How often in games you meet worlds in which, no matter what, you want to return? Although it would seem everything that fills it, tries to get out of it from it. Of course, many mention the Souls and Bloodborne series and will be right. These games are delayed with their mystery, atmosphere, with its plot, which does not lie on the surface, its prescribed Laura. And of course, do not forget about call, What will be thrown to the players who decided to see all the same: ""And what kind of beast is this?"
However, how many you know such 2D worlds? Worlds, where everything, starting from control and ending with almost every being inhabiting its open spaces, strives not only to complicate the game for you, but make it as uncomfortable as possible. And those little things that are sometimes designed to facilitate the gameplay are only a reason to relax in time, which this game will never forgive you.
But! This blog I write far from then to condemn these qualities of a game called Rain World, And just the opposite, in order to show that sometimes even it would not seem the most pleasant aspects of the game can only serve as a cloud that hides a beautiful new world, without which it would not be full.
Once walking around the expanses of the art portal, under the banner of the tag "Pixel art", I came across the fact that for me personally it was very much broken out of the overall picture of 16 bit: clouds, dungeons and space foggy. It was a frame from one game that no one has heard about on the portal and even the person who posted it did not know what kind of game it was. I was interested and I decided to look for more details what a surreal picture is depicted on it. And what was my joy when I found out that it was not just an nameless art, of which on the Internet you can find thousands, but a full -fledged game, besides, a game that is not so much a heroic laptop is able to pull!
Actually the screenshot itself:
After the first hour of the game, I realized that if the game was sharpened under the keyboard, then only under the one whose long would not allow it to break it on the knee, and it was decided to transfer to the gamepad. It was not much easier to play, but I stopped falling from any object simultaneously throwing at it what I managed to collect around.
My first impression of the game entitled this text: “Disgusting beautifully!".
Fascinating asses, excellent work with a color palette and a game on contrasts, as well as the sounds of the world as empty as a life teeming with life, that was what became for me with hooks that prolonged me deep into this mysterious world.
But the highest difficulty, uncomfortable management, creatures, most of which move so strange and frightening that they simultaneously fascinate and repel, as well as the absence, as it seemed to me then, of a clear plot with the exception: "" You have to find your family in the open world", (the devil in my head just said the hair dryer), laid on the opposite part of the scales with a fairly heavy load.
But still, the visual style that made me take screenshots almost on every new location made me continue this ascent of the hero of the spear.
I never liked the games about survival, or rather the game where you should monitor food, water, resources, etc.D. But then one day I played in Don`t Starve And I liked how the survival in this world was thought out, the fact that this world is completely new and I was not so much clinging to the goal itself, but then: ""What is hidden there behind the horizon of map?"" "What kind of new creatures inhabit this part of the forest?"or banal"What will happen if. ?"
The game I found on the art portal turned out to be different. She intrigued me with her expanses, forced me to ask the same questions as Donat Starve. But from each corner of these pixel landscapes danger, Everything in this world wants, if not to eat you, then avoid the fate of being eaten. All living things that are capable of moving do it for the sake of food or for the sake of shelter, and only we for the study.
Sluggage which we are instructed to manage, is perhaps the sweetest food In this world. However, no matter how attractive we are for local predators, they also do not disdain their brothers to intimidate the player. And for this:
Bestiary in Rain World is very rich, both by the number of its representatives and in the number of surprises they present. Disguise the first rule of survival, Therefore, do not be surprised if you pass the floor of the location and finally fighting off one lizards will eat you the second that merged with the background. And not just merged, Enemies at Rain World study, And the same trick may not work several times. So be inventive with open confrontations, and better even avoid them.
It is also important to note https://playdoitcasino.co.uk/ that such an unfriendlyness of all living things is due to the fact that everything that exists in this world has been spent almost all of his life in hibernation, hiding from deadly rain, which is made into the name of the game. That’s right This is not rain in the world, it is the world of rain. Everything here obeys him, and nothing can survive if it does not find a shelter, having previously stuffed his belly in order to survive the next hibernation. While the world is drowning again and again, washed by this machine of natural selection, strong – survived, weak – died.
But we will return to Fauna Fauna, because no matter how interesting it would not look like inventively hunting you, all this is just a tool for creating an atmosphere of paranoid fear and anxiety for my life. No matter how much Dark Souls is composed, over time you will learn how to find an approach to the enemy, get better equipment, in the end you just learn to play better. Maximum that you can do better by the end of Rain World, it is to check the dangerous places with a throw of the stone, or just ahead of time learn to distinguish vines from beetles, and poles from pollinating.
With each abandoned stone and every spilled rain, somewhere in the depths of my head I heard an exclamation: ""Caution the stalker!". However, there was no preservation on the F5 so that I just went to the next refuge on the other end of Skyrim, trying not to please the next local “anomaly” not to be a hidden mutant, and not to get butter, in the form of a spear from another “group” of the garbage dummies living in a landfill.
Ways to present a plot in a work in the history of world culture invented a mass. However, I always like the one in which it was necessary to collect the picture of the world by pieces, relying not on the straight line of the story story, but is the key points from it, which will subsequently form a whole picture.
The plot tie as such, in Rain World, is nothing special, but is only an impetus for the player to research the world. But over time, more and more questions are accumulated in my head, which narrative design of the game.
I remember the moment after which, the game from the damn beautiful survival in the open world, turned for me into something Verily intriguing. Namely, at some point our conductor ceases to show us visions from our past, and begins to throw incomprehensible pictures of strange creatures, hinting to follow him. Having reached the ultimate goal, we discover the flooded complex, in the depths of which we are met creature, perhaps the first is not aggressive and not afraid of us. However, what exactly he needs from us, we cannot understand.
