Rain World is a bad game.

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  • Опубликовано: 13 июн 2023
  • rain world downpour is my 2023 goty #rainworld #rainworlddownpour
    Feel free to post your thoughts in the comments below!
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Комментарии • 244

  • @catpoke9557
    @catpoke9557 Год назад +437

    "It's punishing but it's intentionally so" The developers didn't actually mean to make a difficult game, it just kind of happened by nature of how the game works. They wanted to simulate an environment with intelligent AI, so it just wound up becoming punishing because nature is punishing

    • @thebob4988
      @thebob4988 Год назад +51

      Ign when the game is just about living without McDonald's. It's too hard for them 😢

    • @catpoke9557
      @catpoke9557 Год назад +43

      @@thebob4988 They couldn't avoid the lizard when it slowly charged at them 30 feet away from the pipe they were standing right next to and could've ducked into! This game is so unfair 😢

    • @Chillerll
      @Chillerll Год назад +15

      The game is punishing on accident because the devs have no experience. I don't mind dying in a video game and I like the frustration normally, the problem of rain world is the pointless karma door mechanic. I got stuck so often because I need to grind karma to get through a door and then I have to hope to find a safe house immediately or its back to grinding. I played Getting over it, Hotline Miami and many other rage games but Rainworld honestly sucks in this regard.

    • @catpoke9557
      @catpoke9557 Год назад +27

      @@Chillerll Most people dislike the karma system at first but grow to like it with time. It's basically the game's one way of rewarding you for survival so that the game doesn't become TOO easy. I know, Rain World is hard, but if you've ever played without karma requirements it actually becomes quite easy generally. When you get locked in one spot, the game thankfully gives multiple paths and generally allows you to go back where you came quite easily. It also helps to prevent players from going places they can't survive in- generally.... Not always
      Eventually you get good enough at the game that you almost forget karma requirements even exist. Personally I always choose to play with them on.

    • @rae5425
      @rae5425 Год назад +35

      @@Chillerll The Karma gate system is necessary. Keep in mind, Joar designed the game to be a "survival" game where you hide and avoid predators while scrounging for food. Not an action kill all creatures game that it has become. Without the Karma gates, there would be no reason to engage in that gameplay, as you can just explore and die until you find a gate, and then go through that gate and all the gates until you finish the game. The Karma gate forces you to play by the game's rules, where you actually have to find food, and successfully survive through the cycle and through enough cycles and then you can move on to newer grounds. You almost make your current shelter your home, where you only go on expedition close to its general direction, until you've eaten all food sources nearby, and when that happens, you go through unfamilliar places looking for more food and then go back. Without Karma gates, none of that will happen.
      Based on the games you've listed, I can see the problem. You're playing the game like it's a race where you constantly have to progress until you finish the game, where in reality the game is about being a rat trying to survive as the developers had stated. Rain World isn't about getting on the finish line like Getting Over It, or an action game like Hotline Miami. It is quite literally about a Slugcat doing its best to survive.

  • @MrNoobomnenie
    @MrNoobomnenie Год назад +293

    My personal gripe with Rain World is that while it's clearly intended to be played blind, and pretty much every single person recommending the game says that you must discover everything yourself or it will ruin your experience, for me it was straight up the opposite. When I tried playing blind, the game was so utterly confusing, it was borderline impossible to enjoy; and only after I've spoiled the heck out of it, I've actually started having fun, and eventually fell in love with the game.
    Rain World relies a lot on you paying close attention to every little detail - the thing I have a serious trouble with even in real life, so I probably would have *never* discovered most of the mechanics and interactions by myself. In fact, even after I was already quite experienced, and finished Survivor, Monk, Hunter, and Gourmand, I was still hit by this in my Artificer run: I spent 3 hours and traverced the entirety of Garbage Wastes having no clue what the heck am I supposed do, and only google actually told me that holding scavanger corpses temporarily increases your karma (again, I would have *never* noticed it by myself).

    • @CawCophony
      @CawCophony  Год назад +69

      it is, kind of a contradiction of a game, yeah. i found that looking into movement tutorials helped a lot bcuz, it turns out, actually knowing how to play the game and thus surviving better makes exploring also a lot more fun, who knew!
      arti does try to hint at the scavenger mechanic in its intro cutscene - you do see the karma change there - and i do think it's set up to let you discover it naturally besides that but it is still a bit of a guide dang it, yeah

    • @mikko5471
      @mikko5471 Год назад +4

      *this*

    • @squirtage0984
      @squirtage0984 Год назад +15

      I honestly spoiled myself a lot before I started playing. *Insert spoiler warning here*
      Surprise wall of text encounter!
      It was pre-Downpour when I found this game. I think I found it through some list of hard games, with this one being on it. Honestly that was a few years before I actually played Rain World. A few years later my friend found this game on the switch store, and I jokingly recommended it to him, so he put it on his wishlist. I think I showed him a video or the trailer for it, which sparked YT to recommend me videos of it. Those videos being Skurry's videos. My favorite one, that probably pushed me the most to play the game was the video where Skurry tamed a red lizard. This of course comes with spoilers about Rain World, and from watching his other videos, the general plot. I knew about Hunter and their goal to revive moon; the existence of Pebbles, the giant super calculator given sentience; and a vague map of the world. Honestly it seemed like a lot, and from what I saw, I really did enjoy it.
      Once it was finally on sale, my friend bought it. Kickstarting my journey through Rain World. The first thing I did was look up a movement guide. Replicating a few of the tricks shown in the video as the yellow guide watched my antics, I came to realize that most of these would be very hard to use well, but that was okay. I first went to drainage, and eventually ran back to Outskirts. Then I went to Moon, not struggling much, came to my own conclusions that resulted in me resetting the file. Then I went back to Drainage to Ascend after watching a speedrun, watched a few more videos, realized that I couldn't actually Ascend unless I knew speedrunner tech, and that was the end of my stay at my friends house.
      I couldn't wait to continue playing, so I bought the game myself, and started another Survivor run. Following the yellow guide, I went through Shaded Citadel, and honestly loved the change. Then I went to Moon again, and finally had the overseer guide me back out. Which led me to Shaded Citadel again. Trading for a lantern, I went through Shaded again to get to Memory Crypts. Then came The Leg, which was a slight struggle at first, but eventually I learned how to stealth. Once I did, it was really fun, stealthing past the white lizards and the DLLs. Then came probably the only time I truly struggled on my first playthrough, Unfortunate Development. After much pain, I finally get to Pebbles, tells me stuff, gives me free karma, and then I proceeded. Down The Wall I went, eventually leading to Sky Islands. Had some funny bottomless pit falls, and finally came to the conclusion that Grapple worms suck. Usually the power of squibby, I made my way to Farm Arrays. Had prior knowledge for the dear, so I came in expecting them to be stupid, and honestly got rather lucky. After some time I get to Subterranean, and finally ascended.
      Then came... no, not Hunter. Then came co-op! After finding out how to get Jolly's co-op, we played the game together. Both enjoying it quite a lot. Funnily enough, my brother saw us playing and wanted to join. So we did another full playthrough of Survivor. All of us getting to experience the "fun" of Unfortunate Development. Finally, after all of that, we started playing Hunter. It was brutal, extremely difficult, Sky Islands purgatory, Scavenger toll purgatory! So after we got destroyed by the game many times, we went back to Survivor. The main reason for not wanting to play Hunter wasn't necessarily the difficulty, it was the Cycle limit. After building up our skills by just simply playing the game and exploring Rain World, we found a goal to accomplish. Collecting all the sandbox collectibles. We ran around all over the place looking for them, and watched a certain video to find where the rest were. Leading us back to Hunter, with newfound knowledge, experience, and goal. It was still difficult, but we set our goals small, we would have a Hunter run dedicated just to going out on a journey to get a collectible. The hardest one of these mini journeys being the Red Lizard collectible. On one of these mini journeys, we decided to make our goal to be taming a red lizard.
      This led me to finding my favorite mechanic about this game, lizard reputation. Trying our hardest to tame a red lizard in Outskirts, random lizards kept getting in our way. But we often had a lack of tools due to carrying around food for the red lizard. So we would often just give the food we had to the random lizard. After feeding the red lizard and many other lizards, we thought we had gotten the red lizard to a neutral state due to food, but said state doesn't really exist for red lizards. What we soon found out, was that all lizards were just passive, completely ignoring us without any desire to kill us. Being able to just chill out with these lizards really made me appreciate how cute they are when they aren't trying to kill you. Of course, we finally tamed one of the red lizards in Outskirts, and spent a few cycles enjoying its company before resetting the file due to the limited cycles. The only reason I ever actually "completed" a Hunter run was to immediately unlock access to Spearmaster and Rivulet for Downpour. I didn't even save Moon lol, I just went and ascended.
      I'd say the only downside to me spoiling myself was that I'm not really interested in the Iterator's problems. But I have a feeling that even if I somehow got into this game blind, I still wouldn't really care that much. My main joy comes from the environment, more specifically the lizards.
      Whew! I think this is the longest wall of text I have made yet! And it isn't even a comment! It's just a reply to a comment!
      I think I should probably sleep now...

    • @Username-jx2ij
      @Username-jx2ij Год назад +17

      i think the optimal way to play the game for people who aren't complete introvert loners is to consult your friends if you are getting frustrated and/or have specific questions. while i would love to be an elitist here and say it's best played blind, i myself was instructed throughout my playthrough by my friend who i was updating on my progress. if you are frustrated, a very simple amount of information, like "use the snail" or "try looking for a light source" can go a long way to alleviate frustration in the game's progression, while never really spoiling anything major.

    • @CawCophony
      @CawCophony  Год назад +10

      this exactly, imo. a totally blind playthrough is more likely an unfinished playthrough given the way the game operates

  • @fennecishere
    @fennecishere Год назад +128

    Every single person I know who enjoys Rain World has gone through the exact same process, including me. First, they get the game and play for a bit, then they don't touch the game for months because they got frustrated with it, and then they beat it within a week. Even the person who got me to play it went through the same thing.

