i'm so glad i watched this to the end because that last clip truly was the encapsulation of the entire rain world experience. also, i knew exactly where you were going when you talked about watching the kitten grow up, it brought the biggest smile to my face - because the controls of rain world really do make you feel like that lost, awkward creature literally learning how to move your own body. i've told friends whenever i recommend this game that no amount of prior gaming experience can prepare you for it, you have to engage with the world like it's completely new to you. in contrast with one of my other favourite games, hollow knight, which you can just say is a metroidvania and then people know what they're in for. nobody asked, but i'll share my experience anyway. rain world was also on my to-play list for a while, and the thing that pushed me to pick it up was the influx of new content that happened when the downpour dlc came out. among other things, the dlc added a LOT of new narrative content, and story tends to be the biggest draw for me. it was also nothing like i expected, and i got really frustrated, and i sort of concluded that i was never gonna beat the game and just went and looked up story spoilers. specifically, i remember looking up why the rain was so violent, and it turns out there is an answer to that. and just reading about like... the lore of the game, as someone who had only seen early-game areas and didn't know yet that there even were npcs who could talk to you, inspired such an awe in me that i had to go back in. i did use the wiki quite a lot, but there's a difference between reading something like "you can use this worm to grapple" and actually doing it, traversing a whole section hanging over the void with only a button press between you and death. i think my own obsession with the game only set in after multiple playthroughs (if you get the dlc, you WILL be doing multiple playthroughs), when i'd familiarized myself with the map and the mechanics and started being able to predict how the world behaves. it was like the game's theme of repeating cycles was being reflected literally by the gameplay experience. but that might be best saved for my own essay...
I know, it's those little moments that really make you fall in love with this game! And yeah, thanks for sharing your experience. The whole point of me making these videos is because I love having discussions about games, and I love hearing about other people's experiences with them. Also, I haven't played Downpour yet, but I'm super excited about it! I'm trying to finish Hunter first, but I did not expect it to be as hard as it is. Thank you for commenting!
Rain World's ability to rip the power from you only to return it through time and experience-gained versatility is incredible. I played the game all the way through, no matter how frustrated, with an innate feeling that is nothing short of awe. The moment of when I played it for the first time and the first I started playing it are over a year apart. The urge to play a game such as this is intense but it is gatekept by something that is not necessarily determined by a gage of instrumental gamer skill, but rather intuition and the ability to use the tools presented to you. I fell in love with this game because it gave me something I wasn't able to have in a long time. For the last couple of years, I had noticed that I had lost my ability to truly enjoy a game for each moment as it passed. As general mental health worsened, I found myself unable to feel inspired whilst playing games - constant monotony plagued me if given an hour. Then I played Rain World. The feeling that this game gives you is found deep in the chest. Throwing yourself at the mercy of a harsh environment that, within its very essence, pleads with you to understand and learn its mechanisms so that you can crack it open like a watch, whilst never forgetting the frailty in which you wield. A good question is whether this game takes you on a journey or you take it on one, like trying to learn to ride a shark with a mouth at both ends - the stark animosity presented by this world is juxtaposed with the urge and possibility to tame it entirely, although it might never feel like it. I bought the Downpour DLC before even completing the base game. I cannot sing the praises of this game more than I do. I would recommend this game to anybody, if only to have a chance at experiencing this rollercoaster of emotive artwork that speaks to an inner desire for survival, or just plain persistence, if nothing else.
Yeah, I know what you mean! Rain World connected with me on such a unique and personal way. I don't think I've ever connected with any other game in quite the same was as I did with this one. I just got Downpour myself, so I'm super excited to dive into it!