Then, our observer gives us a new course. Having overcome perhaps the most complex locations, this already not a simple game, we find ourselves in something that resembles an ancient sanctuary. Going down below, we find rooms with zero gravity, in the center of which is a creature similar to that we found earlier. And it speaks to us.
I will only say that by this moment I played around 35 hours, And I did not even know that the text in this game is found some other than the main menu. And from that moment, the game began to bloom for me. The narrative design began to step clearly here and there. The world began to tell me its story, and I began to eagerly absorb it.
In order to do without spoilers, I will only tell in general terms what exactly is fraught with this bizarre and bewitching world.
The Rain World studies the concept of Buddhist teachings about the birth cycle and deaths, as well as finding ways out of it. The ancients inhabiting this world came to the conclusion that our own desires and affection hold us on earth. What exactly, we exist. And for this, in order to get out of the cycle, you need to get away from desires, abandon all worldly. But the desire to interrupt the cycle and resolve the problem was thereby paradox, that he did not let anyone get it so easy. It was called "A great problem"And with all their might, they were looking for ways to overcome it. And at some point they found him! However, this path turned out to be imperfect. After all, those who were still very attached to the ground could not leave her, no matter how they wanted it. And it was decided to leave the issue of "great problem" cars.
And now, after thousands of years since then, we find ourselves on the ruins of the former supercivilization, whose only problem was the very being.
Like the ancients, like everything in the game, we live and die in the vastness of this beautiful wasteland, our cycles are replaced one after another, and our goal is still far away. And like the ancients, we turn to the cars, but they only tell us that we ourselves are paradoxes in our own issue, since we were created with a desire to renounce them.
As previously described, the game was made in a 16-bit stylistics, and is something between an arcade, hardcore survivor and a generator of beautiful screenshots for your desktop: D
But seriously, in the pitching forests of the pixel indie, Rain World rises largely due to its visual style. Smooth animation, which reveals in everything in its disgusting splendor the local bestiary, Contrast palette helping many images from the game for a long time sit in your memory, and Working with backdrops which has already been said.
All this, in the compartment gives the game a memorable and extremely surreal look.
But not a visual one. While many praised the new Zelda, for the abundance of a mechanic and various ways of interaction with the world, I deprived of the opportunity to feel this creation, admired that even for the third passage, this rainy world managed to surprise me. Nothing is created just like that. Spears can be used as supports, stones and garbage for checking the area, food for luring creatures. And the next creature that for once does not intend to enjoy you, it can be used as a hook-cat, so as not to fall into the abyss!
If the game presents you something new on locations, then this is not just like that. And if not at once, then later you will definitely need it. The main thing is to figure out how to use it, because, like in Zeld, you are only given general rules and no one will drive you by the handle.
From the above you can conclude, the game does not give you a specific path to your passage. Moreover, not one of her mechanics, in addition to the basic, does not tell. Therefore, it is difficult to sometimes not ask the question: "This creature that lies there in the corner, it will devour me, or it will be useful to me?". What does it seem to me even more pushing to study local beauties.
When trying to appreciate it sound design, I came to the next comparison. I really love one anime called "Shoujo shuumatsu ryokou", and in many ways it became a landmark for me precisely because of my sound.
This was the first time that the soundtrack hooked me so much that I regularly listened to him on repetition. I even bought it and it was my first digital purchase. This anime is largely similar to the game we have analyzed today, with only one difference, it is designed to show warm and good sadness, Serene hopelessness the last people who remained in the world, who continues his life, no matter what. While the soundtrack Rain World sets himself the goal anxiety And a sense of constant danger, Sometimes emphasizing the most phantasmagoric moments by no less otherworldly sounds. Howl of wind – blowing out the long -abandoned wastelands and complexes, thunder – interspersed with a metallic clang of cuts, scurrying tirelessly in search of food, The sounds of rain – inexorably approaching in order to wash this already flooded world again.
All this makes you feel uncomfortable. As if you are in the world alone. And this world itself is a stranger, hostile. The leitmotif of these two works is the same – The world that we knew fell, and a new world is born on its remnants. But in the first case it is a dawn, and in the second mutation. I can’t evaluate music in this game as something outstanding, in comparison with the rest of the representatives, I will only say that it has replenished my small collection of licensed music.
Thanks to harmonious synergies of the above moments, what kept me in the game, until its end, is born – until its end – Her soul.
Summing up, I would like to express the following thought.
Art, no matter what form of presentation it possesses, is aimed at calling emotions. Moreover, it doesn’t matter what emotion will be: joy, sadness, Fear or hostility To the object of creativity. And if the work is perceived absolutely evenly, then this is not an art, but simply a product. And in this way, those rare works that are not just remembered, but even inspire something completely new, perceived personally with a very great enthusiasm. That’s right, Rain World turned out to be for me the very work that inspired something that was not at all characteristic of me, namely This text. You can perceive it like ode the world that gave new emotions unusual for me – Interests mixed with disgust and admiration, And also, I intrigued me with my narrative so much that I began to read works about the Buddhist concept of the world and their worldview.
I, a person from religion is very distant, but I became extremely curious how those who have realized the paradox of the human being before the world look at the world.
Over and over I asked myself the question, but what exactly makes me return to this bizarre and extremely unfriendly world, even after I went through the game for the second time. And the answer was extremely simple – inspiration.
This text was conceived and half -time is not so long. However, now when I expressed, perhaps, everything I wanted, I will ask the question that opens his question differently: How often in games you meet worlds that you are inspired?