    • @gamedevcatlover4260
      @gamedevcatlover4260 Год назад +3

      Very true

    • @alexanderthegreat-mx5zu
      @alexanderthegreat-mx5zu Год назад +4

      Guess i am the only difference.

    • @MimeThe
      @MimeThe Год назад +6

      I was already immersed the second I started playing, sure I got frustrated sometimes but I took a like pause and went right back to it. I followed
      Confusion > get the hang of things > Love the game

    • @Pihsrosnec
      @Pihsrosnec 11 месяцев назад +2

      yeah that fits lol

    • @neocricket9300
      @neocricket9300 10 месяцев назад +5

      I didnt touch the game for months but not because I was frustrated with it I was just busy. But after going back to it I did beat it under a week

  • @user-gj7tk4xb2y
    @user-gj7tk4xb2y Год назад +105

    I never had these problems with Rain World. I still think I was introduced to it the right way. With another slugcat by my side teaching me about the world like I was a slugpup.
    My brother helped me grasp the game through co-op where on my first playthrough, he had me ascend. He taught me about karma and how to hunt, but it was kind of like he was holding my hand.
    I had to figure a lot out by myself. While I knew that mechanics existed, I didn’t know how to use them. When I finally ascended by myself, it really hit me that I was doing this. I was able to learn by my lonesome and my brother helped get me started. I’d probably throw rain world out the window if it wasn’t for him.
    I wish all players could learn like this. I guess you can look at it like you are becoming more immersed in the game as a slugcat. They learn from each other. You learn from each other.

    • @amandamimic2725
      @amandamimic2725 Год назад +19

      Ayyo that's a good point about slugpup- slugcats are social animals who teach eachother. I get that survivor got separated as a pup but having a creature show us what to do would be immersive tutorial. Have an early lone scav in outskirts throwing a spear into a wall and/or enemy to teach navigation and fighting, or have dreams about the intended mechanic if a player seems stuck. Survivor and Monk could remember mama wallpouncing to a piece of fruit, or papa holding back a spider army with a light source

    • @derpherp1810
      @derpherp1810 9 месяцев назад +6

      @@amandamimic2725 Actually here is another idea. When your slugcat has dreams, they act as mini challenges, if you succeed in the challenge you get one free do-over meaning that if you die, you can rewind to the point you were just about to die in. Maybe you can even max it out to three do-overs if you surpass the highest karma limit by talking to an echo.

    • @TheFloodFourm
      @TheFloodFourm 5 месяцев назад +1

      A lot of words to say “playing with a guide made the game more approachable “

    • @kirbyridingyoshi28
      @kirbyridingyoshi28 3 месяца назад

      Rain World if Monk had found Survivor quicker

    • @KaiTheMemeKing
      @KaiTheMemeKing 2 месяца назад

      I don't think my sister would ever enjoy the game herself, but I started a Survivor campaign with and co-oped Gourmand with her and she loves it. We have a black slugpup named Lil' Man and we love him to death. We haven't played in a while but the last time we did we were climbing the Leg.

  • @catpoke9557
    @catpoke9557 Год назад +50

    I could actually see the lizards being color coded so they can more easily identify members of their own species

  • @catpoke9557
    @catpoke9557 Год назад +68

    I do think it funnels you toward Drainage, but I think it also tries to teach you that you have options in this part, too. Drainage is really easy to get to, but hard to enter and even harder to stay in. You have to go really far to reach a shelter. So most players will enter drainage and then die, and possibly decide to explore more of outskirts to see what else there is. Then they see a glowing pipe and go... huh... seems important. They go in the pipe and boom, a significantly easier shelter and easier progress.
    And if you don't die before you reach the shelter in drainage, or keep going back until you manage to succeed? You've probably got what it takes to handle drainage.

    • @ptero
      @ptero Год назад +15

      This is my first game experience - I went to Drainage, it was significantly harder than first location, but I thought it's normal, and managed to navigate all of it. Was very confused where to go next, so I jumped into the parkour challenge that lead to Filtration system. Once I got there, I thought I entered some end-game location, so I checked the wiki and yeah, figured out that I need to go to Garbage Wastes.
      This is where the problem was. I tried to go to Garbage Wastes from Drainage. But the passage was blocked by large body of water with too many leeches inside. No matter what I tried, I couldnt get past that point. I went to forums, and found other guy with the same issue. People said him it was the dead end.
      And this is how I restarted my first game. About 8 hours were lost.
      ..Then, I suffered similar issue with Chimney Canopy, where I also entered naturally. I realised that the route upwards, towards The Wall, was harsher than usual, so I went to wiki again, and again realised that I took the wrong path.
      ...Though this trip was not useless, because right now I am trying to get to Five Pebbles, and the Underhang route was just too much suffering for me. So I teleported back to Chimney Canopy to test my luck there again.
      ...Still trying...

    • @tumultuousv
      @tumultuousv 9 месяцев назад

      ​@@pterowait, is it a dead end tho?

    • @TheCubifyer
      @TheCubifyer 9 месяцев назад +4

      ​@@tumultuousvIt's not a dead end but a really hard path.

    • @binkus23
      @binkus23 7 месяцев назад +3

      On my first playthrough, after learning what hell you were supposed to do, I pain stakingly grinned for karma, (I SUCKED at avoiding lizards, even on monk) and got to Drainage. From there, I got to the shelter right next to the big drop into the water with all the leeches. Because I was playing on Monk, I'm pretty sure that's why the bubble weed spawned, and so I managed to get through that underwater section that leads to the Garbage Wastes gate.
      Getting into Garbage, I spent the next like 4hrs trying to navigate my way, trying to make some semblance of progress. I don't remember the route I took too well but I eventually got to Industrial. In my ignorance, I had no idea that if you went to the top of outskirts with 3 karma, I could have saved those 4hrs of time wasting in one of the most annoying regions (in my opinion, of course, I do feel like a lot of people enjoy Garbage for its challenge, especially while playing Artificer) if I had gone upwards 1 transition.
      Industrial was somewhat easy, and I slept in the shelter that you would normally sleep in after you enter through outskirts. After about 3 cycles of running away from magenta lizards, I found the connection to Shaded Citadel, completely ignoring the karma gate to Chimney because I'm an idiot. It took me an ungodly amount of time to get through Shaded, considering I didn't have a lantern, and I was a dumb little yellow slugcat with no idea where I was going. After going to the bottom of Shaded about 3 times in pursuit of coalesopedes, I got to Shoreline.
      Shoreline, after the first little parkour section wasn't that bad, and the entire time I was jamming to the threat theme. But when I got to Moon's superstructure, and Moon herself, I was a little let down. I knew it wasn't the end of the game- I mean surely it couldn't be, right? So, instead of restarting the game, I spent another 5hrs running back to the Industrial complex. It probably would have taken longer, but I remember the route I took through Shaded.
      Now, with no idea where to go, I do a quick Wiki search, and it tells me to go to the top of Industrial. I WENT PAST THE MAIN PROGRESS GATE ON MY WAY AROUND INDUSTRIAL-- God, I felt so incredibly stupid after all
      of that running to Moon.
      So when I finally got to Pebbles, I was so damn glad that I'd made it, because it was the only moment in the game that I was told where to go, and given some sort of goal.
      And, with all this said, I love rainworld because it did this too me. I love big games that you can just get lost in. Even though rainworld is stupidly hard, I love it, so, so much. (And I'm sorry if this is a bit of a ramble I've never had the chance to really like put this experience out there-)

  • @catpoke9557
    @catpoke9557 Год назад +26

    0:25 That vulture had really pretty wings

    • @Sunnee26
      @Sunnee26 8 месяцев назад +3

      vultures are beautiful when they arent giving me a heart attack

  • @squirtage0984
    @squirtage0984 Год назад +56

    20:15 I see what you did there with the music.
    Glad to see someone reasonably critiquing the game, it's not a perfect game. It's a great game, one that I love. But, it is one that has flaws, especially for new players. You broke it down really well too! I wouldn't have really noticed a lot of these things, like the way the game subtly pushes the player towards drainage. Probably a reason why I ended up there on my first playthrough.

  • @NeonCalibre
    @NeonCalibre Год назад +31

    I went to farm arrays as my second region... dont ask... i saw a tricky jump and went ooooo must go there. Then scav toll... then... farm arrays, where i spent 2 hours trying to get through it, progressed by nothing and gave up, leaving the game for a whole week before revisiting and finding industrial.

  • @achimney29
    @achimney29 8 месяцев назад +11

    The karma system is why i loved the downpour artificer campaign, it completely eliminated the karma requirement and introduced an incentive to learn the combat system beyond just hitting lizards with rocks.

  • @gameworldjt
    @gameworldjt Год назад +13

    "The slugcat knows this but the player doesn't" is not entirely correct. The whole point of Rain World is that you are a child slugcat (though more grown than a slugpup (unless you're playing monk who is basically a tall slugpup considering his stats)) who was thrown into unknown territory. You have not been taught how to escape predators since the slugcat's parents were probably the ones doing the running while survivor and monk rested atop their backs. All they've been taught to do is to hunt, and to long jump (which makes sense since during the rain escape we see at least a few gaps that they'd need to cross with one), and this is why the player is only taught that.
    Also, your overseer directly guides you to the Industrial Complex gate when you get enough karma
    where you go from there depends a lot and is "intended" by the developers to be a split choice between Garbage Wastes and Shaded Citadel (some people still go to Chimney Canopy and some of them return to Industrial for various reasons) (also Pipeyard was supposed to be a region only to be visited by players who has beaten the game at least once) from where the overseer guides you to Shoreline and to Moon

    • @CawCophony
      @CawCophony  Год назад +5

      see, the overseer is the kind of thing that's both easy to not notice it's trying to guide you - pointing out danger and food, it's pretty aggressive about, but the "go here" icon is pretty low-key and kind of indecipherable to a new player. also, in my experience, it doesn't start pointing you out of outskirts for a decent number of cycles, more than enough time to get lost in drainage beforehand
      i'm totally aware the overseer's trying to do a job but it doesn't do a great job at doing that job!

