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love:
- SPINNING TOP my terrible son. i love him. i think your criticisms are 100% valid but the main reason i disagree is because since the teaser during the six one indie showcase my theory has been that this is a very different universe from downpour so i'm trying not to take anything at face value nor assume anything in the watcher is retconning downpour lore, if you see what i mean
- those rot lizards.... wowzers. they are very annoying to deal with but i don't think the screaming wailing sounds they make are gonna leave my head any time soon
- SO MUCH STUFF? SO MUCH?? it's actually crazy and i know some people are complaining that we're paying for free community mods but tbh i think the amount of original content and the way it all ties together makes up for it
- of the lore i've seen so far i'm LOVING IT once again i understand your point of view that it's confusing and unclear but i really love theorizing about this game so i'm perfectly fine with nothing really being explicitly revealed..... gives my brain things to do when i'm bored
- the moths!!!!! special specific bullet point for the moths because man i love them. they're so pretty
- the regions themselves, not just the amount but the regions specifically, particularly torrential railways and shrouded coast
- as for the amount i think the vastness is a massive plus for me because when i played vanilla and downpour i did it with the interactive map but i'm really enjoying playing without using too many maps and just taking new routes every time i die it's fun
dislike:
- no five pebbles :(
- and no nsh or srs!!!! i knew it was very unlikely but i was really hoping we'd get to see their side of the story
- like you said the fact that it's really hard to find spinning top .....
- BARNACLES
- way too much deep water ...... leviathans make my anxiety go haywire and i had to use devtools to get around coral caves to progress the game </3
overall i love love love it
I definitely agree that the creatures, art, and music are all really great.
I never really had an issue with dead ends because there's usually somewhere else to go and I loved exploring these areas, but the dead ends that are very hard to reach, like the ones that require you to do intense spear parkour over a bottomless pit, feel like they should have some kind of reward other than a karma flower for the effort to get there. (Like safari unlocks or lore pearls).
I have zero issue with the lack of guidance in this DLC. In fact, I wholeheartedly welcome it. The opening makes it pretty clear that you need to search for the echo, and there are more locations where that can show up than needed to beat the DLC. The fact that you never really know if that's in an area or where they would be led me to explore more areas and get more invested in this world. (I mean, most of them are at the far ends of the area or the highest points).
I have no complaints about the gameplay loop or the exploration, I just wish there was something beyond the main goal and the second ending to encourage exploring more. I never really felt that exploring an area fully without finding an echo was wasting my time because I loved these areas, but it could've been even better with something additional to do.
I totally get the Barnacle hate even though I never really had a problem. In most cases, there was a way around or they actually moved for me when I hit them. (They're more likely to move if you hit them with a spear and they can be outright killed if you have an explosive). I'd go into more detail, but I don't know if that recent update affected their behavior, so I'll hold off.
I don't know about the second ending, but I thought the lore for the main part of The Watcher was pretty straightforward. I love the echo, I love the story, and the ending was perfect for me. I can definitely see how the echo's dialogue come off as over the top, though. However, from my understanding of the lore, (Massive Spoilers) It's only natural that they come off as overly energetic and weird because they are essentially a dead child driven a bit crazy by their current state as they flow between different places and time periods with no real coherent method I wouldn't expect somebody like that to talk in perfect eloquent sentences or make complete sense.
This DLC brought me back to Rain World and I love it to bits. I'll definitely play it more after I finish cleaning up Expedition Mode and finish 100% completing the game. (I finally beat Arena Challenge 70, so I'm excited to finally complete the whole game).
Edit: On a personal side note: The moths are absolutely terrifying and I love them.
-I obviously have favorites and it was really nice seeing so many biomes, but at the same time some areas felt a bit too.. off and odd.
Fetid Glenn, while pretty, didn't feel like an area that once actually did something. The invisible mushrooms and odd skybox, while really giving me wonderful liminal vibes, just didn't quite feel.. Rainworldy to me. There were plenty of areas that had such cool ideas, but after spending SO much time in the DLC, being trapped in unfair and frustrating situations, I sometimes just ended up trying to get through the areas quick, making me not really interact with much.
-The areas also could've been connected to some degree. Some places felt very similar to others, making me think they MUST be connected, but no, they were two different places.
Having regions with multiple, slightly smaller areas that are then connected via the portals could've probably helped.
-I personally liked both endings. However, the Rot Prince ending again felt odd. It's cool, don't get me wrong. Love the concept, absolutely. But there wasn't the same connection I have with Pebbles or Moon.
Spinning Top was far more likeable to me, as was their ending. It fit what I ended up seeing in the Watcher better too. Someone who's essentially alone and who's always just kinda.. there. Someone being there was all Spinning Top seemed to need, so it felt better to me.
-The Slugcat though. Maybe it's the way it was meant to be, but when playing the other slugcats, I got a feeling for who they were to some degree. It was all beautifully told via their actions, the dialogues and dreams.
Spearmaster being extremely loyal and loved by SRS. Rivulet being a hyperactive free spirit with a lot of love for all they do for Moon and Pebbles. Hunters determination to fulfill his mission, despite the odds and the ticking time. Artis pain and grief and anger had me so gripped that I felt it and when her ending in the city dropped, I felt the same emptiness she must have.
I didn't have that for the Watcher.
While I think that the Watcher is supposed to be indifferent and aloof, perhaps too shy or scared to take action even, they still interact with the world all the same.
When I saw the intro, I thought that Watchers entire point would be their inability to defend themselves or do something for others, even loved ones, but they played just like any regular Slugcat.
It would've felt so much more impactful to have helped Spinning Top after being but an observer to everything beforehand, only finding the empathy/courage to care once you got to know them.
That, or perhaps their entire campaign could've been centered around well.. seeing things. While you do explore and do wander a lot, none of the watching feels meaningful.
I would've simply leaned more into the entire "watcher" thing. An Observer of what is, perhaps.
That said, after reading up on the development hell that it must've been, I'm also willing to wait out some patches and see where it goes.
There was a LOT of extremely frustrating things, but there were also things that had me going away from it happy. Seeing living Ancients for one. I was not prepared, it was so nice.
Guess I'll be uh... watching it.