@@leggingsoflove2814 I do sincerely hope that you enjoy it, I have only completed it as Artificer and have been casually playing the rest. The game is so refreshing when compared to the types of gameplay I usually have recently. I just wanted to comment on a part of the video, if i could. Loved the video btw, very well put together and is clearly visible to be made as a project of love (and hate). From 25:31 I understand the points that you are saying and would most definitely agree with you, if given some kind of example of sorts? I thought about it and, to summarise, I believe that Rain World is named such after the natural phenomena of unsurvivable rains carving into the world of which these creatures live, and I think that is a pretty cool concept although I can't see it being used anywhere else than it has (unless you've played the Downpour DLC and experienced some rain at the start of cycles, in which ofc this might be your answer). The karma, I understand is less impactful than one would assume, but I mentioned my previous sentence to segway into this - I like to think of this game as one that has a certain set of parameters in which they just give it to you and let whatever happens, happen. Whether that be a fall to your death on a screen you were sure had a connector below it, or a blue lizard falling on your head from a higher screen as you are about to hibernate, you are an animal in a world that existed long before you did. These godly creatures that created it, given the knowledge we have of needing an ascension level, only allowed passage into the afterlife, as well as from location to location, behind a repetitive test of willpower and versatility. Obviously, games are artwork, as you know very well. I simply believe that any understandings that were missed throughout the game are learned harshly through trial and error (in response to the game being subtle with its mechanics); I learned that the reason I mistake screens for ones that I can fall from are because the ones that are dead ends are the ones with transition-tubes. I don't doubt that you agree with me on any of this, I was mainly just curious about any insights to what you might think of as an addition to make the systems that you mentioned more prevalent within a playthrough. Once again, I loved the video and would definitely like to see more stuff from you with the personalised touch that you add to what would otherwise be a generic review.
@@Envoiden Hey, thanks again! I really appreciate your comments! But yeah, I totally agree with you--I love the design of the game just as it is. I intended part 2 of the video to be a criticism of the game to show how it departs from conventional game design more than anything else. And then have that lead into part 3, where I talk about why it is important that Rain World goes against that conventional design. That being said, I think you're right. After I was done with the video, I had the thought that if I could go back to it, I'd make part 2 better--I do agree that the criticism of the game is too vague. And I also wish that I would've included some other popular criticisms of the game that I've read in reviews and articles to drive the point better. But like I said, I completely agree with you--the criticism in the video is meant to underline how the game departs from conventions, and then to use that to show why I love this game so much precisely because it does that. That was my intent, at least. I hope that makes sense. Thank you again!
You've earned my sub, rain world is probably my favorite indie game and I love hearing people's experiences and thoughts about it, it's truly an unforgettable experience and you providing your thought process perfectly encapsulates how someone should approach the game, cautiously but with curiosity. Hopefully you get more subs because this is a wonderful video that deserves more recognition .
Thank you so much! That means a lot to me! The reason I started making videos like this was because I love talking about games I'm passionate about. But honestly, the only thing that really worried me was that I just didn't feel like I had a good voice for narration. So, believe me, I really appreciate your comment!
Excellent video. It's not easy to start another game analysis channel when there are so many that are so bad and yet get so many views thanks to first mover advantage. Covering cult classic games seems to be a better strategy than doing another Baldur's Gate 3 video. Anyway, you got me very interested in Rain World now. Have you ever played La Mulana I and II? If you haven't, they scratch a lot of the same itches as Rain World seems to do (though I haven't played it yet). In fact I'd say La Mulana I and II are truly unique Metroidvanias, but it may be Rain World deserves the very high honor of being in the same category.
Hi, thank you for your encouragement! I haven't played La Mulana games yet, but they are definitely on my list. I've always heard great things about them. I hope to be able to get to them soon!
Your videos are so high quality, I really hope this gets more recognition! Listening to other people's experiences with is game is really interesting 👍
Thank you. I appreciate it! I was telling someone else in the comments that I haven't played through Downpour yet, but I'm super excited about it! It's just that Hunter has been taking me longer to beat than I thought it would!
I agree with many of your points in the part of the video where you criticized the game's design. There's difficult game design that tries to target some sort of atmosphere (i.e. making a believable, harsh ecosystem where you're just another passerby) but also some game design choices that I think 99% of people would agree don't serve a good purpose. I went into RW anticipating it'd be unfair and I kept a text document keeping track of things I deemed "unfair" (many of which still hold after I know a fuller picture of the game after 150+ hours). I think veteran players tend to forget how frustrating the new player experience is (particularly the movement system) and may be quick to jump to the "skill issue" conclusion when somebody complains... I think I understand your arguments and what you mean by thinking of ways to "fix the game". And yes, I was waiting for somebody to talk about Rain World's "ecosystem". A lot of its aspects really just aren't there unless you look *really* hard for them; and in practice, they're basically invisible in-game. A case of "fun to observe", not necessarily "fun to play" (although that video is still really good in my opinion). But I guess as with any form of art, it's targeted at a particular type of person; and it's clear the developers put a lot of love into the abstract elements of the game, which were waiting to be discovered and analyzed by somebody who pays attention. Rain World is such a... *strange* masterpiece to me.
