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Rain World |OT| Concrete Jungle

Mandelbo

Member
So for the Sh
aded Citadel
, what should I do about light sources? I've found two options so far - killing one of those glowy animals that hang around the area and taking one with me, but they go out eventually and weigh me down. I could *not* kill them, but then they'd still me weigh me down and I imagine they'd get away from me eventually. Then there are the flashbang berries I've seen in one area; problem being that while they light up the whole screen, they only do it for about a second, and I've only seen three of them so far.

Some of the tribesmen I've seen wandering around have relatively good lamps on them, so I could probably try killing one to take it, but given that some of them have guns and they seem neutral to me at the moment, that probably wouldn't be a very good idea.

I do need a portable light source though, since there are monsters hiding in the dark now - I need to be able to see them before they can get me. What've other people done here?
 
I was looking forward to this for a long time, but this being compared to IWTBTG cemented me to wait.

Living for fun, not frustration. DS/Bloodborne is frustrating fun with paterns you can learn at least and champion them :(
For the record, comparisons like the bolded are undoubtedly asinine.
 

Granjinha

Member
So for the Sh
aded Citadel
, what should I do about light sources? I've found two options so far - killing one of those glowy animals that hang around the area and taking one with me, but they go out eventually and weigh me down. I could *not* kill them, but then they'd still me weigh me down and I imagine they'd get away from me eventually. Then there are the flashbang berries I've seen in one area; problem being that while they light up the whole screen, they only do it for about a second, and I've only seen three of them so far.

Some of the tribesmen I've seen wandering around have relatively good lamps on them, so I could probably try killing one to take it, but given that some of them have guns and they seem neutral to me at the moment, that probably wouldn't be a very good idea.

I do need a portable light source though, since there are monsters hiding in the dark now - I need to be able to see them before they can get me. What've other people done here?

You can go to the far right of garbage wastes and there's something there.

That's what i did (but i went there first before i went to shaded citadel). I honestly have no idea what to do if you go there without that light source. Is there any way to befriend the light mouses?
 

Mandelbo

Member
You can go to the far right of garbage wastes and there's something there.

That's what i did (but i went there first before i went to shaded citadel). I honestly have no idea what to do if you go there without that light source. Is there any way to befriend the light mouses?

I have no idea where the garbage wastes are :p

In the end I killed the tribesman who was carrying the light, and I hibernated with it so I'm not gonna lose it on death. He dropped a mask when I killed him, but I couldn't pick it for whatever reason, maybe I was carrying too much. I feel not trying harder to find something to do with it may eventually be my downfall.
 
For all I've complained about the game over the last day, it's very good at creating a sense of tension and dread. I just had my first mad dash for a shelter that I also managed to survive!

https://www.youtube.com/watch?v=wlN_3ubxeME

I think perhaps my favourite part of this is around 1:15 in, where I entered the room with a lizard right by the entrance - but rather than stopping to try and attack me, it passes me by and leaves the room, since it's trying to escape the rain just like I am. The way the sound of the rain abruptly cuts out as soon as I enter the shelter is really cool too as a way of releasing the tension.

Now I'm at the
Shaded Citadel, which looks outstanding by the way,
and have just encountered two shelters within a couple of rooms of each other :p

That was stressful to watch, so clutch!
Yeah. A shame.

It has one of the most remarkable endings i have ever seen in a game. :p

:O
 
While the moment-to-moment structure I'd argue feels very Soulslike in deciding when to turn back for safety or press on, the actual process of learning the game is more akin to Spelunky IMO

In that game, you perhaps first brought your usual platformer skills and norms to the game, and then you probably died a lot. Got killed by traps you didn't see, cornered by a ghost, blasted by a shopkeeper you accidently made angry, made a jump that was just too far and died

But then you slowed down. Crept towards edges to peek below. Used bombs tactically. Learned how to spot and disable traps. Mastered the jumping until you knew if you needed a running start or not at a glance. Figured out how to use the ghost to your advantage.