    • @gameworldjt
      @gameworldjt Год назад +3

      @@CawCophony I can see your point but I think that because it points an arrow alongside the icon, and because the player already knows that the overseer is a guide, it's unlikely to not understand it (however, that doesn't mean every player will follow it which I think is fine).
      (Also the overseer starts guiding to industrial when you get to karma 3 and at any point after that if you die or hibernate)

    • @Zenala
      @Zenala 8 месяцев назад +2

      ​@gameworldjt to add to this, the overseer usually points to a "Slugcat", which will either make you get curious and go "omg I can meet others like me?" or you'll remember the starting cutscene and realize it's talking about your family/Survivor (when playing Monk)
      It is a very good subtle objective pointer, the only problem is that it isn't always there

    • @gameworldjt
      @gameworldjt 8 месяцев назад +1

      @@Zenala I mean the whole point of the overseer is that it lies to you because that's the only way to get you to help moon. After you meet moon the icon changes from "family" to "neuron"

    • @Zenala
      @Zenala 8 месяцев назад +1

      @@gameworldjt I'm fully aware, I'm just adding to your point that it IS a good indicator because it points to something that's most likely interesting for you at that point (either a friendly face or progressing the story)

  • @mothgirl326
    @mothgirl326 Год назад +8

    [This is so long oh god] I... dont think outskirts leads you to drainage. Heres why: The lizard head room feels important, and even if youre likely to go to the left first rather than up, you will most likely die wayyy befor you reach the shelter at the bottom, with all the green lizards and pole plants, and the large distance that needs to be travelled, especially if you dont know whereyour going. The other shelter, however, is the perfect link between the intro den and industrial, and also leads you even further away from drainage system. Crucially, I think players will know that the path of least resistance is not always the correct path. The lizard head room feels really important, and as soon as i got in i thought ooooo i wonder if i can get on top. The biggest thing, however, is Iggy. This might have been just my playthrough, but iggy was constantly pointing up to industrial, and when you get to the left screen of the lizard head room youcan see him clearly pointing at the top transition. When you get in, theres an important looking purple glow from the top trainsition, and iggy plays a hologram of other slugcats. Its really obvious at that point that up is the intended route. That said i still wanted to explore the starting area as much as possible, so then i did end up in drainage, but when i searched half of drainage, coudnt find a shleter and died to leeches, i was fine with it because i knew it was not the intended route. When i got to the scavenger toll in the pouring rain only to find a five karma gate waiting for me, i knew this was fair because i had very much not taken the intended route. This might just be me though, i know other people had very different experiences

  • @StickmanCorp
    @StickmanCorp 5 месяцев назад +4

    I keep hearing that Rain World is a hard game to get _get into_, but oddly enough, I feel like like I had the opposite experience: I had a rather smooth early game, and its problems only became appearent as I was getting familiar with the game.
    In the early game, you are practically given no immediate objective. Dying didn't feel like a setback, because I wasn't _progressing_ toward anything. The only progress I did was learning the lay of the land, and the behaviour of its inhabitant; which is progress that dying did not take away from me. Eventually, when I decide to migrate to the next region, I enter an intensive, but short, karma-farming period, and then immediately went back to aimless wandering once I pass the gate.
    On subsequent playthroughs, wandering turned into traveling; I knew where I was going, I knew how I was going to get there, so the destination started to matter more than the journey. As I grew more familiar with the mechanics, I learned less from each death, and started to more easily identify those that were beyond my control. While I died less and less from avoidable deathes, the sudden-death scenarios remained, in a seemingly larger proportion.

    • @swan-cloud
      @swan-cloud 4 месяца назад +2

      good to see someone else had a similar experience, i felt like an insane person by thinking the game starts off well and sours around midways through the playthrough.
      imo rain world works best when you're without a clear goal and in less linear areas, the mid/late game areas fuck that up horribly by being incredibly linear, since you have no real choice about where to go, the rng is free to screw you over.
      making a game which is effectively a wilderness simulator that RNG heavy in the first place was a bad idea, rain world's world has enough moving parts that it doesn't need randomness, it could be a purely deterministic system and still be chaotic to throw the player off.

  • @dominikkorbely5809
    @dominikkorbely5809 11 месяцев назад +2

    being chased by pink and green lizards in the outskirts when rain is approaching is an effective alternative to cpr

  • @juan21474
    @juan21474 Год назад +10

    3:20 I think that there are a lot of tanky enemies in outskirts because it would discourage killing predators and encourage running away since they are hard to kill and give no rewards (plus they're meant to be "predators")
    6:30 I agree in that, it's way too easy to go to drainage when you start the game, when i first started i went through the rooms bellow the industrial complex gate several times and had to look at a map to see where the entrance actually was
    10:20 Why does this gate require five karma seriously it makes sense in a lore perspective but why

  • @cerrigate
    @cerrigate 2 месяца назад +1

    I've noticed the karma gates change on my playthrough. At one point it was third tier to enter while playing but when I looked at regions it has the second tier symbol on it.

    • @CawCophony
      @CawCophony  2 месяца назад

      ...they definitely do not.

  • @TheRealDismantler
    @TheRealDismantler Год назад +19

    You can tell the game was made by an artist, not a game designer.

    • @Chillerll
      @Chillerll Год назад +2

      Exactly, its beautiful but the karma door mechanic is just stupid.

    • @TheRealDismantler
      @TheRealDismantler 11 месяцев назад +9

      @@Chillerll I would disagree. There are a few places where a karma requirement is too high for a region, most notably being the path from Underhang to Five Pebbles, but most of the time Karma requirement works as an effective skill check. Experienced players who can keep their karma up may go for the challenging darkness of the Shaded Citadel over the much simpler Garbage Wastes.

    • @Midnightlunar10
      @Midnightlunar10 25 дней назад

      @@TheRealDismantler it would get annoying if you knew what you were doing and the skill issue gate said that you shall not pass. Rain World is a punishing game, and if you’re aware of your objective, it would suck to end up karma farming for a gate because of the Miros Vulture you didn’t know could spawn in that room. Great for first time players, as karma can be easily picked up on as a system. Painful for anyone trying to beat their 3rd Spearmaster run, and a waste of 20 minutes. The problem is that it isn’t balanced. I just struggled all the way through Underhang- don’t cockblock me from being told to kill myself by the giant robot.

  • @2u29wjiowk2iswj
    @2u29wjiowk2iswj 23 дня назад +1

    So it IS just me who, for my SECOND REGION on my FIRST PLAYTHROUGH, wound up in farm arrays and got stuck and deleted the game. Downloaded it again and haven't made that same mistake thank god 😭🙏

  • @mcawesome9705
    @mcawesome9705 Год назад +6

    personally, i played this game with a friend watching and helping me and I really liked it. I strongly prefer having some kind of immediate objective or just something to do, and while this game does sort of have that in the form of an overseer, they're not particularly reliable. having a friend to guide was rather nice.
    the main downside i can think of was that i became overly reliant on their help. as well as on using a map.
    so, when I got to playing the DLC slugcats, i made sure to play all of the new regions without using a map.
    the only time i broke that was during spearmaster, while desperately looking for a shelter.
    also, totally a clickbait title. but at the same time not. i ain't mad.

  • @Nishiluke
    @Nishiluke Год назад +7

    great video, helped figure out better how I feel about this game.
    On my first playthrough I went straight to drainage and all the way to filtration and to the depths, only to be stopped by the guardians and being confused. I was pretty annoyed since now I was stuck in a difficult area with no lights to see where I was going but seeing the gurdians made me think there was more to this game than I first thought and kept playing. I'm glad I did, and now its one of my favourite games and experience and already played hundreds of hours of it, and still finding more to do.
    But these problems with the game makes it really hard to recommend it to others, and if I do I feel that I need to give some warning to be patient with the game.
    Sometimes I feel like the level layouts wasn't designed for a game at all, but designed as art pieces.

  • @yuichips2780
    @yuichips2780 9 месяцев назад +3

    You know, as a "open world" game, you either go blind or follow the intended path, right? And by following, means constantly checking with the yellow guy like you're braindead, and avoid going too far into the branch rooms that will lead you entirely astray, right? Because if you just go blind, and try to have some fun in any other way, in a "open world" survival game, you might end up going from Outskirts -> Drainage -> Subterranean, like I did on my first run, where you can go the railway over and over in a frustrating fruitless quest, or down to the Depths, where I headed. Skipping the entire 'intended' way, and ending up in the end of the game without a clue of what it wants you to do, because it WANTS you to do something other than surviving, which makes the statement that it's only a survival sandbox kinda weird to me (tho yeah I agree, obviously), and stuck in a place you can't cross, finish, or do anything really meaningful to progression. At this point, anyone invested would be compelled to reach out for help on where you should go, and the most sound advice people give is "well you have to turn around, but it'll be awful, so reset." Yeah, personally after that, everything the game does just contributed to being annoying to me, though I want to like it so badly, and I don't find it *hard* or anything. It feels like it wants to be hated in the end. I didn't find the "no handholding" approach bad until I had to reset, nor how random and dangerous it is to travel, or how you have to compromise when exploring, or even the rain timer, but after realizing it's a bunch of regions sewn together in a hard to play mess, with tons of linear paths you have to choose from that can lead you where you'll be stuck and need to backtrack, lost much of the appeal it held initially to me. So I wouldn't advise going blind in any case, which beats the purpose of being open world, doesn't it? There's tons of interesting elements in there, but you can't blame a lot of people for just dropping it on their *skills* or the genre of the game

  • @Delta_QD
    @Delta_QD Год назад +1

    istg that specific white lizard room, they would just charge the den just below every time i left it. died like 3 times just bc they would always /be there/ when i left. only way i got past was to bait them w/ a rock throw & climb off to the little outside ledge when they finally decided to spawn above the inside climb (inbetwen the den room & where you captured your footage)

  • @Petalb_rry
    @Petalb_rry Год назад +3

    I went to farm arrays as my second region lol
    I thought I was supposed to go up bc the other ways in the room connecting to all the routes were too confusing and for some reason I thought the drainage system route was a dead end (I'm really happy I didn't end up in drainage though bc it's my least favorite region)

  • @Avrysatos
    @Avrysatos Год назад +17

    SLUGCATS! Slugcat dance slugcat fling slugcat flail slugcat squish slugcat awesomeness. I hate this game and love it too. I'll watch the video later though, I just wanted to leave a comment ahead of time to help with any algorithm

  • @fantomas1770
    @fantomas1770 Год назад +7

    gr8 clickb8 m8

  • @gyomzu
    @gyomzu 11 месяцев назад +3

    Kind of a nitpick, but cycles are not explained in the game as a quantum immortality thing and that would contradict the discovery of the void fluids ability to ascend one. The ancients did notice that those who were dissolved by it did not return, how would they know that maybe they didnt continue to live on in a parallel universe? Im bad at explaining things, but if Jimmy got crushed by an anvil falling from a sky and his brother Timmy fell into the void fluid, the ancients would both assume that they continued to live on in another timeline. The game never stated that this is how the cycle works and it still remains a mystery to us

    • @CawCophony
      @CawCophony  11 месяцев назад

      i mean all this really does is affirm the point i was trying to make, in that cycles lore-wise are a nonsense concept invented to justify a gameplay mechanic
      (plus it's kinda the other way around - the way rain world works mechanically contradicts the way you are describing cycles here - anything you kill or any slugpup that dies stays dead in future cycles. how the ancients realized void fluid breaks the cycle we'll never know)

    • @gyomzu
      @gyomzu 11 месяцев назад +4

      @@CawCophony I can agree that the cycles lore wise are kind of bullshit, but I don't think that a good way to critique them is to take your theory which is not in any way confirmed by what the game says and say that the cycles don't work lore wise because it doesn't align with your interpretation of them.

