9 reviews liked by Que


its a humbling feeling to find a game that feels bigger than you

i dont even know where to start describing it. at its core, its a game about not understanding. the gameplay revolves around trying in vain to learn about your surroundings - to piece it all together and find a solution to a problem - only to die not because of a lack of trying, but because we just dont have the time.

the beauty of Outer Wilds lies right there. its galaxy is small, yet feels huge and only gets bigger the more you dig. by all means it should feel like a hopeless venture to continue exploring, but its too engaging not to. there is no end goal, and it makes no promises other than the fact you will die.

and the magic is that we did anyway. even if i didnt know what for, i kept exploring its planets to find its secrets. i felt giddiness meeting every character and hearing their stories. i pat myself on the back after solving puzzles once i asked the guy at the starting campfire how to.

Outer Wilds - despite playing as an alien - is a deeply human game. a journey about facing adversity through sheer willpower despite not having all the answers, and knowing youre not alone in that.

i cant do this game a service with my $5 speak and someone else could do a much better job, and thats ok. because like i said, this game - like its setting - is big. theres so much to talk about, yet its message is so precise. its mysteries are so complex, yet so simple in retrospect. games like these remind me how special this industry is, and what kind of art it can produce. Outer Wilds is a profound experience i likely wont forget for a very long time.

If you had a dream for an entirely original game concept, how much would you be willing to compromise your vision for more sales? If it was possible to quantify such a thing, imagine that making it more appealing to the mainstream by 5% would also increase reception and sales by 5%. Would you stick to your guns and create a completely uncompromised game, even if it meant a Metacritic score of 50? Maybe making it just a little easier or a little more direct would be enough, just so you get to the 70 range and a trickle of word-of-mouth sales. It wouldn’t be a best-seller, but if someone was interested enough to buy it, they would be likely to finish the game with a positive experience.

Rain World decided not to compromise even 1%. This game wants to make a statement about nature, and saw the tiniest bit of compromise to make it fair or predictable as antithetical to the message. For starters, you play as a lonely Slugcat, a defenseless rodent trying to locate the rest of its kind in a journey across an industrial zone overtaken by nature. While predators can snap you up in one bite and machines can crush you effortlessly, all you’re able to do is pick up stuff, throw items, climb, and eat. Your journey is a progression from water lock to water lock, hiding each night from a torrential flood of rain which also kills you instantly. To not starve in the middle of the night, you need to have at least four stocks of food, and surviving a night increases your progression meter by one. Filling this meter to a certain level is required to open the doors between the major areas, but dying means the loss of two levels. This means that to progress to a new area, you have to scour for food sources on a time limit while avoiding unpredictable instant-kill predators and any mistake means you have to repeat the process at least two more times. Once you get to a new area, there isn’t always an immediate water lock, so you have to quickly explore and avoid the new predators after spending most of your time just entering the area in the first place. While those are just the basics, it gives a taste of just how brutal the survival in this game is. I quit the game three times before pushing myself to finish it, and even then I wasn’t exactly having fun.

The reason I'm belaboring the point of just how little fun I had in this uncompromising murderscape is twofold: firstly, to let you know what you’re getting into if you do decide to buy it, which you just might when you hear that secondly, all the pain was worth it. It all paid off. The slow reveal of the game’s themes was absolutely magical. The ending was a perfect mesh of story and gameplay satisfaction, where I felt like I accomplished something and really learned something. It’s the most satisfied I’ve ever felt when completing a game in my entire life. It’s probably going to end up in my top ten games of all time. If all this sounds intriguing to you, and you think you can handle the pain, I’ll be cheering for you every step of the way. Stay dry, Slugcat.

I would recommend playing this game blind if possible, so before reading, know that I give it my highest recommendation, though I have tried to keep this light on spoilers.

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Experiential games seem to have a troubled relationship with their mechanics. Most games I've played that aspire to convey deep emotions or truths primarily rely on techniques established in other mediums such as cinema and literature. While these are obviously powerful and effective, it bothers me that they aren't really leveraging their key distinguishing feature: their interactivity. Either the mechanics are clumsily grafted on to a tangentially related narrative experience, they only resonate along some dimensions, or they simply aren't engaging enough to hold attention. Even when a game does mostly succeed, it's hard not to see it as an incomplete realization of its own potential.

