If one were to come up with a "golden rule" for making video games, I think the most commonly applicable mantra would be this:

Games should feel good to play, and they should be fair.

Hard to disagree with on the surface, and it's a rule that, in 99% of games, wouldn't steer you wrong. But assigning "rules" to art is tenuous at best. Filmmakers, musicians, writers, artists of all kind have long since learned the lesson that breaking conventions and established rules can be valuable in evoking certain emotions. Filmmakers have broken basic rules of shot composition to create a feeling of unease or intentional confusion, dissonance can have its value in music, and one may argue that traditional art may not have moved much past realism if not for artists pushing the boundaries of the medium to better present the intended emotion of a piece. Not every piece of art should be enjoyable to experience at all times, because life itself isn't always enjoyable to experience.

Rain World is a game which understands the value that can be created in not being enjoyable. Rain World is unfair, not because the developers didn't balance the game correctly, but because they understood that as soon as they started making concessions for the player, the ecosystem they created would cease to feel believable, and the world would become the same as nearly every other game; a space made for the player, in service of an enjoyable experience. If enemies arbitrarily ceased attacking you as you changed screens or adhered to specific patrols and behaviors they would no longer feel like inhabitants of this world, but instead merely obstacles meant to be overcome.

To be totally fair to Rain World’s detractors, there are two stances one could take in opposition to this unfairness that I see as valid concerns:

1. Players with any sort of accessibility concerns may be completely incapable of completing Rain World due to its indifferent approach to fairness - I sympathize heavily with anyone who simply cannot complete Rain World due to conditions out of their control. The game added the Monk character which goes a decent way towards making the experience easier for players, but this "easy mode" character doesn't fundamentally change the way the world works, it just makes those moments of unfairness less frequent.

2. Related to my previous point, video games are the only medium which are largely active experiences. You may find an aspect of a film upsetting in some form, but you can take solace in the fact that so long as you don't shut it off or walk out of the theatre you will see the ending to the movie, you don't need any sort of active input to see the credits roll. This isn't a promise kept for video games because many of them require some direct input from the player to reach the ending, so therefore some consideration should be made to allowing the player to reach the ending of a game. I don't think that buying a game somehow entitles you to experience it in full without trying, but I also understand the idea that at the very least, the obstacles presented to the player should be ones they can overcome with their own skill, rather than left to the whims of an unfair system.

As a side note, Rain World may not seem to be very fair, but at the very least it has two concessions made in the players favor; that you can respawn at all flies in the face of the idea behind making a believable ecosystem but I think we can all agree that it’s a necessary concession, and that you can see when enemies are coming through pipes in advance to avoid getting killed by something you had zero chance of seeing.

Yet barring those small concessions, Rain World is indifferent to your plights, and because of this, it approaches a level of realism that beats out the almost lifelike graphics and shallow survival systems of triple A games. Navigating this world is truly treacherous and yet, because of this, it creates some of the most satisfying moments I’ve experienced in a game, none of which are scripted. Escaping the jaws of a salamander through a well-placed spear to its face, out-swimming a massive sea monster, befriending a group of scavengers and helping them fight off a dangerous vulture are all satisfying and memorable because you know that the game didn’t lean in your favor in the slightest, you accomplished these things by yourself using your knowledge, survival skills and wit.

It also helps immensely that the music is appropriately foreboding and suits the drop-dead GORGEOUS art of the game. Seriously, Rain World is probably the best looking 2D game I’ve ever played, all the realism in its mechanics would have been utterly wasted if the art hadn’t been up to snuff but thankfully, it compliments the gameplay perfectly. I also want to give a small shoutout to the ending sequence which, without spoilers, left me in a state of complete awe and was the perfect capstone to the experience.

I can completely understand why many find this game frustrating, but to me it’s proof that this medium has so much room to grow and expand. Gaming is a very new form of art, so seeing indie games like Rain World be willing to push the boundaries of the medium gives me hope that maybe the art form isn’t as doomed to homogenization as I thought. As usual, the indies continue to push art forward, while the big companies are content with stagnation.

Reviewed on Jan 21, 2023


2 Comments


1 year ago

TL;DR?

1 year ago

Nah, either read what I wrote or go away.