to thank Paul for his time with this interview! Risk of Rain is out NOW and should be in your collection, and you can read Artie’s thoughts on the game here!
This article first appeared in May issue of The Vita Lounge Magazine. Look out for more exclusive and magazine first content in the magazine soon!