One of my favorite video games of last year recently turned into one of my favorite video games of all time. Before, I might have placed it in my top 20, but now, as the result of a recent content update, it is now actually in my top 3. If you have watched any of my streams semi-recently, you’ll know that I’ve been hooked on it. I wanted to write a review, or retrospective, or something about the game for some time now, and since I said I would write more blog posts this year, this is it.
For people who haven’t played or seen it, Rain World is a 2D platformer with a focus on survival and exploration. You play as a little creature called a Slugcat that has been separated from its family, and you begin the game by questing to find them. Each night it rains, and your job is to find food and shelter. Certain rooms are special refuges from the rain, and when you’ve eaten enough food each day, you can hibernate to wait out the rain. Gameplay is a balance of exploring the world, finding shelter, finding food, and traveling from region to region while you figure out what’s going on.
Like a lot of my favorite games, it blends cuteness and ruthlessness. The main character is very adorable, which makes it a shame that you are going to see it die so much. Slugcat is rather fragile and preyed on by the many creatures roaming around. It’s easy to get lost, the controls take a bit of getting used to, and you will find yourself alternating between confused and dead with great frequency.
I’ve been playing video games for most of my life, and Rain World is near the top of my list. If you go looking at reviews, you’ll see a lot of complaints, and I can’t imagine many people want to play through it. So what do I like so much about it?
It’s a Roleplaying Game, For Real
There are a couple genre names that don’t really mean much except by convention. The two that come to mind are MOBA and RPG. “Multiplayer Online Battle Arena” does not explicitly tell you to expect a team-based game that usually has lanes, farming, towers, items, and a base to blow up, nor does “Roleplaying Game” explicitly tell you that there will be leveling and weirdly-dressed teenagers.
Despite all the other labels I gave it, Rain World is an honest-to-goodness roleplaying game. It actually gets you feeling like your character would. There are a few main criticisms of the game that you will see if you check out reviews, and they look something like:
1) I'm confused
2) I'm lost
3) I'm frustrated
4) I keep dying
5) The game isn't helping
To be very, very fair, these are all totally reasonable reactions to playing Rain World. I don't feel like these are inaccurate or unexpected responses.
Here’s the thing. Your little Slugcat roams a slowly decaying civilization, surrounded by creatures and buildings and structures that are all bigger than it. The world does not make sense, outside of “eat, sleep, don’t die.” You go searching, but it’s easy to get lost. The buildings stand tall and imposing, but are mostly host to your attempts at survival; their actual purpose is difficult to determine.
And this is what makes it a roleplaying game. If you say “hey, you’re a plucky teenager making his way in the world on some kind of wacky adventure,” but a few hours in I am absolutely manhandling a bunch of experienced mercenaries twice my age and size… well, it’s a game, and it might be a fun game, but I sure as heck don’t feel like it’s me against the world. I get to feel cool and powerful, but I don’t go mowing down hordes of nameless soldiers and monsters and come away feeling like I’ve stepped into any particular role other than God of Destruction.
Rain World, on the other hand, is not looking to make you feel powerful. The game is looking to make you feel like Slugcat. It is looking to make you feel like a little creature dropped in a world that does not care about you, does not make sense to you, will not be kind to you, and feels no need to explain itself. You are lost and you are small. It is not actually a pleasant feeling.
Every single enemy represents a real threat to you. Having played the game a lot, I can safely say that every single creature in that game has gotten me killed, whether it was friendly, hostile, or neutral to me. It’s a scary world out there, and the only time the game lets you really breathe is when you reach a shelter.
There’s a quote out there (whose origins I don’t know) that goes: “Every morning in Africa, a gazelle wakes up. It knows it must run faster than the fastest lion or it will be killed. Every morning a lion wakes up. It knows it must outrun the slowest gazelle or it will starve to death. It doesn’t matter whether you are a lion or a gazelle: when the sun comes up, you’d better be running.”
