If IGN and Polygon say the game is too hard, then my interests instantly piques
For a gamer in general it would always be a good rule to just ignore the pointless buzz, alas though it really is something that does influence gaming a lot when it comes to developers and the way games are perceived. It's the era of the awesome button after all.
Damn, the game is a punitive beast alright.
But not in a bad way in my opinion, on the contrary, it's a refreshing departure from traditional platformers/metroidvanias, embracing the survival genre without the annoying crafting activities since you're "just" a clumsy slugcat trying to survive inside an uber-hostile environment by using level design and what the nature can offer (not much really, mainly sticks and stones used to fight back).
It's positively overwhelming, you get thrown into the intricate world and all you can do is explore the (beautiful) environments through the mini-tunnels, and you can save progress only by finding the rare safe rooms. The enemies are never in the same spot as far as I can tell and eat you with a single bite, but you can distract them and they even start fighting each other at times , there's also corrosive rain every 20-30 minutes that insta-kills you like in Stalker unless you're inside the safe chamber. It's definitely not a game for everyone, a ton of patience (and luck as well) is required to even find a second saving point, I can see why many journos dropped it.
The only annoyance for me is the fact that controls feel a tad too..sluggish (huehue), and more often than not the wobbly cat doesn't react like one would want. I tried both m&kb and the 360 derptroller with the same result, it's definitely a design decision (which could be improved with a patch), but not a big issue in the end since one gets used to it.
The enemies are never in the same spot as far as I can tell and eat you with a single bite, but you can distract them and they even start fighting each other at times ,
well makes sense as the creatures work kinda like AI ecosystem
Quote:
“Instead of thinking 'how can I make this creature act and serve as an obstacle in the game, I went at it from the angle of 'how can I make this creature behave in such a way that it can find food and move around and get back to its home before the night comes',” says Jakobsson. “So instead of the AI creatures just existing as a player obstacle, they exist in their own right, they exist there for themselves.”
In other words, the creatures in Rain World have an intelligence based on their own survival needs rather than being in service of the player. As level designer James Therrien notes, the creatures exist perpetually in the world, even when they’re out of sight of the player. “So outside of your frame they're all still alive. They're hunting food, they're getting into territorial fights, they're finding new shelters and homes,” Therrien says.
It's a nice feature indeed, makes the encounters feel diverse since every time you visit a familiar place you never know what's gonna happen with the creatures. Dark Souls should do the same
Hello friends and slugcats! We present to you patch #1: Rain World v1.01
This quick patch is intended to accommodate some early player feedback and polish assorted rough edges on the various game systems, etc. These were all low-hanging fruit that we think improves the player experience without taking anything away from the concept of the game. Rain World should be an existential experience: unforgiving and even occasionally unfair. But it should be the jaws of a Lizard that gets you or the Rain, not some ragdoll physics wonk or design oversight!
Gameplay improvements:
* “stuck in holes” fix - disconnected exits will no longer snag you
* subtle backlit slugcat in low visibility swimming situations
* quicker turning around in tunnels
* larger lung capacity while swimming
* nerfed the more intense waterfalls in Shoreline to prevent repeated drownings
* more pearls near Scav tolls in Garbage Wastes
* more food in central Garbage Wastes
* more food in central Shaded Citadel
* more karma flowers in world
* karma gate requirements on the Shaded Citadel, Drainage System and Underhang side were lowered to prevent players becoming stuck in challenging regions
* food / karma flowers regeneration now ticks forward on deaths (helps eliminate stuck / starvation situations at low karma)
* players will now keep map progress between deaths (Id say 99.5% of people asked for this)
* map now features gate karma symbols and shelter icons when locations are discovered
* karma depletion on game exit removed if done within 30 seconds of sleep cycle
* full karma drop on exit bug fixed (that was a brutal one, sheesh!)
* intro cinematic is now skippable by holding start / esc
* for players having issues with Grey Screen of Death and starting the game from sav files, you can now entirely skip loading the intro by holding "s" when pressing "New Game." hopefully this helps until we have a real fix!
* many many minor room fixes
Next steps: More patches and content is on the way, of course! We would like to see how this current round of bugfixes land before digging into further issues, as we have a feeling that these might solve a lot of the problems we've seen. But of course if you could keep sending in those bug reports and sav files that would be fantastic and hugely beneficial.
Thanks to all for feedback and please keep it coming! Let's all get through this tedious fixing and tweaking so we can get rolling on the fun stuff: new content!
Rain World: Expansion News!
Hello friends and slugcats!!
Thank you for all the kind words and unbelievable enthusiasm on the launch of Rain World. It has been beyond awesome! We can't be more proud of the reception and amazing fandom that's grown around it. Unbelievable to see so many people resonating with this strange and wild world we've dreamed about for so long. Seeing all the incredible fanart, reading the wild lore theories on the forums and various message groups, the modding scene that has developed, its literally the highlight of my career. As a creator there is no higher goal than this. But enough sappiness!