I think that "strange masterpiece" is definitely a good way to describe this game. It is definitely one of the most unique and fascinating games I've played in a while!
I am at part 2 and I really like your analysis how game critique often plays out*. It is really unfair that this video does not have a larger audience yet. I feel privileged that it was even recommended to me. * However, I am unsure if you are trying to say, that the game "would be better if it would be fixed in a way your and other critique says" or not.
* Ok, I now see that the conclusion to this thought comes in part 3. You laid the foundation to it in the beginning of part 2 when you said that every single idea for fixing a game, assumes that the developer failed to achieve his vision. But in the case of Rain World you can be sure that most choices actually are part of the ideal state that the developer wanted the game to be. It is a monolithic piece of art in which every element fits in harmoniously. But in order to achieve this vision sacrifices in the gameplay were made. Maybe you did not know, but it turns out that the 2 developers did fail to achieve their "full" vision. In an interview they said that they would make the story more accessible if they would start from scratch. Therefore, I believe that they really wanted guide you to the right instead of the left but failed. The role of the yellow overseer could have been made unambiguously clear, but it simply is not, although they want it to be. I experienced the same in my playthrough. I ignored in the beginning, but I made the "right" decisions due to pure luck.
@@very-mean-spirited-lizard Thank you for your kind words! I really appreciate them! And, yeah, I've seen a few videos that analyze the game mechanics and systems, but I haven't seen a lot of interviews or talks with the devs themselves. That's something that I might need to look a bit more into. It sounds really interesting. Thank you again!
I very heavily disagree that making the underlying systems more obvious and impactful would "fix" the game. By my understanding, they are supposed to be subtle and not in your face to keep them feeling natural. If they are too obvious, it is too easy to notice them and how they work exactly and it makes you realize all the more that what you're playing is just a game with strict rules that you can exploit. Simply put, it would diminish the immersion. You can compare it to how a very skilled and dedicated writer will work out even the most minute details for their world, the people in it, their customs, geography, etc. A lot of this detail you might never see in the book or film, but it is THERE to keep everything consistent. And as you said in the beginning, you *chose* to ignore moon's observer because you failed to understand what it was trying to tell you. Moon's observer guides you through the entire first half of the game: Moon -> Pebbles -> Moon, while Pebbles tells you how to "finish" it - at least one of the ways. And in Monk's campaign (the easier one), it is even more aggressive in its guidance and support. Rainworld shares quite a lot of similarities with Dark Souls in this regard. You aren't forced to go anywhere. You are just let lose into the world to figure stuff out on your own. Some areas you can traverse, some are too hard, some are closed off until you progress elsewhere. To lose this would mean losing part of its identity and what makes it so immensely special. Edit: As I finish typing all this, you come precisely to this conclusion. Guess I should have kept watching, but it's difficult to keep everything you want to say in mind during such a long video. :') Edit2: Overall, beautiful video. I hope you decide to buy the DLC and play through those campaigns as well. Some of them are much harder than the Survivor's, but they add so much incredibly fascinating lore as well as unique stories. Much love.
Two things I can heavily recommend though are these: 1. Install the SB Camerascroll mod from the workshop. It is an absolute must have. 2. If you can convince or blackmail a friend into playing jolly coop with you, do it. Playing together can alleviate a lot of the sometimes unforgiving nature of the world and instances of plain bad luck (plus multiplayer is amazingly fun anyway). Make sure to look through the options and pick the one that requires only one person to reach a shelter alive, unless you're up for a real challenge. :)
No worries, I understand. Thank you so much! I'm definitely going to be playing through the DLC soon--I'm super excited about it! I'm also definitely gonna try doing some jolly co-op too. That looks like it'd just be way too fun.
such a high quality video, i can see the effort put in this, hopefully it blows up someday
Thank you so much! It means a lot!