And soon you were progressing farther because even though the levels were always different, you understood the rules of the systems and the limits of your moveset
 
If the rank system was taken out, would it be a big issue? I haven't played much of the game so I don't know the benefits of such a system, what do you get from higher ranks other than being able to open save points? What does the highest rank do? Cause all I see right now is if you lose ranks, you lose motivation to explore more.
 
If the rank system was taken out, would it be a big issue? I haven't played much of the game so I don't know the benefits of such a system, what do you get from higher ranks other than being able to open save points? What does the highest rank do? Cause all I see right now is if you lose ranks, you've gotta do more backtracking.
Pretty much. Mainly why my main hope is that they uncouple region gates from rank. One of the early ideas mentioned in the devlog was that cistern above the gates would drain, so you couldn't pass back through during the same cycle
 
I put about an hour and a half into this game. It looks cool and the behavior of the enemies is very interesting, but man the actual gameplay just has no appeal. Had to refund it unfortunately. I was expecting movement closer in feel to super meat boy or ori for some reason. I think those games have spoiled me. Rain world feels very slow and clunky in terms of movement and controls.
 

Danielsan

Member
Man. S
haded
C
itadel
has been kicking my ass something fierce. After god knows how many runs
navigating dark and dragging with me whatever gives a glimmer of light, all the while avoiding hungry spiders and knowing that the rain will be upon me soon
, I've finally manged to find a new shelter. Hopefully I can start making some new progress from this point. This place feels like an even rougher
Tomb of the Giants
from Dark Souls.

Tonight I finally got to see the rain in full effect. Including the slow flooding of the rooms. Seriously the stuff of nightmares.
 
I put about an hour and a half into this game. It looks cool and the behavior of the enemies is very interesting, but man the actual gameplay just has no appeal. Had to refund it unfortunately. I was expecting movement closer in feel to super meat boy or ori for some reason. I think those games have spoiled me. Rain world feels very slow and clunky in terms of movement and controls.
Ha, oh yeah The games are nothing alike. I could see one being disappointed if they go into this expecting something like SMB.

Even compared to Ori; while they share an interconnected map and a cute pale-colored creature, the games are in completely different universes in terms of gameplay, tone, design, etc.

Rain World is more akin to a cinematic platformer.
 

Mandelbo

Member
Man. S
haded
C
itadel
has been kicking my ass something fierce. After god knows how many runs
navigating dark and dragging with me whatever gives a glimmer of light, all the while avoiding hungry spiders and knowing that the rain will be upon me soon
, I've finally manged to find a new shelter. Hopefully I can start making some new progress from this point. This place feels like an even rougher
Tomb of the Giants
from Dark Souls.

Tonight I finally got to see the rain in full effect. Including the slow flooding of the rooms. Seriously the stuff of nightmares.

You *might* be in the same place as me -
definitely glad I had my lamp with me or else I definitely wouldn't have been able to make it through. I actually had a moment where I encountered some lizards who grabbed me and made me drop my light. I managed to escape somehow, but the light was still in their den... needless to say I died a hero's death.
 
This game is very fascinating and frustrating at the same time for me. Played for about 2 hours yesterday and today but I fell like I barely made any progress at all because i get killed and put back so much. The ambient noises and when the rain starts are two things that I really like.
 
Man, this game is wonderful so far. I probably have achieved very little, so can't speak for difficulty and frustration later on. But so far none of the mechanics are bothering me, even when map progress gets lost - I still have a vague idea myself of having been to those places and what they are, what I might find there. In fact there seems to be something genius about the systems of food and rank. You can pass gates with no food and can hibernate with no rank ...

Every time I die and lose whatever I lose, I'm still excited to set out again and find whatever I find. The same screens but a different environment to negotiate every time. Game is pure fun.
 

Cyanity

Banned
I wonder if there are any plans to port this over to the Switch? I feel like this would make an excellent pick up and go game, especially since you can just put the Switch to sleep and come back later without losing rank.
 

petran79

Banned
If the rank system was taken out, would it be a big issue? I haven't played much of the game so I don't know the benefits of such a system, what do you get from higher ranks other than being able to open save points? What does the highest rank do? Cause all I see right now is if you lose ranks, you lose motivation to explore more.