Like a lot of people in developed civilization, my day-to-day life is not closely entangled with concerns about my own mortality. Meat grows in supermarkets. Hunting and gathering means “finding restaurants.” We are mostly surrounded by each other and have a lot of rules against hurting one another. We’ve walled up and shoved out most of the creatures that can kill us easily. Death is mostly considered a tragic accident that nobody should have to worry about. Our lives are relatively predictable, and there is no shortage of information on how to navigate the world we’ve built for ourselves. Even if you decide to go camping in the wilderness, you probably travel in a secure vehicle and bring your own food and shelter and have some way of getting in contact with other people. It’s not exactly behind glass, but it’s close.
Rain World asks “what if you didn’t have any of that?” and the answer is “it’s not pleasant.” There’s a reason we went to so much effort to put up the walls and roofs and bring the more edible creatures inside with us. There’s a reason we spend years trying to teach children how the world works before we throw them into the middle of it. But once you’re just a creature in the wild, your primary concern is “find food somewhere, find a place to sleep, and don’t die,” every day. Lions don’t hand you flashcards and sharks only give you one short and violent pop quiz. If you can’t handle it, you can be the meal for something else.
Rain World, as a game, honestly feels like it just doesn’t care that much about me. It doesn’t feel like it really privileges me as the player. I get the feeling that Rain World is like some mountain range off in the wilderness that doesn’t care whether you ever reach the peak or experience its marvelous vistas. If you want to, that’s on you. The mountain will keep being a mountain, and Rain World will keep being Rain World, as cold and uncaring as nature. You just don’t matter to it.
It didn’t feel like the devs screwed up here, either. Sometimes you play a crappy game and you can tell that whoever made it just didn’t really know what they were doing. That’s not the feeling I get from Rain World. It seems that this is what they wanted. It might not be everybody’s cup of tea, but it was certainly unique.
It Feels Like a Living System
Now that I’ve streamed it a bunch, one of the most frequent comments I’ve seen is “watching this game feels like watching a nature documentary.” In part, this is because the creatures in the game have been carefully designed to seem alive. Not only are the animations are procedural, but their behaviors feel very animal. They will bob and move erratically, they will pause, they will stop and turn around for no apparent reason, and though you can learn their patterns they still have a knack for surprising you or doing weird things.
Most importantly though, the creatures all interact with each other. Their lives do not revolve around you, the player; they are all trying to eat and survive, just like you. When you wake up each day, your entire region loads, and all the enemy behavior is simulated even when offscreen. Though they do have common spawn locations, from the moment they wake up, it’s a mixed bag where they’ll go. But wherever they go, they will act like themselves.
This, by the way, is one of the reasons it took a content update to shoot Rain World so high up my list. It not only added a few new creature designs, but it also added a harder difficulty in which, among other things, more creatures spawn. This means there are a lot more opportunities to see them interact (or get caught in the middle of them, and try to use their interactions to your advantage). You are more likely to enter a room and see other two enemies in the middle of a scuffle, and you are more likely to get different species of creatures nearby one another to use as resources (since same species typically won’t fight).
Again, you get that feeling that you’ve honestly been dropped into a living world, and you’re just one of the many. You also have many opportunities to learn the behavior patterns of all the creatures, and they are surprisingly detailed. With a few hundred hours of time in the game (don’t judge me) I still learn little things about them. Sometimes by getting eaten.
You Are Not Powerful, But You’re Capable
Speaking of getting eaten… one of the things about this game that will drive you mad is how unfair it all feels. As I said above, this is a big part of that feeling that you are a small creature in a big world. You survive by eating fruits and little bats that flit about dumbly, and your main weapons are small rocks and sticks that you pick up and throw at things. Learning how to reliably kill enemies is a process that involves you getting bitten and snapped at and knocked around, and even once you have a lot of knowledge under your belt, little things go wrong and then you’re dead again. It really does feel unfair.
Yet there are many creatures, small and fragile, who still live. They are the survivors, the latest links of an unbroken genetic chain that has been forged through millions of years of trial, error, life, death, and luck. Your Slugcat is very much the same. It’s a big world, but the tools you need to survive are there. Most of the deaths are your fault, and you could have done something more to survive. Some of them are because you didn’t know how things worked, but that’s life. Ants will cluelessly walk into antlion traps and be devoured. A fish is dead in the water when a faster swimmer spots it from outside its own vision. The only answer is “don’t do that thing you did,” but you learn too late. At least Slugcat gets to respawn! With each death, you ideally learn a little more about how to navigate the world, where you are strong, where you are weak, and how to keep going. Some deaths are bad luck, and come from being in the wrong place at the wrong time. Again, this is all very realistic, which is a popular trend in games these days, I hear.