Rain World does not struggle with this.

Slugcat is simple to control on a basic level: movement stick, jump button, grab. But the influence of momentum, some intricate Mario 64 esque techniques, and a pinch of QWOP style soft body physics makes quickly maneuvering around uneven terrain tricky, especially with the heavy gravity. There's a real physicality here: you'll feel it when you scramble to clamber Slugcat's body over a ledge, or when your frantic hopping gets stopped stone-cold by a crack in the ground. Holding objects will weigh Slugcat down, which subtly changes the arc and height of jumps, and landing a spear throw on moving targets is easier said than done.

This is paired with a dynamic creature simulation that you'll need to constantly adapt to. A Lizard's bite is deadly, but their bulky bodies have even more trouble maneuvering than you do, and they'll switch focus if threatened by something else. Creatures eat and hunt and flee based on their needs and what information is available to them, something you can work around and exploit by pitting them against each other, or taking advantage of distractions. Death is common and can be punishing, but the yellow flower, which negates this penalty if you can return to where you died with it, rewards those who show caution and savvy.

This is simply to say that the mechanics in and of themselves are intrinsically engaging; there's a good reason this game has extensive modding and speedrunning scenes. But what makes Rain World truly special is its unflinching, all-encompassing commitment to its most central idea: inducing the experience of an animal within a natural world. Developer Joar Jakobsson repeatedly mentions in this interview that the game was conceived as a simulation foremost, with no special privileging of the player character within the game's systems. Every single mechanic exists precisely to push you to behave as an animal would: eating, fleeing, seeking shelter.

Bats flitter, lizards prowl, vultures swoop. Everything needs to eat, not be eaten, and hide from the inevitable rain; they roam within and between screens to these ends. Where a Slugcat fits in is simply a function of opportunity and happenstance. Almost all other games would make some sort of concession to "fairness", but not this one. Sometimes you'll wake up and find a lizard staking out your way forward; other times a usual hunting ground will be empty and silent. That's just how this world is: that's life.

Seeing animals wrap and squish around the terrain, pushed and pulled by their own muscles or outside forces through procedural animation, conveys a certain life-like feeling. There are fundamental physics in this world, even if they are different from our own, and everything must obey them. Struggling with the controls is reflective too: we are born unfamiliar with our own body, and grow into its capabilities with time and knowledge.

It's the game's tremendous success in immersion, only possible through holistic devotion to its goal, that allows it to meaningfully ask you questions about nature, and for you to feel those questions. Why is nature so beautiful? Why is nature so cruel? How much are we animal? What does it mean to be animal? What does it mean to be part of nature, and know that you are part of it? These are thoughts etched deep into our psyche across millennia, which have only recently been allowed to slip from our minds.

In some regions of this world there are colonies of tentacles that coat surfaces and feed by pulling in anything that comes near. Touch only a few, and you can easily rip free; touch too many, and you'll be swiftly sucked in. But touch a handful, and you'll be locked in a futile struggle: you're strong enough to resist their pull, but not strong enough to escape. For the game to immerse me so much that it's able to convey even an inkling of that real situation, of a doomed animal desperately trying not to die, is a monumental achievement.

The clarity of artistic vision in Rain World makes its predecessors look almost primitive by comparison. If there is any justice, this will be looked upon in time with the analysis and praise it deserves, among the highest echelons of the canon. For my own thoughts, it's simple: there is before Rain World, and there is after.

"Destroy the darkness of delusion with the brightness of wisdom. The world is truly dangerous and unstable, without any durability. My present attainment of Nirvana is like being rid of a malignant sickness. The body is a false name, drowning in the great ocean of birth, sickness, old age and death. How can one who is wise not be happy when he gets rid of it?" - Gautama Buddha

Rain World is not a game about living. It's not a game about dying. It's about samsara.