  • @unnamo6576
    @unnamo6576 Месяц назад +1

    i actually went to farm arrays and i'm now at the wall after 40 cyecles XD

  • @mikko5471
    @mikko5471 Год назад +12

    One thing you didn't mention which is also pretty bad from a gameplay standpoint imo are the Miros vultures. No, not the Miros vultures themselves, it's the fact that Miros vultures prioritizes killing you over pretty much every other creature which makes no sense and unlike respawning which actually has a story explanation, this is never explained throughout the game at ALL and honestly feels like something the devs put in to make the game needlessly harder. I really love this game but it has its flaws and damnit it has some pretty questionable game design choices

    • @CawCophony
      @CawCophony  Год назад +11

      tried to keep this video focused primarily on the overarching issues but i don't disagree with this, they are. bad
      ...but also, the devs have admitted that miros vultures are literally bugged lmao.

    • @mikko5471
      @mikko5471 Год назад

      @@CawCophony Oh, well that's quite an inconvient bug then lol

    • @mothgirl326
      @mothgirl326 Год назад

      My personal headcanon is because I (somehow) managed to kill a few in my artificer run and also killed one in the apex predator mission, and because they are so rare and die so rarely, they just really hate slugcats even more than they hate everything else

    • @catpoke9557
      @catpoke9557 Год назад

      Not over pretty much every creature, over EVERY. And it's not a priority either, they just straight up ignore other creatures. The only reason you've ever seen miros vultures killing other creatures is because they constantly snip at the air and get other things by accident. They don't have a desire to hunt other creatures. They ONLY want to hunt slugcats.

    • @fishyfishyfishy500akabs8
      @fishyfishyfishy500akabs8 Год назад +1

      @@catpoke9557 the only other time I’ve seen them kill non slugcats is if slugcat just isn’t on the screen and doesn’t ever go into their line of sight

  • @arkd0n276
    @arkd0n276 7 месяцев назад +2

    pretty cool video.
    I would like to make a case though for the infinite timeline argument at ~21:15, warning: This gets very philosophical.
    I would argue that, having essentially only one of infinite timelines be the one where your story happens and succeeds, is the point of it. As much as it is there to explain gameplay mechanics, philosophically its literally real life (minus the respawning). If you believe in Multiverses, there is most likely infinite universes with different geometrical parameters, physics, etc. making our universe potentially the one exact setting where life is possible. Or a more relevant example for the timeline concept: If you die IRL, thats it. No happy ending, no continued story, no nothing (Im not getting into any post mortality arguments here, spare me please). Now think about goals you might have had with your life. You will never ever be able to reach them after death, your timeline is killed with the death of your perception of it. However, another you from another timeline might have avoided that particular death or completed said goal(s) before, but you in this timeline obviously get zero benefit from that.
    If you think thats irrelevant, think about it this way: There are already countless "timelines" in our universe alone. I am living in a different timeline to you. How? Because we dont "live" in the real world, we live in our own perception of it. Someone else right this moment will die with countless regrets and never get to "finish" their story how they wanted to or someone might ruin another persons life right this moment. It will never matter to you as long as youre not affected/ dont FEEL affected. That is, if you will, the equivalent of a hunter timeline where they circum to their disease before reviving Moon. Think of every human, even every living creature (be their perception less complex than our own or not) living in their own universe and how much went wrong for so many of them. Thats reality, and you too will die with regrets, you too will have foiled another persons goals, you too will doom practically infinite possibilities with your decisions every day. The past dictates the present and the present the future. If you dont believe in determinism, fine, but remember that every organism living their own timeline is practically already the case, unless you think youre playing a singleplayer game IRL and everyone else are just NPCs. Either way, there are good parallels existing in the real world, you and me most likely just arent main characters unlike the slugcats.
    From a philosophical standpoint, I think that Rain Worlds reincarnation interpretation is super interesting and in combination with the void, the cyclical philosophy of Rain World is incredibly cool even if the perceived reincarnation obviously isnt a thing in our world. It doesnt have to be entirely realistic to our physics to be interesting, thats why RW lore is mostly metaphorical philosophy and not just science fiction.
    And to adress the problematic storytelling: I personally dont think having countless other timelines have different outcomes ruins your own. If that were the case, you and me should worry a LOT more about other people and our own decisions, to be exact: Considering ONLY humans, the affection relevance of your life story is only 1 in 7.888 billion right now, roughly 1 in 117 billion over history and smaller than we have numbers for compared to every living thing throughout the universes existence. Each Rain World timeline could make an intersting story in its own right but its just not the one the game follows. I mean, the MCU literally mentions succeeding in only one timeline out of however many Doctor Strange saw yet most people would consider Avengers: Endgame to be a happy ending even though countless other timelines never prevented the snap. Obviously the RW stories happening without the slugcats dying is improbable but last I checked small odds dont make for boring stories. And as I said, If youre upset thinking about all the timelines where something didnt or did happen because a slugcat died, think about how many peoples stories are ruined every day aroung the globe, how many animals die and so on. Dont wanna preach morals here but I just dont think that having the player think about that ruins the story. I would argue in fact, and now I have, that the exact opposite is the case.
    This is just my opinion and no attempted invalidation of yours, I just really like philosophy and talking about it. Have a nice day!

  • @spence8507
    @spence8507 Месяц назад

    All they had to do to fix swimming was give some sort of breath meter like in remix. It made swimming in Submerged Superstructure 10x easier for me. But it wasn't included in the base game so I had no idea swim boosting took up air.
    Edit: also i had to look up how to use raindeer. I knew that throwing a spore puff would attract them and every once in a while they let me on so i assumed that's what I was supposed to do. I thought I was just really unlucky and the deer a.i. sucked, when they wouldn't let me on 4/5 times. Then i realized that you had to feed them a spore puff after seeing gameplay.
    10:03 this is why i didn't go into the rot. It's so much easier to climb the wall instead of going into five pebbles. (You don't even have to do the backwards spear throw as rivulet. Even if you don't know how to backwards spear throw you'd eventually just look up how to get up there and you'd get a guide.

  • @laurelwillow
    @laurelwillow 4 месяца назад +1

    I still stand by that the best way to learn Rain World is in co-op with someone guiding you. It might not be the "intended" way to play, but it certainly helped me a lot, and I'm now teaching two friends.
    You learn basic combat skills (rock/spear for lizards) more movement tech (backflip, roll, slide, pounce) and more routes (standard runs from region gates to other region gates, via shelters.) You learn which regions are easier and which are harder, and for what reasons, and you learn what you need to pass them.
    If you're thinking about picking up the game, at least find someone you can dump questions at. You most likely won't regret it.

  • @reformedorthodoxmunmanquara
    @reformedorthodoxmunmanquara 9 месяцев назад +1

    I think it was intentional that the player is meant to feel powerless against a green lizard initially since the point of Survivor and Monk isn’t to kill everything on sight but to survive (and monk). Considering that time is a valuable resource in this game, most people feel like it’s not worth picking fights with a green lizard because it really isn’t. I also always suspected that they weren’t truly invincible but after seeing scavengers kill one, it was just a confirmation and also a pretty cool tutorial on how to defeat a lizard.
    Besides this point, I agree with everything you’ve said. I also always feel like the random tunes that play should have a threat layer as well, I can never tell if I’m about to get skewered by a scavenger with Bio-engineering playing.

  • @tequilasunset4651
    @tequilasunset4651 Год назад +1

    I think I found the drainage gate first but didn't have the karma and explored enough before I did for Industrial to be more enticing lol

  • @MelonAndBaseTD487
    @MelonAndBaseTD487 9 месяцев назад +4

    your bad man! rain world top game!

  • @nammnamstudios
    @nammnamstudios 11 месяцев назад

    okay so i went down to drainage system then to outer expanse... is outer expanse one off the last reagions in the game or no?

  • @Haheehahohaheehoha
    @Haheehahohaheehoha 9 месяцев назад

    5:36 - Wait what, loading screen tips??? I've never seen those. Where do they crop up?