i'm so glad i watched this to the end because that last clip truly was the encapsulation of the entire rain world experience. also, i knew exactly where you were going when you talked about watching the kitten grow up, it brought the biggest smile to my face - because the controls of rain world really do make you feel like that lost, awkward creature literally learning how to move your own body. i've told friends whenever i recommend this game that no amount of prior gaming experience can prepare you for it, you have to engage with the world like it's completely new to you. in contrast with one of my other favourite games, hollow knight, which you can just say is a metroidvania and then people know what they're in for.
nobody asked, but i'll share my experience anyway. rain world was also on my to-play list for a while, and the thing that pushed me to pick it up was the influx of new content that happened when the downpour dlc came out. among other things, the dlc added a LOT of new narrative content, and story tends to be the biggest draw for me. it was also nothing like i expected, and i got really frustrated, and i sort of concluded that i was never gonna beat the game and just went and looked up story spoilers. specifically, i remember looking up why the rain was so violent, and it turns out there is an answer to that. and just reading about like... the lore of the game, as someone who had only seen early-game areas and didn't know yet that there even were npcs who could talk to you, inspired such an awe in me that i had to go back in. i did use the wiki quite a lot, but there's a difference between reading something like "you can use this worm to grapple" and actually doing it, traversing a whole section hanging over the void with only a button press between you and death.
i think my own obsession with the game only set in after multiple playthroughs (if you get the dlc, you WILL be doing multiple playthroughs), when i'd familiarized myself with the map and the mechanics and started being able to predict how the world behaves. it was like the game's theme of repeating cycles was being reflected literally by the gameplay experience. but that might be best saved for my own essay...
I know, it's those little moments that really make you fall in love with this game! And yeah, thanks for sharing your experience. The whole point of me making these videos is because I love having discussions about games, and I love hearing about other people's experiences with them.
Also, I haven't played Downpour yet, but I'm super excited about it! I'm trying to finish Hunter first, but I did not expect it to be as hard as it is. Thank you for commenting!
Rain World's ability to rip the power from you only to return it through time and experience-gained versatility is incredible. I played the game all the way through, no matter how frustrated, with an innate feeling that is nothing short of awe. The moment of when I played it for the first time and the first I started playing it are over a year apart. The urge to play a game such as this is intense but it is gatekept by something that is not necessarily determined by a gage of instrumental gamer skill, but rather intuition and the ability to use the tools presented to you.
I fell in love with this game because it gave me something I wasn't able to have in a long time. For the last couple of years, I had noticed that I had lost my ability to truly enjoy a game for each moment as it passed. As general mental health worsened, I found myself unable to feel inspired whilst playing games - constant monotony plagued me if given an hour. Then I played Rain World. The feeling that this game gives you is found deep in the chest. Throwing yourself at the mercy of a harsh environment that, within its very essence, pleads with you to understand and learn its mechanisms so that you can crack it open like a watch, whilst never forgetting the frailty in which you wield. A good question is whether this game takes you on a journey or you take it on one, like trying to learn to ride a shark with a mouth at both ends - the stark animosity presented by this world is juxtaposed with the urge and possibility to tame it entirely, although it might never feel like it.
I bought the Downpour DLC before even completing the base game. I cannot sing the praises of this game more than I do. I would recommend this game to anybody, if only to have a chance at experiencing this rollercoaster of emotive artwork that speaks to an inner desire for survival, or just plain persistence, if nothing else.
Yeah, I know what you mean! Rain World connected with me on such a unique and personal way. I don't think I've ever connected with any other game in quite the same was as I did with this one. I just got Downpour myself, so I'm super excited to dive into it!
@@leggingsoflove2814 I do sincerely hope that you enjoy it, I have only completed it as Artificer and have been casually playing the rest. The game is so refreshing when compared to the types of gameplay I usually have recently.
I just wanted to comment on a part of the video, if i could. Loved the video btw, very well put together and is clearly visible to be made as a project of love (and hate). From 25:31 I understand the points that you are saying and would most definitely agree with you, if given some kind of example of sorts? I thought about it and, to summarise, I believe that Rain World is named such after the natural phenomena of unsurvivable rains carving into the world of which these creatures live, and I think that is a pretty cool concept although I can't see it being used anywhere else than it has (unless you've played the Downpour DLC and experienced some rain at the start of cycles, in which ofc this might be your answer). The karma, I understand is less impactful than one would assume, but I mentioned my previous sentence to segway into this - I like to think of this game as one that has a certain set of parameters in which they just give it to you and let whatever happens, happen. Whether that be a fall to your death on a screen you were sure had a connector below it, or a blue lizard falling on your head from a higher screen as you are about to hibernate, you are an animal in a world that existed long before you did. These godly creatures that created it, given the knowledge we have of needing an ascension level, only allowed passage into the afterlife, as well as from location to location, behind a repetitive test of willpower and versatility. Obviously, games are artwork, as you know very well. I simply believe that any understandings that were missed throughout the game are learned harshly through trial and error (in response to the game being subtle with its mechanics); I learned that the reason I mistake screens for ones that I can fall from are because the ones that are dead ends are the ones with transition-tubes.
