AM2R 1.4.1 Random Fusion Run

We interrupt your regularly scheduled Risk of Rain content because AM2R has had another update, albeit a relatively minor one.

I'd originally intended to just skip it and wait for something more significant to come along, but then I saw it adds Core X and in general overhauls the X and I had to see.


This is actually my second attempt at a run -my first attempt had atrocious luck, with exactly one Energy Tank, two Super Missiles, and a pile of Missiles being literally everything I could access without going into the power core, and I was too fragile and not lethal enough to pull it off reliably. I'd have liked to have beaten that run, but it wasn't gonna happen.

You might also notice me doing some moonwalking and the like a few times early on. I accidentally discovered that mechanic because its default key assignment is identical to the jump button in Risk of Rain and I hadn't gotten out of the habit yet, and then proceeded to never encounter a situation it seemed particularly useful in. Oh well. I... think that's actually been in the game the whole time and I just didn't realize...

The actual changes 1.4.1 makes relative to 1.4 are mostly minor touches like reworking various graphics, but I quite appreciate several of them. For example, now the item room music doesn't reset the area tune; once you exit a room using item room music, the area music will pick up where it left off, mitigating my primary complaint with the use of the item room music in 1.4. The secret log entry is no longer literally 'go look up on Reddit how to get it', enemies in Fusion Mode transform into X much faster, grabbing the Varia and Gravity Suits actually initiates the transformation effect in random modes so long as the location they spawn in is appropriate for such, and a bunch of other little bits like that. I'm particularly glad to see they re-tuned the credits so the music is much closer to correctly aligning with the image transition.

The Core X are also appreciated, and make Fusion Mode more interesting. And I'm pleasantly surprised they put in the effort to make Arachnus' Core X directly provide a power-up when absorbed. (You can briefly see the game informing me I got a Missile Tank when I absorb it) None of the other Core X have this behavior since you pick up their item before fighting them.

On the other hand, while 1.4.1 seems to have addressed the issue where X clearly caused significant lag in 1.4, it's replaced it with a much more widespread lag problem. My early difficulties with the wall jump are pretty much entirely because there's constant low-level inconsistent lag ruining my rhythm, and it gets really blatant once I start fighting more advanced Metroids -while Alpha and Gamma Metroids aren't an issue, Zetas all induce noticeable lag, Gammas fairly serious lag, and the Queen is non-stop severe lag that doesn't stop until she's dead. It's baffling, and it's a big part of why this is likely to be my only run through 1.4.1.

Though on a different note, 1.4.1 also introduces support for playing the game on an Android if that's your thing. I don't care, but maybe you will.

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