Or till then you could use save scumming, for PC version at least
 
Fucking hell. Mapped a run, easy enough but for some reason couldn't make a long jump. Spent most of the run stuck on it, all I needed it for was one piece of food. Just got it and rain starts coming down. Braved it, and went out into that terrifying looking rain. Made it to a shelter with probably 10 seconds to spare.

Or till then you could use save scumming, for PC version at least
Does it not reset the rank?

oh you mean close the program.
 
I wonder if there are any plans to port this over to the Switch? I feel like this would make an excellent pick up and go game, especially since you can just put the Switch to sleep and come back later without losing rank.

It was originally announced for the Vita but that didn't materialize (yet)
 
I'm not usually one to criticize reviewers but reading that Destructoid review, and others, it's like many felt the game needed to let you explore endlessly, and because it doesn't, then that's a flaw. Rather than adjusting to this game's pace/structure. I mean, the Destructoid review basically says that if the game wants you to explore, why does it have the rain to stop you from exploring?
 

Mandelbo

Member
So I've ended today having reached the Sh
oreline
- I can tell this area's gonna be fun :p

I've already died quite a few times due to drowning, particularly when there's water dropping down from the ceiling on top of where you want to surface. For whatever reason it seems really hard to make it to the top when that happens. Luckily, I haven't seen any leeches so far, and getting rank protection back is easy because the yellow flowers can't spawn underwater, so I'm more or less losing nothing when I die other than map progress. I've also kept my lamp with me for the time being, since although it's bright enough to see in the Shoreline, the lamp has the unexpected side effect of actually allowing me to see where I am when I'm underwater, which is monumentally helpful.

Does anyone have any swimming tips? Sometimes I feel as if I last longer underwater for no real reason at all, and I'm still not entirely sure on how best to control Slugcat while it's swimming. Is it best to use the analogue stick or D-Pad? Should I be pressing the jump button or not?
 
I'm not usually one to criticize reviewers but reading that Destructoid review, and others, it's like many felt the game needed to let you explore endlessly, and because it doesn't, then that's a flaw. Rather than adjusting to this game's pace/structure. I mean, the Destructoid review basically says that if the game wants you to explore, why does it have the rain to stop you from exploring?

I really wouldn't go down that road. You seem a bit too invested in this game.

I agree pretty much completely with the Destructoid review so far. And they're opinions after all. If the reviewer couldn't adjust to the game's structure and pace, isn't that worth pointing out?

The structure of a mysterious and interesting world that at first seems like a metroidvania that you want to explore but on the other hand does everything it can to stop you from doing so is definitely at odds with each other.

Usually roguelikes with a cycle structure are randomly generated and you only explore them out of necessity because you need to get stronger, not because you expect to find something cool. So it's not that much of an issue if you die and have to start again. In this game every death gets you FURTHER AWAY from finding that next cool thing.

The critical reception reflects that this game simply is not for everyone.
 
Some here have said it seemed like a few reviews only played a few hours
I suspect that they quit out of frustration, then wrote the reviews up. I really want this, but I can't pretend I've got the patience. The world, the ecosystem, the design - I want to see it all. But the punishing system of continues etc sounds like something that would drive me insane. It's a real shame, as I was so looking forward to this.
 

Cyanity

Banned
FYI, to anyone enjoying the difficult and random nature of the enemies: please consider checking out Davioware's Tower Climb. It's similar in that the game was made by small, unknown devs, is brutally difficult, and its mechanics can be discovered organically by the player.

edit - it's also a total masterpiece in terms of sound design and aesthetics.
 

Danielsan

Member
Just made it to an end of S
haded
C
itadel
. I've stopped in front of the exit gate with plenty of karma to go. Looking forward to seeing what lies beyond the gate tomorrow.

That said,an S
haded
C
itadel
is vast and scary as all hell. Really happy that I managed to pick up a glowing rock from one of the tribe creatures. Holding on to that for dear life. There are so many routes I've yet to explore there. At some point I found some underwater sewer with extremely scary enemies. I totally noped out of there.
 

I really wouldn't go down that road. You seem a bit too invested in this game.