    • @CawCophony
      @CawCophony  9 месяцев назад +1

      it's a setting added in downpour through the remix menu, it's on by default if you install the dlc but can be turned off

  • @amandamimic2725
    @amandamimic2725 Год назад +6

    A problem I also see is the game (on accident) Giving the player Wrong information. Green lizard doesn't die from headshot, sound effect and flashing might indicate not to aim at the head, so they aim for the back and land a hit... that does not kill or significantly impair it. Conclusion: Enemies don't die.
    Or Gourmand has a dream of crafting an explosive spear and we know he crafts. Conclusion: Gourmand can make explosive spears if I keep looking for the recipe.
    Mechanically, there are two working against eachother. Go explore and be patient and observe- While on the clock with the rain timer! And you will see the karma bar go down each time you fail! Conclusion: This is a timed mission I need to hit the next checkpoint First Priority and exploration is secondary.
    I don't see it usually accumulate enough to stop a playthrough, but it can lead to frustrations

    • @Charmlie.R
      @Charmlie.R 9 месяцев назад +1

      Lizards do end up impaired after being injured, greens are tough but you aren't going to give up on one squishy hit when you already have a bounce hit. There would be no need for a reflect if stabbing didn't do anything, and assuming an enemy will die instantly even by game logic is silly. 2-3 and your green lizard will be limping around, 2 on most other lizards literally kills them. Hell you hit one spear on any non green you'll see early and they are instantly very crippled and obviously hurt. It would be awkward for a player to follow your path of events and determine that in the game with enemies who have both armored and unarmored sections, the included weapons are just big fuck you red herrings.
      Likewise, gourmands crafting is consistent with types of objects, and all ingredients can craft with all others. Spears literally cannot be crafted with anything, so you'd have to take a very strange approach to think "i can craft with all of these objects i can hold two of but cannot craft anything with spears, so there must be one secret item i can craft with a spear".
      Both examples take the information the game is giving you and misinterpret them in awkward ways, only to blame the game afterwards. As mentioned, weapons + armor/unarmor on enemies hugely implies hurting them does something. And with there being obvious injury after one hit on the majority of lizards or small creatures, or just not drawing a backwards conclusion instantly on green lizards, you will have 0 confusion about creatures being invincible. Not enemies as well, just creatures. Viewing everything as an enemy explicitly is a mistake a lot of people make too, but it's more understandable.
      Even the last thing, yes it is a timed cycle exploration ganr explicitly. That isnt at odds, its telling you to become familiar with your environment and improve yourself to do more with your time. Likewise, new players are likely to die and drop to karma 1, at which point they will extremely easily find that it isnt a game over like expedition mode. You also have karma gates. If anything, it rising from hibernation with 0 progress made, just eat and same shelter sleep, should immediately clear up that you arent being rushed or forced to do anything. It doesn't make sense to assume karma is timed when it goes up and down regardless of how fast you do something.
      I do think aspects of the game can be frustrating, but people also just aren't always the most observant and especially with games nowadays want to be hand held. If something isnt hyper tutorialized, or isnt exactly what their preconceptions match, they give up thinking and get frustrated instead.

    • @amandamimic2725
      @amandamimic2725 9 месяцев назад

      @@Charmlie.R And yet I think I've seen let's plays with all of these misunderstandings impeding gameplay.

  • @Мопс_001
    @Мопс_001 3 месяца назад +2

    I'll just correct the video so anyone else frustrated in this as much as me would feel less furious.
    This is *NOT* a game. This is barely a *simulator* of natural environment.
    A simulator to which some crazy programer decided to attach first person controls and call it a "video game".
    It is not supposed to be "played". It was supposed to be only watched.
    All those futile attempts to make this thing seem "rewarding" for the "player" are barely a misconception of the process of successful survival.
    It does not give any good experience because survival is not about it. You can only suffer and continue. You waste *TONS* of time by dying to literally everything, but survival is like this.
    When someone says this "game" is good, what they really say is that they wasted hundreds of hours and learned to ignore the horrible difficulty of it.
    Haven't you got it yet? The beauty of this piece of code is not in the landscape. The beauty is not in advanced AI of the creatures.
    True answer is in the video at 23:00 "makes it hard to recomend to randoms without a bunch of caveats".
    The answer is: Pure masochism.
    For them the game's beauty is Discovering. Your. Inner. Masochist.

  • @myyoutubeaccount4167
    @myyoutubeaccount4167 6 месяцев назад

    How is this game and its local coop on switch?

  • @Fuzzbrainz
    @Fuzzbrainz 7 месяцев назад

    on my first play through of rain world i actually went to farm arrays first. i never even found drainage system until my 2nd play through where i only knew about it from the map. I guess i just got to farm arrays because of sheer luck and i already knew about scavs and how they functioned so that wasnt a problem but i died like 30 times and quit and played monk and went through industrial instead.

  • @inconsistizzy
    @inconsistizzy 7 месяцев назад +2

    i think you just have to really love it and its' world regardless of the actual game aspect of it in order to truly enjoy it. im a hardcore fan and i barely even played it, im just obsessed with the world and the story and everything but the actual gaming part lol

  • @thegeniuschannelwithlandon498
    @thegeniuschannelwithlandon498 Месяц назад

    Man I regret spoiling myself. Sometimes while researching the game I want to buy, I overthink it spoil everything about it game. When I got the game I had already watched five pebbles fell, a lore video about the ENTIRE HISTORY OF THE GAME. I knew about pole plants, scavs, everything. I I could go back in time, I would prevent myself from spoiling my experience with Rain World.

  • @jonathansteff845
    @jonathansteff845 8 месяцев назад

    In terms of the game leading you to drainage system im pretty sure its so that you actually get a bit of practice swimming before going into shoreline, like take the last dash tunnel before garbage waste, it 1. Makes you take your time to lead leches away before going in/learning that pop snails stun leaches by trying to get them to eat it. 2. Forces you to learn the amount of time you have before you drown without the visual breath meter. 3. Makes you look closer at the environment to see the air pockets/teaches you how to use map to find obscured areas. I know that i had a awful time with drainage but it did teach me a whole lot. Oh also 4. it teaches uses of the mushrooms and gives walljumping practice. I know most people didnt find these things, in all honesty i barely did though i hope you can understand my point. Anyways, have a good day and thanks if you actually read this entire thing.

  • @rae5425
    @rae5425 11 месяцев назад +5

    For me the Karma system is necessary. Keep in mind they designed this game to be a survival game essentially. You're in an environment with other creatures, prey and predator, and the goal is to find food before the rain comes and make it to a shelter. This is pretty much the hunger bar, tiredness bar, thirst bar in the sense that this is what forces you to engage in the "survival" aspect of the game. Scrouging enough food while avoiding predators. Without the Karma system, the player has no need to find food and successfully hibernate since they can just keep walking in a direction, end up in a new region until they get to Five Pebbles and the Depths. The Karma system forces you to explore unfamiliar places filled with danger to find food. And the further in search of food you go, the farther you are from your shelter, you can either risk it to keep going and hopefully stumble a new shelter or try to make it back in time. Both option is extremely tense, so that cycle's journey is filled with dread and excitement. This for me is the quintessential Rain World experience, which is sadly only kept on a pure first playthrough. Wiki-ing stuff reduces the burden and gives you a surefire way to navigate for food and shelter. And a second playthrough nearly turns the game into an action kill 'em all game. I think, and I'm sure that when the devs made this game, they did not expect the player to play it for 200 hours in multiple playthroughs, or to wiki stuff when they get stuck. So I believe it's crucial that we examine the karma system with the intent it was made at and for.

    • @rae5425
      @rae5425 11 месяцев назад +2

      And speaking of losing progress. You don't lose progress. This isn't Dark Souls where you now have to go through a gauntlet of enemies just so you can fight a boss. For every 10 minutes that you spent exploring and you die. That's not lost progress, that's your map knowledge improving. Enemy familiarity improving, increasing your fighting chance bit by bit, knowing more places where more food is, safer places or more dangerous ones. Or alternate routes. For me that is progress, and a meaningful one that carries through death.

    • @littlehorn0063
      @littlehorn0063 8 месяцев назад +1

      Every death is 10 minutes lost for obtaining 1 more karma. The game's time waster with it's random enviroment. It's like a slot machine, y'know?

    • @rae5425
      @rae5425 7 месяцев назад

      @@littlehorn0063 It's only time wasted if you're hyperfocused on your goal. As I've said, the Karma system forces you to engage with the system, it forces you to get the basics down. It's like when you're learning an instrument, is the three hours you spent today a waste of time because you still can't play Twinkle Twinkle Little Star? Absolutely not, those are time you spent honing the process, it's so you can achieve the outcome, but still. The honing and improvement of the process is still the point of it. If you die two times in a row, that means something is clearly going wrong. Maybe you're losing your cool, you're rushing, you're making poor decisions. If you're blinded by getting through that Karma gate then you will fail to see the improvements that the game is telling you need to make, and the improvements that you've made throughout your journey in Rain World, though that goes for life as well.

  • @left4twenty
    @left4twenty Год назад +2

    I did actually go to farm arrays first...
    I'm not saying it was a good idea, but it was a thing I did
    Having a lot more fun after escaping subterranean and filtration now

  • @zzz-ovidiu2015
    @zzz-ovidiu2015 3 месяца назад

    4:58 slugcat would NOT know these things
    Ppl forget survivor and monk are little baby sugs
    They prolly never even SAW water before they got snatched
    Also, same with climbung
    Poor fellas gotta learn cuz they were still children

  • @Loading12327
    @Loading12327 5 месяцев назад

    one thing i will say is that the immursion wont be broken as your a newborn juvinile scug without parents to teach you so why should the human have someone

  • @shadowguarder2857
    @shadowguarder2857 6 месяцев назад +1

    I was fine with the difficulty. I was fine with it. I was extremely excited when I got the game and I spent multiple days having fun, and getting along with scavs.
    Then getting to shaded citadels took me 3 days due to needing karma 5 to pass the gate, not TOO annoying tho... But then I got to memory crypt and it just felt unfair. You have to sneak through all of that AND theres this annoying parkour part before the shelter, cuz off course ya couldn't just put it in the gate room. After that I stopped thinking as a slug cat, I was just questioning everything, "why is there poles here if they're clearly part of the background? Logic? IT ACTIVELY SLOWS YOU DOWN WHEN YOU NEED TO RUN SINCE ITS FRUSTRATINGLY DIFFICULT TO NOT GRAV POLES WGILE RUNNING!!"
    I started looking at things with this criticism-lens. I wasn't in the mind of the slug cat,I lost interest, I didn't want to play the game I wanted to get to the next part. I wanted to just skip this part.
    Memory crypt and shaded citadel just drained me completely , and CANT fo back cuz that would be pointless!
    Why would I be surviving if not for following moon's instructions for where to go? But why would I go? Just to get angry again at Memory crypts? It's just pointless now! It's just annoying! I'm not having fun anymore! And that's literally tragic to me, I WANTED this game for SO LONG, AND HAD SO MUCH FUN,BUT THIS LAST PART WHRE I DROPED IT EAS SO BAD IT OVERSHADOWS EVERYTHING.