As you know the development of Rain World has been quite an epic journey... but it hasn't ended yet! Im here to tell you about what we've been up to for the past few months: announcing the first major Rain World expansion!
New Playable Characters!
In addition to our classic slugcat protagonist, this expansion will feature 2 new playable slugcats, each with their own unique ecosystem and playstyle.
Yellow / "The Monk" - For players who are looking for a more peaceful experience in Rain World, we present a player character that is more at peace with nature. Creatures will be less aggressive toward this slugcat, and are easier to befriend.
Similarly, its reputation within the world ecosystem will regenerate quicker if conflicts do arise. Ascetic in lifestyle, the monk requires less food to survive but is also physically weaker, meaning that spears and rocks are less viable as weapons. Sensing its balance with nature, the Karma gates bordering regions stay open for this saintlike being.
Pink / "The Hunter" - For players who are looking for an even more challenging experience than the well-known brutality of Rain World, we present this carnivorous and aggressive path. The hunter must make predators into prey, killing and eating larger creatures such as lizards to survive! Its heightened metabolism makes it faster, stronger and more dangerous, but also means that it requires significantly more food to survive hibernation.
As a necessity of its lifestyle, it has learned to carry extra spears on its back like the scavengers do. It is a being pushing beyond the confines of its place in the ecosystem, and thus is karmically imbalanced in this world... shunned by the spiritual realm, no karma flowers spawn and it must find its own way.
New Creatures, flora and fauna!
Rain World is nothing without its ecosystems. We couldn't add new playable characters without adding a host of new predators, plants, prey and neutral creatures to the mix as well! I won't spoil them all, but here are some highlights to look out for:
These new creatures won't be unceremoniously stuffed into the existing world, but distributed among the 3 worlds of the 3 player-character slugcats, creating unique ecosystems for each, so playing through each difficulty level rewards the player with a new experience.
Multiplayer / Arena Mode!
This is something we've been intending to do forever, and the true origin of Rain World. This first version of the multiplayer will introduce up to 4 player competitive play in over 50 unlockable new rooms and various modes specifically designed for multiplayer and arena challenges. Spear your friends! It is quick, chaotic fun.
Custom player content!
We are also working on bringing Rain World into the Steamworks framework, allowing for modding and player-created rooms and additions to be created and easily shared. It is our plan to release the Rain World level editor alongside this next expansion, but for those who are willing to get their hands dirty early, the Rain World modding community has access to these tools already and can be found on RainDB https://maxtcc.github.io/ as well as the Rain World discord server https://discord.gg/mA8kTvb
And that's what we've been up to the past few months! As for the release timeline for this expansion, we have made significant progress but are waiting on some business-side stuff from our publisher to go through before we can take the next steps and set any official dates. Ill post an ETA as soon as that happens! News about physical rewards will but forthcoming as well.
Q: How much longer till the update is out?
A: James: Good question: we don't exactly know, lol sorry.
James: But it is d o n e and we're just waiting for localization etc and any last bugs to pop up
James: So sooon I promise
Joar: Yeah it's really close! Just localization and QA and stuff like that
Q: Joar, question about the level editor!
I've found out how to add custom tiles but, is there any way to add ones that have random things or so like the glyph signs?
i don't even know where the glyphs are stored ;w;
A: Joar: if you want to do CUSTOMIZED random stuff you'll have to do programming
I still need to play this (shame). It was so promising years ago
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2 new playable characters, corresponding to different playstyles and difficulty:
THE MONK
“Weak of body but strong of spirit. In tune with the mysteries of the world and empathetic to its creatures, your journey will be a significantly more peaceful one.”
THE HUNTER
“Strong and quick, with a fierce metabolism requiring a steady diet of meat. But the stomach won’t be your only concern, as the path of the hunter is one of extreme peril.”
New Multiplayer arena modes:
COMPETITIVE - Up to 4 player competitive mode. Catch bats and spear creatures (and each other!) for points. Players can choose from rooms that have been unlocked from finding yellow level tokens in the single player campaigns. Increasingly diverse wildlife will populate these rooms as you discover more blue tokens.
SANDBOX - Up to 4 players, put together custom scenarios using rooms, items and creatures unlocked from the single player campaign. Creatures and items can be placed in a room as desired and then played through with a various point values, etc, attached. This mode is to experiment and learn about the behaviour of creatures players encounter in the world.
Over 30 new multiplayer levels to be unlocked!
Updated bestiary, with a host of new creatures and items available to every character. Escape from new and dangerous predators! Feast on delicious new prey! Or perhaps... bond with new friends?
Plus of course a host of new secrets to be found, new strangeness to experience, and hopefully generally a much smoother Rain World experience!
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