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however, despite what some people seem to have told you, following the little yellow thing's directions is the best way to get to most of the interesting bits, at least early on. wandering around entirely blind probably will lead you to the boring spots, because you're not necessarily going where the rest of the story is - it doesn't help that the path of least resistance is very often also not where the rest of the story is.
In fact, I made it a point to go through areas that seem hellish to actually navigate.
But... after I've made it to the top of a huge upwards area (in something called "the chimneys" or something along those lines), I was rewarded with... a... a shelter.
And a bunch of bats near it.
And now the path leads down again.
... with all due respect: ♥♥♥♥♥♥♥ really?
That's the point where I quit and uninstalled the game, by the way.
At this point I'm about 50% sure that this is one massive prank and there is no story, actually. I'm just being lied to and laughed at.
Because in 6 hours I failed to find anything that isn't simply a new enemy (that's more often than not a recolor of an old one, but now it has a ranged attack or something).
... ok, not true.
I found a difficult-to-reach thing hanging in the Industrial complex.
I spent about 5 cycles trying to get it. First cycle I got it, but died afterward (that's how I first found out that you can, in fact, die from falling).
Then I got to it, but couldn't find enough spears to reach it, so had to go back.
Then I failed a few times.
Finally, I reached it, got excited, carried it to the shelter, and....
And I had two flying worms near me when I woke up.
I ate them.
This is legitimately the most exciting thing that happened to me in 6 hours.
Am I meant to be utterly miserable while playing this? Is that the story?
This is a miserable world, so I should feel miserable as well?
Again, this is an honest question.
nothing is scripted
you didn't reach the top, you are actually half the way through lmao and gave up.
reaching the top of the wall(region top of the chimney) was the most satifying thing i did. pretty to look at and lots of story if you keep going to 5p
The point is, stop seeking validation. It doesn't matter what other people enjoy. Some like really spicy food for example, it doesn't mean you have to force yourself to try to like it. Chances are you're just going to end up with a bad heartburn.
Also, regardless of whether the final result was Chimney Canopy or Sky Islands, he evidently did not discover what was in each of those, or if he did, was not inspired to seek out more for potential answers.
Dark Souls is nihilism in game form. Rain World is Buddhism in game form. That he enjoys the former suggests the latter is not as appropriate for him.
I need something to keep me going.
Going back to Dark Souls example, what do I get for beating a boss?
Well, I get a lvl-up (or several), an ability to progress to a new, beautiful area (with all due respect, the pixelated background of this game is just ugly to me. Looking at it is a punishment, not a reward), most of the time - also a boss soul that I can forge into a weapon, or a ring, or a spell (in DS3).
I get to meet new enemies, and there is a point to actually fighting them!
So, I don't understand how someone can go for 6 hours, visibly and obviously making progress, without a single bit of validation from the game.
Anything tangible, please? A new ability? A new weapon? SOMETHING?
(EDIT: I suppose a new environment is a "reward". Thing is - it's ugly. It's all ugly. The game genuinely looks ugly to me, and I thought that was the point. Apparently, some people think it's pretty?)
"There are things to be found," - they told me.
Well, the best, most "fun" thing I found in the entire game is a STICK.
I can use it to get to new places to get more sticks (sometimes there aren't new sticks, and that makes me even sadder).
At one point I almost had fun "terraforming" environment with sticks, but then I realized that they do go away after a few cycles.
Why doesn't this game want me to have nice things?!
In any case, judging by the replies, I think that my hunch that the point of the game is deliberate and pure suffering might be wrong.
You are better off looking up reviews/analysis/recommendations of it on youtube.
Since you already dropped it, big fat spoilers attempting it anyway ahead:
The "intended" path leads you to the two major NPCs in the story.
(in quotation marks, because this is a survival simulator first and foremost - playing in this world is more important than being funnelled through the narrative)
First one you won't be able to talk with right away, but can give you a new ability and replace your guide (little projection overseer tutorializing the game mechanics gets replaced by ghostly creatures pointing the way).
The second one will increase your karma capacity, gives you the ability to understand them (and the previous one) and directions on where to go.
With that knowledge you can help the first one, learn more from them about this world and get to the end of the game.
Besides that there are more fun things than the "stick".
But they may not always be immediately evident in their function.