I agree pretty much completely with the Destructoid review so far. And they're opinions after all. If the reviewer couldn't adjust to the game's structure and pace, isn't that worth pointing out?
There's nothing wrong with criticizing the game's design, but saying "but why doesn't the game just let me explore freely" seems like criticizing the game for how you want it to be, rather than what it is

It's like saying Shadow of the Colossus is flawed because it has a grip meter and you just wanted to climb around
 

prudislav

Member
I give up on this game. This is the most random game I've ever played. Enemy spawn is pure RNG. I cannot deal with this. Will come back if big changes are made.
well i would really call AI ecosystem where creatures are their own thing unrelated to the player as RNG ... each to his own i guess
 

Crispy75

Member
Does the game have any music? I don't mean music during dramatic moments. I mean music during exploration.

Very occasionally. When first entering a new area for example. But mostly it's ambient sound.

---

I have no idea where I am. After a frustrating series of setbacks and grinds in Outskirts (hardly any bats left now), I went exploring in Industrial and finally FINALLY found shelter with one tick left on the rain-o-meter. I am a long way from anywhere that feels like home, and there are vultures. But my rank is maxed and I just got a Passage whatever that is. I need a good 20 minutes to calm down now.
 
so is the gameplay/controls clunky and poorly designed or intentionally complex like the mech controls on GALAK-Z?

I don't mind difficult games but I have 0 patience for poor controls.
 
I'm not usually one to criticize reviewers but reading that Destructoid review, and others, it's like many felt the game needed to let you explore endlessly, and because it doesn't, then that's a flaw. Rather than adjusting to this game's pace/structure. I mean, the Destructoid review basically says that if the game wants you to explore, why does it have the rain to stop you from exploring?

I think open world design is changing people's expectations (perhaps for the worse) about anything even similar to open worlds. With a lack of strong linear narrative, people are expecting to be able to wander around and do things at their own pace like they would in BOTW.
 
I think open world design is changing people's expectations (perhaps for the worse) about anything even similar to open worlds. With a lack of strong linear narrative, people are expecting to be able to wander around and do things at their own pace like they would in BOTW.

But there's also a mindset of people not accepting games for what they are. Not sure if it's a millennial thing but I see it all the time. This idea that open/player choice is everything and anything else is an inferior experience is also thing although I'm not sure if it's related.
 
I'm a KS backer for this game, so please don't think I'm bashing the game...but I have to say it: I'm extremely disapointed with Rainworld.
Even though years of wait did help the hype to grow on me, I wasn't expecting anything in particular, really. But it's really not clicking and I don't think it ever will.
In short, I find the game boring.
Don't think it's too hard, but rather tedious. Say what you want about the controls, but they certainly don't add any fun to the experience. I thought the game looked like a beauty on screenshots and gifs (I love pixel art), but now playing it I find it kinda meh. And that rank system... I could go on: it's really not for me.
On a positive note, I love that rain. And the AI, of course. Random encounters and life forms interactions are really cool, I truly hope this will inspire other devs.

So there, I said it: I don't like Rainworld, like at all. And while it's easy to see the appeal for some players, I don't think it's a great game overall, even though it does offer some rather excellent mechanics and new approches.

Wish the devs best of success, they deserve it.
 

jett

D-Member
well i would really call AI ecosystem where creatures are their own thing unrelated to the player as RNG ... each to his own i guess

You know what, I don't believe there's a real, persistent ecosystem in this game. There's this room I've gone to half a dozen times right after dying, it's always empty. Except ast time I went there it was filled with 4-5 enemies, for some reason, out of nowhere. Enemies that I had never seen in this area. And usually every time I respawn in this game the enemies change entirely in every single room I had gone to before. If this is isn't random-ass RNG then I don't know what is.
 
But there's also a mindset of people not accepting games for what they are. Not sure if it's a millennial thing but I see it all the time. This idea that open/player choice is everything and anything else is an inferior experience is also thing although I'm not sure if it's related.
It's not a millennial thing. Nothing is a millennial thing.
 