  • @blenderguy5659
    @blenderguy5659 6 месяцев назад

    "You alerted the horde" moment

  • @Bartholomew67
    @Bartholomew67 10 месяцев назад +1

    Got a tip that deadass just said "breath"

  • @Two_Ravens
    @Two_Ravens 2 месяца назад

    I want to like Rainworld but I also value my time and any game that needs me to open a wiki to figure out critical controls pretty quickly gets on my nerves. I like the concept of the game but its not something I am ever going to complete because it just doesnt seem like its worth it even when its going well. I can kill lizards, even killed a couple birds, got to the little guy who freaks out when you grab the floating things around him but it just feels directionless, confusing, and unrewarding even after that. I refuse to read the damn wiki anymore so I guess it wins.

  • @catpoke9557
    @catpoke9557 Год назад +2

    I think they should've made the first predator you encounter one that can be stabbed easily so more players realize predators can be killed. A lot of players just assume predators are invulnerable because of the lizard heads deflecting spears, and then if they manage to hit them once there's not much indication it's injured if it's a green. Not to mention a lot of people don't notice when lizards start to limp anyways.
    As for the lack of tutorials, I agree that when the slugcat already knows something, there should be a tutorial for it. However, I highly doubt the slugcat knows movement tech like slides and rolls and backflips. It's kind of like assuming every person knows how to do a backflip or a cartwheel just because some people know. The slugcat has to discover these things naturally, because he hasn't learned about them before. All the slugcat knows how to do are things shown in the first cutscene and tutorial. Throw rocks and spears at food or predators, pounce, etc. It especially makes sense the slugcat lacks a lot of knowledge on seemingly basic things because not only did it get lost at a young age and so hasn't been fully taught how to survive, but it's currently in a foreign environment with things new even to the adults in its colony.
    For that reason, I disagree with people who say the game should lack dialogue based tutorials, but I also disagree that the game needs more dialogue based tutorials than it has already. Except for maybe arti's parry ability, or gourmand's slamming ability. I do think gourmand is very intuitive and they make it easy to figure out you can slam dunk predators, though, so it doesn't upset me really. I figured it out immediately. I squashed a batfly by mistake and decided to test it on other creatures... There's also a part in Spearmaster where, if you want to go the intended route for its campaign, you have to know of a specific movement tech, and while I did know about this tech, I only knew it because I saw it online. If I hadn't I would've possibly been confused. Although I'd actually used that tech on ACCIDENT multiple times before learning of it, because when making exceptionally long jumps I always tried to imbed a spear into the wall to ensure I'd make the jump. Little did I know this was also making my jump longer. So I might've made it past that part in spearmaster purely on accident if I didn't know of that tech. Or, I wouldn't have. I can't know. All I know is there's definitely some players who made it to that part and then got confused on how to progress, and probably had to look it up.

    • @paulduchamp4736
      @paulduchamp4736 Год назад +6

      So the predator... does it's job as a predator...?
      Line yes at first you are compelled to believe that lizard are invincible, or too hard to kill to be worth it, but then you make progress, throw a spear at a blue lizard in self defence and voilà, he's not moving anymore and it went black.
      The game isn't a shooter where it's kill to progress, it's here is the door and there is whatever the fuck stands in front of it, figure it out.
      And players will be invited to experiment. The game doesn't outright punishes for dying at first, because you are intended to, so you can experiment with the creatures, learning who does what, figuring out effective path to save time before the rain comes, find shelters and fill out the map to better path your progress.
      The drainage was the first gate I found, and I just backtracked because I died 15 times getting there and at no karma. I went another direction and found the industrial one, that had mower karma and it wa easier to get to it because the shelter was that close.
      Experimented and survived for 2 cycle, which isn't that hard if you bother to remember where the found sources are and tada, progress.
      Again, difficulty is advertised, if you don't have the curiosity or patience to go through it, then the game wasn't meant for you to begin with

    • @catpoke9557
      @catpoke9557 Год назад

      @@paulduchamp4736 I'm fully aware this game is about experimentation. The problem is people are super stupid and so if the predator they put at the beginning isn't conducive to experimentation they won't know what to do. Humans are really dumb, it's just how we are. The game takes lots of steps to ensure you can figure things out on your own, but they didn't do so when it comes to predators. I don't think they should've made the first predator one that's bad at predating on you, just one that can be stabbed more easily, like a vulture.

    • @paulduchamp4736
      @paulduchamp4736 Год назад +4

      @@catpoke9557 I mean, I would've have taken that as a proper argument if the game was advertised as badly as SOT, but when the entire storefront of the game is filled with people screaming "TRY SHITS", if the player doesn't, that's on them.
      Plus, as I said, green lizard aren't the only first lizard, you also have the pink and blue which are significantly weaker health wise, and it often happens that a new player will accidently kill one on accident as self defence.
      Same goes with the rock fliping lizards, the 101 lizard fighting, where it's likely to happen on accident at the very first encounter by just defending yourself.
      Again, most of the point in this video were made in somewhat bad faith, because a player that so much as panick throw shit will see results. Same with damage, spear a pink lizard once and it doesn't take a genius to realise the lizard is injured.
      Every discovery are somewhat random, and that can be argued a bad thing, but the game always leaves multiple hints as to how players affect their environment.
      Also, first predator a vulture would murder the beginners that aren't use to moving around, and achieve the same sentiment as green lizard, giving the impression that they are unkillable.
      The game could have used some improvement on some part, especially on how some region play out, but tbf, most of the game can be figured out by observation.

    • @catpoke9557
      @catpoke9557 Год назад +4

      @@paulduchamp4736 Everything you say works on paper but in practice it's not what happens. I have watched loads of new players getting into the game and what happens is they try to hit lizards in a panic a couple of times, including the weaker purples, they don't notice the rock flips them and just notice it doesn't hurt them, and they notice the spears don't penetrate. They then assume this means their experimentation is done and that lizards cannot be hurt let alone killed, and thus never try to spear one again or even stop picking up spears, leading to them never being able to find out that they were wrong in their assumption. After all if you don't spear any predators you can't find out spears can penetrate predators. Notice how in this example the player DOES try shits. And as far as they can tell, what the game is trying to tell them is that predators are NOT to be fought. It's not their fault if they didn't consider that it's possible they're just consistently hitting the one invulnerable part on the predator. All they know is every time they tried to fight nothing happened at all. You can't say they didn't try. They just weren't omnipotent enough to realize it was just where they were hitting that made it ineffective.
      If they just made at least one of the main threats you first encounter one with a more vulnerable body (which is what I was referring to when I mentioned vultures, I didn't mean they had to make the first threat an actual vulture) this whole problem could be immediately avoided and we wouldn't have to deal with new players calling extremely avoidable situations unavoidable because they didn't realize spears are actually, you know, useful, even if not to kill but just to injure.
      Every discovery is random, which is great, but rain world generally tries to coax you toward most discoveries. It just does a bad job at coaxing players toward the fact that they can actually fight back. Obviously it's not a fighting game so knowing how to fight isn't mandatory, but players deserve to know it's an option, at least, and generally they don't because lizards are not beginner friendly at all for fighting. Even a blue lizard, since if a new player who doesn't even realize they can kill lizards is throwing a spear at one, they're almost definitely not ambushing it and are just throwing a spear at its face in a panic. Unless they get lucky enough to get a mouth shot, that lizard is going to deflect their spear like all the others did before, and just reaffirm their assumption that fighting is impossible.
      Just put something aggressive but with a squishy body in outskirts and the problem is solved. Centipedes, spiders, etc. The closest thing most players will find in outskirts other than a pole plant (which most players don't think of spearing anyways and just die to) is noodleflies, which are uncommon, usually passive, and very hard to hit. So it isn't great for teaching players, either.
      Basically, outskirts is supposed to be a region that organically teaches you everything you're capable of doing in this game. It's an introduction to what the world has to offer. I just think it would be better if it was better for teaching not just how to avoid predators, but that they are vulnerable to damage just like you as well.

    • @paulduchamp4736
      @paulduchamp4736 Год назад +1

      @@catpoke9557 I mean, sad on them, but you have to be a particular kind of bad if you manage to only hit the lizards head all of the time, otherwise they would realise that yes, spear do get stuck into creature.
      My first playthrough as survivor was rather peacefull on my part tbf, I realised that creature could get hurt and killed but I avoided confrontation throughout most the game in favor of stealth (Which is a valid strategy). Outskirts teaches you to survive, not every nook and crany of the gameplay, and teaches players that persevere that fighting is an option.
      Your standpoint is that it should teach you how to fight or that you can fight, but it really isn't and should be here for that. All you need to do to play, is survive, find food, hibernate, migrate/follow the overseer.
      However the player approach situations is up to them, and what they discover will be up to there own curiosity, abilities and objectives. Rainworld isn't the only game that does that as well, with other plateformer like celeste with crazy techs and learning curves that aren't always needed for the base game, nor are they given on a silver plater right away, the reason Rainworld is gettng backlash for it is because of the high difficulty of the game.
      Again, outskirts got plenty of squishy creature to figure out how spears work (And even have vulture, like you asked) all with different patterns that you are encouraged to learn.
      As I said, "curiosity is rewarded" is plastered all over rainworld forums, ratings and such, so unless you live under a rock, a good chunk of players go in prepared. The other part get filtered out, because the game wasn't for them to begin with.
      You need patience and observation, a player that cannot muster more than 5 seconds of attention time to observe before acting won't enjoy the game anyway, even if you give them the entire move-techs on a silver plater.