Often times it's smaller creatures you can grab.
samples:
grenades, flashbangs to blind creatures, lanterns, cherry bombs to deafen/scare creatures, smoke bombs (insecticide), grapple hooks (worms, actually), cicadas to fly with, jelly fish and snails to stun creatures, jetfish to dive with, grubs that can call down vultures (to attack other creatures for you or steal their mask, which lizards are afraid of), mushrooms for bullet time, ...
the validation from the game here tends to be the player learning about how things work and putting that knowledge to use
that's not up your alley, but the game is quite good regardless - so if you ever give it another go I strongly recommend you look at the official wiki - tweak the remixed settings to your liking and perhaps grab a few mods to ease the experience
edit: oh also there are one time fast travel "passages" you can earn that act like achievements for validation - by default they are however all locked behind the "survivor" passage, which you only gain by making it through 5 cycles at your maximum karma level in a row. I assume you didn't really bump into that or understand it yet. One of the remix settings allows getting any of them from the very beginning.
and at the very end the game also gives you a score - tallying up what you achieved in the story, obtained passages, creatures kills - and maybe cycles it took you/total time? not sure about the last two
These by the way are something I wish I had learned that early on and on my own. Noodlefly eggs are some of the best food you can nab yourself - not all of them are as hard to reach as you describe. And those two flies yield you 4 food pips. 8 if you had brought 2. That's pretty great. No other way to carry that much into a shelter at once. Gives you a full cycle you can dedicate to exploration and experimentation, no need to worry about food for a while.
That's what I've been looking for.
Ok. You genuinely do find the "get 4 food - go to sleep" loop engaging.
Alright. That's cool. I can see, then, how you could keep going for 6 hours of (what I consider to be) absolutely nothing interesting happening.
I know.
... ability to fast travel back to another (utterly devoid of anything meaningful) area did not, in fact, sound enticing.
I found about half of those.
They are one-time use, and take up one of two slots, one of which you need for eating. And none of them are as good as a stick. Stick actually allows you to travel onward (As well as kill things, but that's not the main use for it, as far as I'm concerned).
These things, however, are one-use weapons.
Combat is not required to go forward and provides no reward, therefore, useless.
Some of them are actively harmful (like the one that calls down vultures).
When I said "a new weapon" I really meant something a bit more permanent. Or a bit more useful.
But yeah, I guess they are weapons. It's just that they're about as exciting for me as a Black Firebomb from that one game we've devolved into mentioning a few posts ago.
One time use is a fair point - you would possibly enjoy some of the DLC characters, as some of them have crafting or infinite spears that make this one time use less of a problem.
Most characters actually have 3.
If you hold the grab button, you can swallow and later regurgitate an item.
And the hunter can carry a spear on their back - 4 items to carry.
The grapple worm isn't one time use and often better for travel.
Well, that's the interesting part. Depending on the situation combat can be the fastest and safest way to progress - and you are always on the clock.
The vulture may be "actively" harmful. But not just to you - also to other hostile creatures you may not have a much better option to get past. A vulture will just remove them for you.
And if you dare to steal the vulture mask, nearly all lizards will now run away from you and are no longer a threat.
I think only the lantern/neuron fly/mask/grapple worm and electric spear can really fall into the more permanent and pretty useful item category 🤔 maybe the jelly fish if you are careful to not eat it
there are other useful permanent items - but your limited inventory and ease of losing stuff is always gonna get in the way
glad I could help
I just got into a mindset that the main "hook" of this game is the story, so it baffled me that it doesn't even get hinted at for hours and hours.
But, ok, if you find the main gameplay loop exciting all by itself - I can see how you could get a lot of fun out of this game.
I'm done with it, however.
Not for me (and that's fine).
Cheers.
For one, I don't find Rainworld lacking in content. Maybe if you find yourself progressing slowly or explore a lot of the same areas, you'd get used to a lot of the same creatures. That being said, I think there's a decent variety and every region has its own distinct feeling to me.
As for why I like Rainworld...
I think Rainworld's unintuitive nature encourages me to engage with the game in a very unique way that no other game has really demanded of me. It's said a lot, but I think it's a really important part of Rainworld-- you really *feel* like the character you play as. This isn't just because everything can kill you under the right circumstances, or because you're immensely vulnerable in every situation. I think it's moreso an extension of this, in the specific context of the world you find yourself in.
You learn to be careful, because caution is the best way to make survival consistent. You never really learn to overcome every situation, because the value in survival is the only thing the game really reinforces. When you aren't accommodated to a region, the game subtly forces you to learn ways to survive for longer by gating your progression. It's not arbitrary level locking, as it ties back again into this secondary goal of reinforcing the sense of caution.
By the time you beat Rainworld, I think it's a lot more catalyzed- you are slugcat. A lot of other games want you to empathize with the character you embody. They make them relatable, give them complete motivations, or go so far as to make the emotions and thoughts of said character invisible to you with their uncharacteristic silence. Slugcat doesn't really need to try hard to do these things. It's an animal. It's as intelligent as you, because you control it. You fear the same things any slugcat should fear, because death is actively punishing and the world fights against you. Sometimes I just like games that I have to throw myself at 20 times to make progress with, but Rainworld was a seemingly spiritual experience for me.
Also the AI is kinda' silly at times. Never gets boring.