I don't doubt that you agree with me on any of this, I was mainly just curious about any insights to what you might think of as an addition to make the systems that you mentioned more prevalent within a playthrough. Once again, I loved the video and would definitely like to see more stuff from you with the personalised touch that you add to what would otherwise be a generic review.
@@Envoiden Hey, thanks again! I really appreciate your comments! But yeah, I totally agree with you--I love the design of the game just as it is. I intended part 2 of the video to be a criticism of the game to show how it departs from conventional game design more than anything else. And then have that lead into part 3, where I talk about why it is important that Rain World goes against that conventional design.
That being said, I think you're right. After I was done with the video, I had the thought that if I could go back to it, I'd make part 2 better--I do agree that the criticism of the game is too vague. And I also wish that I would've included some other popular criticisms of the game that I've read in reviews and articles to drive the point better.
But like I said, I completely agree with you--the criticism in the video is meant to underline how the game departs from conventions, and then to use that to show why I love this game so much precisely because it does that. That was my intent, at least. I hope that makes sense. Thank you again!
You've earned my sub, rain world is probably my favorite indie game and I love hearing people's experiences and thoughts about it, it's truly an unforgettable experience and you providing your thought process perfectly encapsulates how someone should approach the game, cautiously but with curiosity. Hopefully you get more subs because this is a wonderful video that deserves more recognition .
Thank you! I appreciate it!
This is good. Your voice is nice to listen to and this was incredibly well written. Second kudos.
Thank you so much! That means a lot to me! The reason I started making videos like this was because I love talking about games I'm passionate about. But honestly, the only thing that really worried me was that I just didn't feel like I had a good voice for narration. So, believe me, I really appreciate your comment!
Excellent video. It's not easy to start another game analysis channel when there are so many that are so bad and yet get so many views thanks to first mover advantage. Covering cult classic games seems to be a better strategy than doing another Baldur's Gate 3 video. Anyway, you got me very interested in Rain World now. Have you ever played La Mulana I and II? If you haven't, they scratch a lot of the same itches as Rain World seems to do (though I haven't played it yet). In fact I'd say La Mulana I and II are truly unique Metroidvanias, but it may be Rain World deserves the very high honor of being in the same category.
Hi, thank you for your encouragement! I haven't played La Mulana games yet, but they are definitely on my list. I've always heard great things about them. I hope to be able to get to them soon!
Your videos are so high quality, I really hope this gets more recognition! Listening to other people's experiences with is game is really interesting 👍
Thank you! I really appreciate it! And, yeah, I agree, Rain World is such a fascinating game!
Fantastic video and honestly your channel deserves way more subscribers than it has. I hope you make it big someday. Also you have a great voice
Thank you so much! That means a lot!
Amazing video and a great analysis of Rain World hope that you will cover the dlc.
Thank you. I appreciate it! I was telling someone else in the comments that I haven't played through Downpour yet, but I'm super excited about it! It's just that Hunter has been taking me longer to beat than I thought it would!
I agree with many of your points in the part of the video where you criticized the game's design. There's difficult game design that tries to target some sort of atmosphere (i.e. making a believable, harsh ecosystem where you're just another passerby) but also some game design choices that I think 99% of people would agree don't serve a good purpose. I went into RW anticipating it'd be unfair and I kept a text document keeping track of things I deemed "unfair" (many of which still hold after I know a fuller picture of the game after 150+ hours). I think veteran players tend to forget how frustrating the new player experience is (particularly the movement system) and may be quick to jump to the "skill issue" conclusion when somebody complains... I think I understand your arguments and what you mean by thinking of ways to "fix the game".
