42.3 hours played
Written 12 days ago
a game with really interesting ideas and amazing moments that's weighed down by endless monotony and awful design. The [spoiler] karma gate [/spoiler] system has to be one of the worst things put into a game. it's used to make reaching late game areas harder but just works to obscure the intended route for making progress. it encourages the player to grind, but also to commit to areas that are too hard and off-track because *hey it might be the way forward and i don't want to have to grind again to get back here*. imo a game should try to minimize situations in which players try to break through brick walls by hitting their head up against it. rain world just feels like a game that was not playtested.
the game has this pretension of "not being player-centric" by trying to simulate an ecosystem which you are just a small part of. enemies have their own dens that they venture out of in search of food, their own unique hunting styles and social behaviours, etc. but in practice, however, basically every creature is on a random walk from their spawn point and is just waiting for the player to show up. oftentimes creatures will just glitch out, get their limbs caught inside level geometry, chase their tail in an endless loop. the enemy layouts between days can be entirely different, so you don't know what enemies will be in the area, what screen they will be on, or how they will behave. the game really just feels like rolling the dice every screen to see if you die. will you get munched on the moment you transition to a new screen? is the fixed camera hiding an enemy that is mere feet away from you that will munch you when you move 1 pixel to the right? will there be a mosh pit of enemies in the only path you can take (the game is full of nasty chokepoints) that make passage nigh impossible? ultimately rain world is a game that is player-centric: it's just player-centric in a way that is cruel and unaccommodating to the player.
there's a system of collectable [spoiler] coloured pearls [/spoiler] that act as something of a reward for exploration. except to actually collect them, the player has to transport them, individually, to one corner of the map, where a particular character will decode them, marking them off as collected. and the player can only hold 2 items (technically 3) at a time. and there are dozens of these, scattered about everywhere. a more straightforward system for collecting/decoding them would incentivize and reward exploration. instead the game went for a deliberately tedious system that the average person will only discover by reading the wiki. and then there's the other system of collectables, which unlocks content for the sandbox/arena mode which i never even considered touching. ultimately all the collectables feel meaningless, and they make the world feel more empty with that meaninglessness.
and honestly it's a shame the game is like this. because it produces some amazing moments once you learn the ropes after 15 hours or so. the midgame was genuinely really gripping, filled with strange creatures and atmospheric environments. but then it kind of shits the bed again when it introduces a [spoiler] zero gravity [/spoiler] area where the climbing controls are completely different (and never explained!) before the headache inducing [spoiler] farm arrays [/spoiler] area, where the player has to [spoiler] cooperate with a buggy and unreliable animal [/spoiler] to traverse the area.
and then there's the ending setpiece to the game which is just, so drawn out. i at one point tabbed out to look at the wiki because i had been holding a direction for minutes, and it turns out i just had to keep holding that direction. and really that moment just summarizes the whole game for me: drawn out. it has too many areas, it spreads its ideas too thin, it doesn't cut its bad and poorly implemented ideas. it's just endless monotonous sprawl that is in desperate need of an edit.
also, the way the game handles DLC is just bizarre. the DLC are implemented through a native mod menu and are off by default. one of the major mods tweaks the game with QoL updates, additional tutorial messages on loading screens (which are desperately needed), and provides numerous accessibility and modular difficulty options. but it's all buried in the mod manager and a new player won't even know it's there. this stuff should be enabled by default and people who want the original experience can disable it; that's just common sense. i had to read a wiki to even figure out what the DLC and native mods were despite having bought them. and really that's just my experience with the whole game: trying and failing to figure out the bizarre internal logic of the game before just giving up and checking the wiki.
and it sucks because this game could be so good if it just wasn't wilfully obtuse and contrarian in its game design. at its core there is potentially a very good game here, most people will just never witness it (only 3.7 percent of players even have the achievement for visiting each of the games main areas in a single playthrough). the game is caught between differing priorities; it wants to be minimalist but also is a simulation heavy game full of nuance and tech; it wants to be a game about living in a cruel post-anthropocene ecosystem (a fine theme on its own!) but also bogs this down with pseudo-buddhist drivel and obscurantist lore; it wants to be a game about the cruelty of nature but is also full of twee uwu cute animal moments; it wants to be a game where you can go to any area from the beginning of the game if you know how, but won't teach you how, and has an intended route. pick one!! instead we've just got this endless sprawling mess of a game. there's ten different selectable characters, each having the same basic map structure but with a small number of areas being heavily modified based on where they are in the extensive timeline of the world. and it just makes me wish the devs polished and refined what was already there instead of tacking on endless content that the majority of people will simply never play.