Even in your more “realistic” games though, you get to feel powerful. The least powerful you feel is probably when you play multiplayer games and get trashed by people better than you, but at least you probably have guns or spells or special abilities or something. In Rain World, you start out with sticks and rocks, and you pretty much end with sticks and rocks. In between, you will find things in the world that you can use to survive. Many of the items are multipurpose, but you will only find out what they do by experimenting, because the game doesn’t go out of its way to tell you.
Nevertheless, the path to victory is there. As you learn, as you get more clever and knowledgeable, the game becomes more and more traversable, and you start to realize that the tools for success are lying everywhere. The game that once felt so unfair almost starts to seem benevolent. Sometimes I get through a region and almost get embarrassed at myself for ever thinking the game was tough. I typically get humbled shortly after that, but nonetheless, I’m amazed at how rich the world is with opportunities to survive and succeed. Dying to “bad luck” is almost always the result of pushing my good luck too far, or doing something even when I knew it was a risky idea.
With all that in mind, the result is that I feel good about succeeding in this game. It does not hold my hand. It usually tries to take whatever’s in it and then bite the hand off. It is not a game where you get a quicktime event, hit one button, and the game tells you how legendary you are. It’s a game where victory is making it through the day, and if you succeed, then you probably earned it. You are not powerful, but you are capable of survival, and ultimately triumphing. There aren’t many games that have made me feel as accomplished as I do when playing this game well.
That’s my experiential take on Rain World. Lastly, here is some of the other stuff you’d expect from a review.
From a visual perspective, I think the game is beautiful, detailed, and lovingly crafted. Even if the game didn’t have an ending, your reward for playing, surviving, and exploring would just be getting to see everything. After struggling to navigate the earlier regions and finally surviving, seeing some of the backgrounds and vistas gave me a feeling similar to what, I imagine, mountain climbers feel when they reach a summit after a grueling ascent.
The sound design is phenomenal, and much of it lies in the sound effects. There is music, but it rarely plays. I find that a shame, because I enjoyed the music quite a bit, but silence serves the tone and feel of the game well. Music either kicks in when enemies arrive (it becomes one of your most useful cues), or when you reach an area that is mostly devoid of threats and you have some time to appreciate your surroundings.
There is lore and background to the world, and you can ignore it or investigate it as you please. I feel like the atmosphere of the game is enough to carry it, but the developers put quite the detailed backstory and information into the game, which was fun to go hunting for (or just reading via wiki online, when I decided I didn’t want to do all the work myself). As you go through the game and piece things together from a behavior standpoint, with the objective being “don’t die,” it’s nice to also get a wider-view picture of why things are the way they are. Like the rest of the game’s information, it is not particularly easy to access, nor does it intend to be.
The controls are precise, but they end up feeling clunky because of how precise they are. Do things correctly and they work every time. Do things slightly wrong, and you usually get a very wrong outcome. If you are handling yourself well, you will understand why your character is called a cat; if you aren’t, you understand why your character is called a slug. Things that seem inconsistent have, time and again, turned out to be very consistent once I actually investigated them. However, when the action gets frenetic, or you are racing against time to reach a shelter, if you don’t keep your cool and input things properly, you can end up paying big time.
Ultimately though, the controls are mostly quite good. Except the swimming. The swimming can go drown itself.
Strangely enough, as much as I adore this game, it can be hard for me to recommend this game to people because of how demanding and aggravating it can be. If you think you have the necessary tolerance for frustration though, then I do recommend it, wholeheartedly. It is full of countless, delicious rewards, in the form of the environments you see and the knowledge you gain and the accomplishment you feel just from surviving. It’s a system full of simple but detailed elements, all interacting and offering you new (and often lethal) surprises. You really won’t play another game quite like it.
Thanks for reading. See you next time.