And yes, I was waiting for somebody to talk about Rain World's "ecosystem". A lot of its aspects really just aren't there unless you look *really* hard for them; and in practice, they're basically invisible in-game. A case of "fun to observe", not necessarily "fun to play" (although that video is still really good in my opinion). But I guess as with any form of art, it's targeted at a particular type of person; and it's clear the developers put a lot of love into the abstract elements of the game, which were waiting to be discovered and analyzed by somebody who pays attention.
Rain World is such a... *strange* masterpiece to me.
I think that "strange masterpiece" is definitely a good way to describe this game. It is definitely one of the most unique and fascinating games I've played in a while!
very good video
Thank you!
I am at part 2 and I really like your analysis how game critique often plays out*. It is really unfair that this video does not have a larger audience yet. I feel privileged that it was even recommended to me.
* However, I am unsure if you are trying to say, that the game "would be better if it would be fixed in a way your and other critique says" or not.
* Ok, I now see that the conclusion to this thought comes in part 3. You laid the foundation to it in the beginning of part 2 when you said that every single idea for fixing a game, assumes that the developer failed to achieve his vision. But in the case of Rain World you can be sure that most choices actually are part of the ideal state that the developer wanted the game to be. It is a monolithic piece of art in which every element fits in harmoniously. But in order to achieve this vision sacrifices in the gameplay were made.
Maybe you did not know, but it turns out that the 2 developers did fail to achieve their "full" vision. In an interview they said that they would make the story more accessible if they would start from scratch. Therefore, I believe that they really wanted guide you to the right instead of the left but failed. The role of the yellow overseer could have been made unambiguously clear, but it simply is not, although they want it to be. I experienced the same in my playthrough. I ignored in the beginning, but I made the "right" decisions due to pure luck.
@@very-mean-spirited-lizard Thank you for your kind words! I really appreciate them! And, yeah, I've seen a few videos that analyze the game mechanics and systems, but I haven't seen a lot of interviews or talks with the devs themselves. That's something that I might need to look a bit more into. It sounds really interesting. Thank you again!
I very heavily disagree that making the underlying systems more obvious and impactful would "fix" the game. By my understanding, they are supposed to be subtle and not in your face to keep them feeling natural. If they are too obvious, it is too easy to notice them and how they work exactly and it makes you realize all the more that what you're playing is just a game with strict rules that you can exploit. Simply put, it would diminish the immersion.
You can compare it to how a very skilled and dedicated writer will work out even the most minute details for their world, the people in it, their customs, geography, etc. A lot of this detail you might never see in the book or film, but it is THERE to keep everything consistent.
And as you said in the beginning, you *chose* to ignore moon's observer because you failed to understand what it was trying to tell you. Moon's observer guides you through the entire first half of the game: Moon -> Pebbles -> Moon, while Pebbles tells you how to "finish" it - at least one of the ways. And in Monk's campaign (the easier one), it is even more aggressive in its guidance and support.
Rainworld shares quite a lot of similarities with Dark Souls in this regard. You aren't forced to go anywhere. You are just let lose into the world to figure stuff out on your own. Some areas you can traverse, some are too hard, some are closed off until you progress elsewhere. To lose this would mean losing part of its identity and what makes it so immensely special.
Edit: As I finish typing all this, you come precisely to this conclusion. Guess I should have kept watching, but it's difficult to keep everything you want to say in mind during such a long video. :')
Edit2: Overall, beautiful video. I hope you decide to buy the DLC and play through those campaigns as well. Some of them are much harder than the Survivor's, but they add so much incredibly fascinating lore as well as unique stories.
Much love.
Two things I can heavily recommend though are these:
1. Install the SB Camerascroll mod from the workshop. It is an absolute must have.
2. If you can convince or blackmail a friend into playing jolly coop with you, do it. Playing together can alleviate a lot of the sometimes unforgiving nature of the world and instances of plain bad luck (plus multiplayer is amazingly fun anyway). Make sure to look through the options and pick the one that requires only one person to reach a shelter alive, unless you're up for a real challenge. :)
No worries, I understand. Thank you so much! I'm definitely going to be playing through the DLC soon--I'm super excited about it! I'm also definitely gonna try doing some jolly co-op too. That looks like it'd just be way too fun.
Hey buddy play unruly heroes It is an amazing 2D game.