Crispy75

Member
You know what, I don't believe there's a real, persistent ecosystem in this game.
If you read the devlog, you can see exactly how it works. Creatures that exit the screen you're on continue to exist in abstract, moving from room to room, feeding, fleeing, fighting. Every creature in the current region is simulated simultaneously. The behaviour is complex, which can look random,but they must definitely are not rolling dice
 

DD

Member
So, hmm, it seems that I can't move ahead if the ranking isn't exactly the one asked on the gate, (mine was higher, so I had to die twice on purpose). Then I've found myself in the industrial complex (kind of the wrong path, right?) and I can't go back through the gate to fine another exit? I'm confused. Loving the game so far, but it's weird how the game usually don't give hints to important stuff.
 
I really wouldn't go down that road. You seem a bit too invested in this game.
There's been plentiful instances over recent years (or even months) where certain reviewers are dismissive of something that doesn't snugly fit within their comfort zone, complete with similar kneejerk "why isn't x thing y instead?" remark sans any introspection. What More_Badass is saying isn't just some sudden theory for Rain World specifically and does in fact occur frequently with difficult or complex games.

You're absolutely right about it being an acquired taste, mind you.

so is the gameplay/controls clunky and poorly designed or intentionally complex like the mech controls on GALAK-Z?

I don't mind difficult games but I have 0 patience for poor controls.
Closer to the latter.
 
so is the gameplay/controls clunky and poorly designed or intentionally complex like the mech controls on GALAK-Z?

I don't mind difficult games but I have 0 patience for poor controls.

I don't find it clunky or complex, really. It feels like a cinematic platformer, but with addition of the inherent "looseness" of a weighty character moving according to procedural physics. So while you have to make more deliberate choices when platforming or risk one hit deaths/pitfalls like a classic cinematic platformer, you'll also end up in situations where you'll roll and squash in ways we're not accustomed to because most characters don't have dynamic weight behind their movements. I see it as a way of trying to show the slight clumsiness of this small, odd creature, but not everyone is up for it.

I've died 100x more due to my own mistakes or AI attacks than any control hangups.
 
Did some tests with throwing. Seems like you always throw in the order of left hand, then right hand. That should be useful if you want to do a rock-spear combo.

You switch hands by double-tapping the Pick Up button
 
Been hanging around the garbage. And came across a merchant also these guys like pearls. Some random scouting lead me to some kind of toll.

Also finding some bugs. On top side areas, i will grab a fly and use it to jump massive heights, and it'll take me out of the scene but it doesn't transition into a new scene.

It doesn't kill me either just stuck on the scene i left.
 
Hmm. Seems to control quite a bit better with the keyboard, but yes, there is certainly an adjustment period.

Half tempted to just wait for a coupla patches tbh.
 

Granjinha

Member
You know what, I don't believe there's a real, persistent ecosystem in this game. There's this room I've gone to half a dozen times right after dying, it's always empty. Except ast time I went there it was filled with 4-5 enemies, for some reason, out of nowhere. Enemies that I had never seen in this area. And usually every time I respawn in this game the enemies change entirely in every single room I had gone to before. If this is isn't random-ass RNG then I don't know what is.

Well, that's cause you haven't played it enough then :p

There definitely is. It's not pitch perfect, there are a lot of flaws and random stuff sometimes, but there is an ecosystem.
 

Cyanity

Banned
Only 20-30 minutes in, but I found a shelter and WOW is that a wonderful feeling. The dread of rain is ever present. Really looking forward to playing more.

As far as controls are concerned, I'm not getting the "jankiness" people have been describing. There's certainly a learning curve, but janky is not the word I'd use to describe the slug cat's controls.
 

DD

Member
So, hmm, it seems that I can't move ahead if the ranking isn't exactly the one asked on the gate, (mine was higher, so I had to die twice on purpose). Then I've found myself in the industrial complex (kind of the wrong path, right?) and I can't go back through the gate to fine another exit? I'm confused. Loving the game so far, but it's weird how the game usually don't give hints to important stuff.

=(

Screw it. I'm moving ahead.
 

Granjinha

Member
=(

Screw it. I'm moving ahead.

Sorry, didn't see that. You can actually move ahead if the rank is higher. Did the game block you? Cause it shouldn't. :p

Also, the industrial complex is the right (and easiest) path. It's the one i took in the game.
 
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