  • @CronusCrocodile
    @CronusCrocodile 10 месяцев назад +2

    THE ONLY THING THIS GAME IS: UNFAIR UNFAAAAIR NAWAWAQQAwwawwsEAWWAEEA ᴮᵘᵗ ᶦˢ ᵃ ᵍᵒᵒᵈ ᵍᵃᵐᵉ NOOOOOOOO

  • @dapondboi
    @dapondboi 8 месяцев назад

    also I just really hate the scavengers in artis campaign I get that creating explosives (one being able to kill one of the most feared enemies) needs to be balanced but scavengers are one of the few things it feels like you're not supposed to fight yet you have us constantly fight them and they're basically better versions of me (being able to see past just one screen, all tools access, spawning in with spears and explosives, being able to throw at an angle, and reaction times faster than most humans) they just absolutely obliterate and I either try to find a way to run through it but somehow get sniped out of the air by an offscreen scav and even if I make it through I'm karmalocked at 1 so I have to go back kill and grab one and leave all weapons behind while they send a killsquad after me

  • @DJFlare84
    @DJFlare84 4 месяца назад

    Huh. You're right. I never realized outskirts was set up to funnel players into the Drainage System like that. I always ALWAYS ended up in Industrial. It felt natural to me to purposely take the more challenging paths. As a gamer, you just develop this way of thinking that the devs put good things behind harder challenges.

  • @wejvi32
    @wejvi32 7 месяцев назад

    How tf do I long jump it never works.

    • @interro588
      @interro588 7 месяцев назад

      you don't need to press your left, right, and down arrow keys to long jump, holding down the space bar when you are crouching and releasing it is enough

  • @orinaoz8686
    @orinaoz8686 10 месяцев назад +2

    u forget
    iggy

  • @catmeowmeow103
    @catmeowmeow103 Год назад +6

    rainworld is the kind of game where you have to be spoiled to enjoy it (unless you're a hardcore adventurer)

  • @smokedog9677
    @smokedog9677 4 месяца назад

    So it's Nintendo hard. It also sounds like a sandbox game. Is there an ending or is it just sandbox?

  • @Chillerll
    @Chillerll Год назад +4

    Honestly, having massive RNG and a timer is frustrating but I can get over it. What really gets me is the karma door mechanic. I dont know any other platformer where you have to grind for a while to be able to progress. I don't mind dying, its normal when exploring but being stuck in an area because you need to lvl karma, just so you can try to find the safe house on the other side is such a weird bottleneck to include into the game.

  • @cats-a-lot3609
    @cats-a-lot3609 Год назад

    WAIT I NEVER EVEN WENT TO DRAINAGE SYSTEM 😭. I ENDED UP IN INDUSTRIAL SOMEHOW LMAO

  • @wilczus222
    @wilczus222 Год назад +2

    You put perfectly all my criticisms i formed after countless playthroughs, bravo!

  • @kenny2722
    @kenny2722 Месяц назад

    Game has more RNG than roulette does and then people will start talking about difficulty. Two very different thing.

  • @littl3evee
    @littl3evee 7 месяцев назад

    Fun fact about the loading screen tips: I don't think they're in base game?? I played through part of Monk's and all of Surv's campaign and didn't see them once... until I got Downpour later and was revisiting Monk's game with a friend

    • @interro588
      @interro588 7 месяцев назад +1

      they are avaliable in the remix menu in the game

    • @littl3evee
      @littl3evee 7 месяцев назад

      @@interro588 Huh! I never enabled them, though

    • @interro588
      @interro588 7 месяцев назад

      @@littl3evee That is the best feature you can have in rain world, especially if one is new to the game. And it's even available in the vanilla game too.
      It also has many quality of life features

  • @zombor8249
    @zombor8249 4 месяца назад

    The game funneling you into drainage system and the possible pathing in general was the worst part of the game. I had taken the absolute worst path imaginable in my first playthrough. I got into drainage systems after some hours, getting the feel for the game and it felt like such a difficulty spike already. But then my curiosity made me take the harder paths and after what felt like an eternity I ended up in the filtration system. Following more hours of pain (and a short stop through subterranean) I even managed to reach the depths (I was so done at this point cause filtration system without light was absolute bs). Only to then wander around the depths for a while until I got fed up looking up where the hell I'm suposed to go cause there was absolutely no way the game wants to tell me I did all of that shit for nothing (since I don't have 10 Karma yet) and have to go back the same way lmao

  • @MOJACOMA40
    @MOJACOMA40 Год назад +8

    I overall disagree with almost everything you said in the video but everyones entitled to thier opinion

    • @thesmilingman3590
      @thesmilingman3590 Год назад

      I didn't knew fanboys could have their head up their butt so deep

  • @Not_Lost_Leviathan
    @Not_Lost_Leviathan Год назад +41

    Rain world needs to REALLY tell you about the amazing movement in the tutorial.

    • @MOJACOMA40
      @MOJACOMA40 Год назад +3

      I would disagree I learned how to slide on my first playthrough but I didn't know where was the most effective to use it if anything it hindered me in the beginning I didn't know hoe or why it was useful and besides the slide roll pounce isn't useful unless you want to move faster

    • @Not_Lost_Leviathan
      @Not_Lost_Leviathan Год назад +2

      @@MOJACOMA40 I respect your opinion

    • @Abonnoment
      @Abonnoment Год назад +1

      Dawg, 82 pages

    • @Patrick11nf
      @Patrick11nf Год назад +2

      It can't (and probably shouldn't) teach you all about it, there's some charm in learning yourself how slugcats move. But the game could have mentioned something about the more basic and important moves, like wall jump and slide as mentioned in the video. That's a cool thing about the new downpour hints.
      The points made about swimming in the video were good too, at least the new breath indicator in downpour helps make it clearer.

    • @MOJACOMA40
      @MOJACOMA40 Год назад

      @@Patrick11nf Ya exactly wall jump is probably the only thing you'd need to learn and besides let's say they learn the basic slide role pounce move what use is it gonna bring for a new player they'll probably just use it to move faster the movement it isn't needed

  • @MinhNguyen-ti5yb
    @MinhNguyen-ti5yb Год назад +2

    oh yeah, lately I start to see more of this weird take that RW is not a video game, it is art blah blah blah. Like the devs wanted it to be a video game, lol. Do you know that the very 1st prototype of RW is more like a traditional level-based platformer, just that the enemies can go everywhere they want at anytime.

  • @elinwallmander6317
    @elinwallmander6317 12 дней назад

    Me see title and say factually incorrect after the video he has a point. Personally I have to use cheats to make my friends not immediately quit

  • @saph_1200
    @saph_1200 2 месяца назад

    Rain World have good ideas
    But the progress being based on stress is horrible
    My friend was swearing to me play blind, and honestly, I want play the game, not stay locked on the same region for 10h.

  • @stachu5049
    @stachu5049 3 месяца назад

    Rain World is a different game than other ones, but I found myself quite enjoying it. I liked being lost, I liked being just a part of the enviroment, I even liked the movement mechanics. The flaws only started to annoy me in the Five Pebbles superstructure, that was just bad game design, if you know what I mean.

  • @explosivegrape
    @explosivegrape Месяц назад

    Rainworld is literally the definition of not for me. It’s one of these games I enjoy watching others play rather than myself playing it.
    I don’t mind the differently if just it’s so time consuming I can’t be bother and the controls are extremely finicky. Skill issue I guess but I’d rather spend my time getting skills irl or in another game.

  • @dutchthenightmonkey3457
    @dutchthenightmonkey3457 9 месяцев назад +3

    inv is fun and is not unplayable

  • @Carniii_vore
    @Carniii_vore 9 месяцев назад +1

    The crow fits your voice so we’ll just saying

  • @PipeyardCentipede
    @PipeyardCentipede 4 месяца назад

    honestly, i think some of rain world's flaws add to the exierence. The game is hard and sometimes annoying, but that makes finally progressing so much more rewarding. For all the suffering it makes you go through the game pays off with genuinely some of the coolest moments in any game i've ever played.
    Loading screen tips are inexcusable tho

  • @contentzeke
    @contentzeke 5 месяцев назад

    I'm still very new to the game, but I initially found it to just be 'meh' but I could see the appeal for other people. I played the game solo, but streamed it to 1 or 2 people who had completed to game multiple times for smaller tips & tricks. Some mechanics had to be outright told to me, such as the karma gates. I somehow managed to get to industrial & was stuck at the gate to shaded when I was taught what a karma gate was.
    I'm likely 30 hours in, have beaten survivor and am now trying to beat hunter. Before I started hunter, I saw there being about 0 chance of killing lizards & so I just... ran from them & learned very basic evasion. With only a few hours of hunter, I now actually use the combat mechanic & I'm lovin' it! Gonna get the DLC soon

  • @dutchthenightmonkey3457
    @dutchthenightmonkey3457 9 месяцев назад +5

    ok yes wall jumps in rainworld are different then they are from other games but that does not inherently make them "clumsy"

    • @StickmanCorp
      @StickmanCorp 5 месяцев назад +5

      In isolation, they're easy to understand, but they really conflicts with other movement inputs. In particular, the same input as wall-jump can result in a completely different action, which takes your character in the opposite direction.
      If you press jump while near the top of a wall, the slugcat will instead, just climb up the rest of the wall; it's unclear how close to the top you need to be in order to climb, and how low you have to be in order to be allowed to wall jump. Of course, there is no proper way to choose between teh two actions when it's ambiguous which one you'll get. If the input result in the action you didn't intend to, you're likely to fail the rest of the input sequence, and just fall all the way down.
      If the slugcat climbs when you were expecting a jump, you'll have immediately flicked the joystick in the opposite direction (intending to grab the opposite wall), which will cause the slugcat to cancel its climb, and just, let go of the ledge with almost no horizontal momentum.
      If the slugcat jumps when you were expecting a climb, you'll have kept the joystick pressed in against the wall, which will cancel out the horizontal momentum gained from the jump, preventing you from neatly landing on the opposite wall.

