To say that I was skeptical about Downpour going in would be an understatement. The original Rain World is, as of the time of writing, my favorite game of all time. One of the most important things about it to me is that it feels incredibly holistically designed, with every individual component thoughtfully considered in how it relates to the larger whole. Everything in Rain World is interconnected, reflecting the Buddhist existential themes explored within it.

With that, I think you can understand the trepidation I felt when I heard about this expansion. New content of any kind was enough reason to worry about the sanctity of the original experience being trampled over – an entire expansion developed by fans, with new characters, creatures, and regions, along with ““quality of life changes”” (a subtly threatening term when it comes to something as idiosyncratically designed as Rain World)? Let’s just say that I feared the worst. The new slugcats that had been revealed didn’t exactly fill me with optimism, either. Rain World cannot claim to be a realistic game, but it is grounded - and those new slugcats did not look grounded.

Now, Downpour has been released. Were my fears unfounded after all? Well…

Something that I really respect about this expansion, and give endless kudos to the team for, is how humbly it presents itself. Make no mistake, this is an absolutely massive DLC with heaps of new content, and yet the first thing you do after downloading it is navigate a new mod manager setting where all the new stuff is listed. This manager does not distinguish between workshop mods you can download for free and this new expansion you pay actual money for – Downpour essentially declares with pride instead of shame that it is little more than an officially supported collection of fan mods. I really, really appreciate that, because as we’ll see, Downpour is extremely ambitious; a layer of separation between what is and isn’t Videocult’s original work was an absolute necessity in my opinion, and I respect the hell out of the team for refusing to muddy the waters in this regard. More pragmatically, this is also a boon to Downpour’s reception – if you don’t like a creative decision, you can simply remind yourself that this is just one (very talented) team’s take on the original work. Nothing is sullied, but a lot can be gained.

Moving on now to discussing what has actually been added in this expansion: there’s no way around it, Downpour is a very different experience to classic Rain World in almost every regard. It turns the dial considerably towards “gaminess”, and makes for something that is a lot messier design-wise, which I just about expected. What I didn’t really expect was how high the narrative ambitions here were. This is something that would’ve troubled me immensely had I heard about it before release. Surprisingly, though, this came to be probably the part of the experience that I enjoyed the most; thanks to, again, that level of separation between the base game and Downpour, and also because the new narrative stuff is honestly nothing to scoff at quality-wise and came a lot closer to replicating the thematic and atmospheric flavor of the original than I was expecting. Mind you, that does not mean there isn’t any tension between what the original Rain World was going for and what Downpour is. The outlandish abilities of the new slugcats definitely do undermine the grounded ethos a bit, for one (though I appreciate that they’re all given reasonable explanations in-universe). More importantly, though, the narrative priorities have completely shifted.

In the original game, the story of the setting (the "lore") was told in the background and was totally subservient to the player's own personal journey of surviving an enigmatic world. You'd stumble upon Moon, or Five Pebbles, and you'd react with awe and wonder, but lacking context and familiarity, file those experiences away as simply another discovery in a pile of them. In Downpour, what was previously the background narrative takes center stage. You always know where to go – to Pebbles and Moon, probably in that order. That doesn't mean that there are no surprises along the way, but on a whole the design philosophy of Downpour is totally juxtaposed with the original’s. In simpler terms: the original was centered firmly around the journey, whereas Downpour is all about the destination.

The slugcats aren't the protagonists any more - they're side characters in a narrative that centers on the iterators, with our dual protagonists being the two we can visit in-game, Five Pebbles and Looks to the Moon. Now, to be completely accurate, this shift was technically already present in the original game. Fundamentally, every new slugcat campaign in Downpour is building on the groundwork laid by the Hunter’s campaign, which served as the original game’s hard mode. What makes Downpour feel like such a change, however, is the sheer totality of what is added. Hunter felt like a side mode, a way to capitalize on the game’s many brilliant mechanics in a more gamey way while still grounding it narratively. But when you add twice the amount of campaigns the original game had (and counting the Monk separately is honestly generous), it's hard not to look at these "side modes" as having become the main dish. The campaigns are thus reframed as small vignettes that serve as the building blocks of a larger narrative that is far more epic in scale – a real opus, one that presumably spans centuries and centuries. And quality-wise, I found myself rather enjoying the story being told. Though I am a little ambivalent on some particularities, on a whole the arcs of Pebbles and Moon are compelling to follow, and full of evocative moments.

The Saint’s campaign was a particular highlight; seeing the world in an even more ruinous state, collapsing in on itself, with cycles fading out as the periodic torrential rain gives way to never-ending snowstorms, was incredibly affecting and felt like a very fitting note to leave this setting on; though I am a tad conflicted on how bombastically that campaign ends – I almost feel like it totally undermines the quiet poignancy of what came before, but I’d also be lying if I said that I didn’t find it to be a fascinating development that, in many ways, pulls a lot of the threads of the narrative together pretty well.

The rest of the campaigns range narratively from decent to great. Gourmand I don’t have much to say about, but I quite like the addition of the Outer Expanse – venturing outside the grounds of the iterators and back on to your (aesthetically inspired) native turf was very exciting (if a tad fanservice-y). Spearmaster allows for the experience of exploring Moon’s facility and seeing her fully operating, which is nice, but I’m not that fond of how the bulk of the narrative is told through chatlogs. Artificer’s story was like a self-contained filler episode in the context of the larger narrative, but it really won me over as it went on and somehow managed to not make me too troubled over the addition of a boss fight to Rain World of all games – it felt grounded in the narrative and avoided the most egregious pitfalls like Dark Souls style titles and healthbars. And Rivulet operates beautifully as a brief moment of optimism, with Pebbles’ redemption and the restoration of Moon preceding the melancholy of the Saint’s conclusive campaign.

With these narrative additions, a question has arisen in the community on whether Downpour is or isn’t officially canon, and ultimately, I think that question is missing the forest for the trees. It feels to me like Videocult, in officially sanctioning this fan effort, is going beyond basic notions of ‘canonicity’, essentially renouncing total ownership of the setting they’ve created and handing it over to their audience. This is further supported by Downpour separating itself firmly from the original work, and not distinguishing itself from other fan mods anyone can make. The question of canonicity then becomes functionally meaningless and a hindrance to productive discourse. It’s a different work, made by different people, with different priorities. It comments on the original ‘text’ (if you will) extensively, but is ultimately firmly separate. The only question that really matters to me is whether Downpour is engaging, interesting and worth experiencing. My personal answer to that question is that it is.

Reviewed on Feb 06, 2023


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