Why do so many yearn for annihilation, for silence? Why are we caught between quiet and din? What are we tied to? How do we remember the past? How permanent is history? What is it made out of? Is it in objects? Is it in something spiritual? Is it in technology? What are the driving forces of technology? Can technology be spiritual? Why do we make machines? Why do we make them look like us? Why do we make them look so different from us? What do they do when we are gone? How different is technology and nature? What is nature in the first place? Is nature cruel? Is nature kind? What does it mean to be cruel, to be kind? Is there such a thing as morality in an ecosystem? What is nature made out of? What is an animal? What is the life of an animal? What is the life of two animals? What is the life of a thousand animals? What is life at all? What does it mean, really, to be living? Why is it so painful? Why do we go on? What do we need? What do we want?

"Say a body. Where none. No mind. Where none. That at least. A place. Where none. For the body. To be in. Move in. Out of. Back into. No. No out. No back. Only in. Stay in. On in. Still. All of old. Nothing else ever. Ever tried. Ever failed. No matter. Try again. Fail again. Fail better." - Worstward Ho, Samuel Beckett

I am not, nor have I ever been, a spiritual person. I don't think I ever will be. But Rain World helps me understand why people become Buddhists. This game was a spiritual experience for me. I mean that. I hate it, I love it, I am endlessly fascinated by it. It is an utterly singular game. I don't think there has ever been or ever will be another game quite like Rain World.

One of the best games ever made. Beautiful, fascinating, haunting, terrifying. But it's hard to recommend. It's one of the hardest and most grueling games I've ever played. It's profoundly frustrating. But it's a masterpiece. Even without my unique connection to it, it is full of incredible ideas, beautiful art, and shocking design. It's a vast ecosystem full of wonder and terror. It's stunningly beautiful on almost every level. I feel it on a visceral level. It's constantly on my mind. I cannot escape it; it's inside me. It's one of the best games ever made.

honestly, this is an all-timer.

The worst thing about this game is that I can't play it again

Outer Wilds is the only game I can think of where within its first moments, I knew I was in for something very, very special without really understanding why. The title screen is already so inviting, with its gentle acoustic glow fading in over a collage of shimmering stars. The game opens, I wake up on my back, looking up into the sky to see something explode in the distant orbit of a giant, green planet deep in space, and my imagination is immediately captured. I feel an intangible warmth as I speak to my fellow Hearthians and wander our village, a sense of wonder and anticipation as I walk through our peoples' museum, learning about things that I realize I will inevitably have to face or utilize in the adventures ahead. All this before even seeing my ship, let alone blasting off with it into the far reaches of space.

The expectations and tone of Outer Wilds are set up pitch perfectly in this opening. On the whole, the game captures the innate desire we all have to learn more, to reach out for what's next, even if we have no idea what it is we are searching for or why we seek it. It's the only thing Outer Wilds relies on to lead players forward. There are no objectives or goals, no waypoints to show you where to go next; there only those which you create for yourself. What drives us forward is the need to understand the world(s) around us, or at least attempt to understand. Is there a more human desire than that?

Outer Wilds is a masterpiece for its many balances: of warmth and intimacy with the melancholic loneliness of space; a constant sense of wonder with an equally constant fear of the unknown; its charming, colorful art style with its hard, scientific approach; its reverence for the teachings of both classical and quantum physics; its personal, micro-level character stories set against the fate of the universe. The list goes on. And that's without even mentioning the game's emotional linchpin: Andrew Prahlow's incredible score, a healthy mix of folk, ambient and post-rock that is a delicate tight-wire act in and of itself, managing to capture both the vastness of space and the intimate glow of a campfire without compromise.

Whatever feelings Outer Wilds brought out of me in its opening moments were only further heightened and more deeply understood as I began unraveling the mysteries of its clockwork solar system, spiraling faster and faster towards an ending that left me in awe of everything that came before it and soon yearning for other experiences that could fill the black hole that the game's sudden absence left in place of my heart. Outer Wilds is not only a perfect game, but also one of the medium's purest expressions of its most inspiring possibilities. If only I could breathe out a sigh of relief and wake up on Timber Hearth for the first time again.

the greatest game I have ever played.

might get a concussion just to play it for the first time again.

Rain World is a game about embracing imperfection for the sake of moving onward, with the hope of one day breaking free of its world's endless cycles, and it does so with an approach to difficulty that took me many attempts to break through, but was more than worth it once I did.

(More words here: https://sunsetoverithaca.com/2023/02/06/in-abandoning-perfection-rain-world-finds-nirvana/)