  • @SerpongeDash
    @SerpongeDash 7 месяцев назад

    and yet, it is definitely a well designed game. It's just so good in meeting its intentions that it feels like it's not designed for the player, when really it all is. Amazing game design
    (well mostly talking about the base game, the dlc is a bit messy. The movement tech loading screen is so random and contradict itself anyway)
    good video 👍

  • @dapondboi
    @dapondboi 8 месяцев назад

    I just stopped playing since my spearmaster campaign got deleted

  • @miniwhiffy3465
    @miniwhiffy3465 7 месяцев назад +1

    sounds like a skill iss- oh

  • @gaymerGroup
    @gaymerGroup 7 месяцев назад

    My fix to this very problem is just mods. Very easy to get, AS LONG AS YOU DIDN'T GET A CRACKED ONE *looking at my friends*

  • @jackoblllllllll
    @jackoblllllllll Год назад +4

    This game has a story?! And an intended path?!!!

  • @6502x86
    @6502x86 8 месяцев назад

    Slugcat's vision is probably diagetic. Proof? Occaisional (VERY rare; code heavily prioritieses closer objects which usually are in LoS) angling eyes towards out-of-sight things. Overseers showing videos that slugcat couldn't see, but are definitely intended for it to see.
    Essentially, the implication is that slugcats have somewhere between a 3.5D and 4D visual system (such a system is required for the form of perception shown, per math). Probably based on void fluid or something.
    Lizards are probably colour-coded due to genetic structures set up so that they can't be washed away by evolution. Makes sense.
    And cycles are OK. All that's required for this stuff to work is for the canonical actors to almost certainly achieve certain outcomes. Ludonarrative dissonance exists, but Id say that it exists s.t. narrative is favoured vs Ludo. So for exxample, even if a player is shit at playing spearmaster, the "canon spearmaster" is really skilled and can just about always deliver the mail without dying on the way, so in almost all cycles, Pebbles gets the doom-pearl. Etc. As long as someone "almost always" does something if some condition is fulfilled, there can still be canon. It's just a stochastic canon. Like a visual novel with many routes and a creator not willing to call any specific ending more true.
    Good video.

  • @killerrick9643
    @killerrick9643 Месяц назад

    I dont really wanna disagree cuz i see the point youre trying to make. But you cant walk through the tutorial and first area literally wall jumping, learning to swim in shallow ponds, and stunning lizards to get past, then say the tutorial doesnt teach you enough lol youre not a predator so it shouldnt be teaching you how to hunt. Youll already have figured that out once you beat the game and unlock hunter. The (problem) with rainworld is trying to carry a gem all the way across the game and back through uncertain odds

  • @lilhedgehog8576
    @lilhedgehog8576 7 месяцев назад

    Rain world perfectly emulates nature it doesn’t give a shit about your survival. You die too bad! skill issue!

  • @PenelopeNaomi
    @PenelopeNaomi 4 месяца назад

    I like that you sound like a crow.

  • @paulduchamp4736
    @paulduchamp4736 Год назад +8

    Counter point to "the slugcat already knows these things" they don't.
    Zt least not survivor nor monk, which are the two base campaigns. They are lost younglings separated from their pack, and the pmayer learning movement through experimentation, or accidental discoveries.
    The point of thos gameplay is understanding the point of view of a wild animal, left to it's own means, learning to survive. Moreover, movement techs can be usefull, but aren't required to complete the game. They simply draw the line between a vet and a beginner

  • @paulduchamp4736
    @paulduchamp4736 Год назад +9

    The argument that you are part of the ecosystem and tjat the world isn't specifically for you does not equate to "Rainworld isn't a video game" it is a game, and that's the advertised exprience.
    And contrary to games like RD2 or SOT that had convoluted marketing, and didn't advertise the main gameplay loop of the game properly, Raonworld community and any information around is plastered with "You are gonna die and that's part of it".
    It is unwelcoming, and that sorts out the people that wouldn't enjoy the experience in the first place, which is good.
    Imagine if darksouls' community and marketing was centered around cool fantaisy setting and not the fact that each single obstacle is meant to butcher you, you'd have many people go in and realise too late that this game is cruel.
    Rainworld is hard and convoluted by design, creating one of the best exploration and discovery experience possible, but also advertise what you point as problems correctly, to give people the "beware" notice before going in. It does't spring the difficulty on you, you knew of it going in.

  • @thesmilingman3590
    @thesmilingman3590 Год назад +3

    The controls are so unintuitive, the maps are visually cluttered and unclear, the camera perspective is a tad too far, you have to squint your eyes to see everything.
    I feel this added difficulty not in a good way but in a lack of comprehension of basic game building. I feel they wanted to make something unique and complex without taking consideration for the basic rules of game creation.
    They deserve their bad criticism, it is a very very niche game that is mostly appreciated by hardcore gamers who are bored with the basic mechanisms of games.

  • @billyjohnsotocid8958
    @billyjohnsotocid8958 9 месяцев назад

    100 percent agree

  • @twizzpaw900
    @twizzpaw900 8 месяцев назад

    An asexual crow, heck ya. We need more crow chaos in here.

  • @derpherp1810
    @derpherp1810 9 месяцев назад +2

    Here is also another major problem I have with rain world, it's story.
    I love it but also its kinda messed up. It is basically just telling you to literally go kill yourself if you don't have the downpour DLC, I think a better way to remedy this to make the story more impactful is to do a few more things.
    One, have the overseers be a little more relevant and helpful. They can teach you to trade with scavengers, give pearls to moon, how to swim, there should be more optional trial chambers you can complete that reward the player with a checkpoint in the level so instead of loosing ten minutes of progress you loose five minutes and its a fun quick challenge that ignores the rain timer.
    but more on the actual story side of things, I think for the main story we got something more interesting. Maybe in some shelters the white slugcat finds something that actually reminds them of home and we get a vision similar to the artificer ones, then after we meet five pebbles, in the farm arrays we literally find the dead corpses of our family. This triggers a new cutscene, you either decide to take the plunge into the void sea or Moon decides to help you get to the outer expanse. A meaningful player choice, mabye Moon appears in an iggy hologram screen trying to convince the player NOT to go to through the Void Sea.
    Here are some other ideas I have on how to improve rainworld.
    1. If there is an enemy on the other screen maybe a part of the screen flashes red in the direction the creature is coming from or the Iggy drone actually flashes that danger sign.
    2. There should be more ways to deal with predators besides rocks, spears, and fire cracker plants. Maybe a commonly found mushroom or spore pod that temporarily paralyzes lizards and puts them to sleep. Maybe a tiny alarm cube that creates a noise that vultures despise and it will cause them to fly away.
    3. Raindeer should be controllable just straight up, the moment you land on those antlers you nudge in the direction you want it to walk and it just walks in that direction until you nudge it to stop. Also as a fun little gimmick, I think it would be cute to see scavengers ride on Raindeer too.

    • @devlindoesthings
      @devlindoesthings 8 месяцев назад +5

      I don’t think the story being about killing yourself is a bad thing - I think it’s a way of getting the player to empathise with the totally alien worldview of the ancient where death is upheld as something to be envied. Yes is sounds really bad on paper, but I get why the slugcat would be at piece when they ascend - I as the player have been through that hell. And why should Moon want persuade slugcat out of this? She’s a supercomputer destined to compute for all eternity while stuck in a decaying metal box.
      And the best part about this is while I emphasise with the ancient desire for death, even without Downpour that worldview is shown to be destructive. It leads to dead, decaying monuments to forgotten civilisations, whose own remnants are the tortured souls of the echoes. It leads to a world mortally damaged by the attempts of the ancients and the iterators they create to ultimately find death - the desire for void leads to a broken world, a world so broken that it is part of the reason I as a player understood why everyone wanted to ascend from it.
      Yes the ancients worldview is flawed and does not make sense in our reality, but it makes sense in theirs, and I think its fascinating how Rainworld’s story is about exploring such as a bizarre worldview as ‘to kill yourself is the meaning of life’, and the fatal flaws and the tragic consequences such as a worldview has for the environment and for its people.

  • @crsenthusiast
    @crsenthusiast 8 месяцев назад +1

    rain world sucks heres a list of games that are so much more fun and they cost less
    -Ancient Warfare 3 12.79€
    -Cruelty Squad 16.79€
    -Enter the Gungeon 14.79€
    -Noita 18.99€
    -Paint the Town red 19.50€
    -ULTRAKILL 16.79€
    -Terraria 9.75€
    -Project Zomboid 19.50€

    • @birb70
      @birb70 7 месяцев назад +2

      Sorry but over half of these are ass (yes I've played or watched most of them) 😭
      (like at least say Hollow Knight or smth)

    • @sultan4d169
      @sultan4d169 2 месяца назад

      ​@@birb70Skill issue

  • @alexmcfly31415
    @alexmcfly31415 5 месяцев назад

    18:05 I think the camera is actually very immersive, because the player's camera might actually be an Iterator's overseer.
    It moves between screens, just like overseers teleport to different spots on the ground, and it follows the slugcat, just like Moon's overseer does sometimes.

  • @TheLMeansLyrics
    @TheLMeansLyrics 2 месяца назад

    I think it's overrated, it looks more like a 2d dark souls rather than a survival game

  • @keptofbraceletsCLXXX
    @keptofbraceletsCLXXX 10 месяцев назад +4

    22:02 idk. seems like titlebaiting. i don't think i'll come back to this channel. i implore you don't either

  • @1God1Fury
    @1God1Fury Год назад +4

    My biggest issue and complain about Rain World is bad controls. 75% of my deaths caused by my character not doing what I'm trying to make him to do
    I spent several hours just training the movement and yet I still can't do backflip, slide consistently. Failing 50-70% of the time. I know what keys to press, but the game just refuses to cooperate. You need like millisecond perfect timing and probably 100h+ playtime to do even basic movement more or less consistent.
    I gave up trying, because no matter how much I try to learn, it doesn't come. So Im stuck using bare minimum movement and jumping and thus having very bad time with this game. I hate how wonky, unresponsive and unintuitive control are.

  • @itsMeDAnn
    @itsMeDAnn 3 месяца назад

    Rain world is doo doo

  • @outofcontextallen3408
    @outofcontextallen3408 3 месяца назад

    Skill issue

  • @random-dy8jt
    @random-dy8jt 8 месяцев назад +3

    clickbait 😔

    • @random-dy8jt
      @random-dy8jt 7 месяцев назад

      @DoubleAgentReviews it did work and i respect the hustle