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With Arti I didn't really experience anything outside of the intended route, as I just wanted to finish as fast as possible for the expedition unlock. Thematically I enjoyed it a lot, and how it encourages you to consider the other route if only to make your life a little easier. That said, lugging around scavs got old fast. Every time I ended up losing my doorman I wanted to yank my hair out.
Spearmaster was just flat out not fun for me though. Was one of the most fun for me starting out. No time limit, scavs are their usual level of grumpy, and spearmaster's drawback of no mouth isn't a problem at all until the pearl shows up. I may well just be bad at the game, but I was dropping it down a pit or throwing it on accident a third of the time and eventually just gave up due to having to reset so much.
Like, the one silver lining is that you can follow a route that basically lets you skip carrying the pearl with passages which is how I still managed to finish it. Would have been more fun if the pearl just wasn't involved, and the gimmick entirely hinged on finding communications for lore. IMO just having hunter spawns and a tough route is enough. At the very least it should function like a vulture mask and not be throwable.
I get why they ended up designing multiple campaigns around carrying something, as there are relatively few mechanics in RW that can be used to challenge the player in a fair way. Downpour's certainly using all of them. But with how imprecise and clunky picking things up can be, and with how multiple scugs depend on using the grab button for other things I kinda wish at least Spearmaster went a different way.
best option I can think of to mitigate that mistake of whoever made it is to manually copy your savedata, then use a Passage to arrive at the shelter right nearby the LttM, and repeat that for every single colored pearl (in case you really want to read them all by yourself), restoring your savedata after each pearl to save the Passage, and your time
- a much better solution would be to make a separate place for reading each pearl, for instance, a computer mounted inside walls (such as weird indicators in the Sky Islands region), and perhaps mark them with matching colors (a yellow terminal station only reads yellow pearls, and so on); that would not only make collecting pearls more fun, but also provoke exploration, without frustrating players for doing the same route again and again (basicly playing an hour of the game just to see a simple animation of LttM presenting you with 3 sentences of lore)
But ♥♥♥♥♥♥♥♥ both artificer and spearmaster were some of the worst times I've had playing this game and I consider myself to be pretty good at this game.
By the end I just turned artificers karma off because after the cancer that was spearmaster I was done lmao
Not everyone enjoys it, not everyone needs to. This is how it works. Everything is broken, including Moon. The world was not built for slugcats. You have to learn how to cope in a world that is not meant for you.
those guys are good at pixel graphics, and creating physics-based creatures, but overall, the 'game' is a failure, and its revenue is 10 times lower than that of Ori, whilst being just twice cheaper during the development; it feels more like a tech demo
Don't worry this is just the guy who shows up in Rain World threads on various websites to shill Ori super hard. He doesn't actually play the game but he goes on every discussion he can find about this game to talk about how Rain World is bad and Ori is better. He has a very specific butthurt way of typing you can instantly recognize him.
Since this thread already derailed, thanks again for that Spearmaster route btw. Saved me a massive amount of frustration just going for the cheesy route.
I can sorta see the frustration, but I really don't think it's a big problem.
All the new scugs have superpowers compared to the original ones (other than Hunter). There's got to be something limiting and differentiating their gameplay.
As a small comparison between some of them;
Hunter - Can carry an extra spear on his back and is strong and fast.
Negatives - Time limit mode. Has to eat meat.
Has to carry a pearl AND a neuron around for a good chunk of the game.
Spearmaster - Can make and carry spears anywhere at no cost. Can hold both. Gets food as he kills which knocks out 2 birds with 1 stone.
Negatives - Has no mouth so can't store items, so if you want to carry something it HAS to be in your hand.
Has to carry a pearl for most of the game.
Arti - Strong and fast. Makes splody things. Can explosive boost. Can stun enemies with an explosion. Immune to explosions herself.
Negatives - Short breath so limited time in water. Scavs are angry. Karma heavily limited.
Has to carry scav bodies to most karma gates unless you visit most echoes.
Carrying stuff as a limiting factor was a thing even before Downpour, and even with Hunter's time limit it's easy enough to just drop the thing you're carrying for a moment so you can deal with whatever you are fighting, then pick it back up after. It's really not a big deal.
The others aren't on a time limit so it matters even less.
I wouldnt say that Rain World is a failure at all.
Really difficult games almost never become mainstream.
Difficult games only become mainstream if you can somehow bypass, or mitigate the difficulty by leveling up your character, like in most Fromsoft games.
But I do agree that the level design in VideoCult games is pretty hit or miss.
Some people like RCMidas will glorify this inability to design levels in a cohesive way as:
but most of us know that its just bad level design.
And I say this as someone who loves metroidvania games.
Its like you said, they are brilliant at :
- music
- art design
- creating pixel art graphics
- coding complex creature AI
But their level and gamedesign is basically:
- creating a lot of pointless dead ends and level areas which serve no purpose other than to make the player get lost.
- creating a lot of inconsistencies :
> Which cliffs am I allowed to jump down without dying ?
> Why do certain screens have invisble offscreen walls ?
> Are the pearls key items ? Do I have to carry them around with me ?
> Why does Iggy pop up in every 2nd screen spamming holograms, when the game is all about free exploration without any form of handholding and minimalistic UI ?
> Whats the point of guiding the player to Moon, if Moon can not communicate with the player ?
There are just a lot of sidepath to explore in those maps where exploring them feels completely pointless, because they just loop back around to the main path and have nothing of interest in them. Many of those sidepath do not even have access to new areas and are therefore completely pointless ;)
Overall the game is a brilliant game, because of the artdesign, music, atmosphere and creature AI, the combat feels also pretty good, but the level design and some of the fetch quests are pretty hit or miss, I agree.
But to be fair, its their first game.