I lied I haven't played this remaster but can anyone explain to me why it's listed as playable on Android? Is this an RE4 situation?

This game is such an absolute fever dream to me, I can so vividly remember being lost and frustrated as my sweaty sticky little 10yo self sat in my grandma's basement waiting for my parents to come home. This game doesn't feel real even after coming back to it.

What's better than this. Guys being dudes.

"Fun with friends" only gets you so far but it's at least very true here

This is a game where every couple seconds, you press up, down, left or right. If you do this well enough, the game grants you the ability to do literally nothing for a few seconds.


A game I have very deep respect for. Loaded with passion and creativity but it's never enough to compensate for some aspects which needed more testing. Core concepts such as the dash slash move are scarcely tested in an interesting way, and can be largely ignored for the duration of the game. Many bosses can be absolutely destroyed by pogoing above them and quickly ducking out of the way. The platforming that takes up so much dead space between bosses is at best, mildly entertaining and at worst - well, just dead space. By the end of the "Demo" section of the game I was thoroughly excited to see the rest of it, but the illusion of scale and adventure ends up being just that. It's hard to be satisfied in attaining a new health piece when enemy damage scales compared to how much health you have left - defeating the very purpose. It's hard to be satisfied in getting a new charm when few of them are better than the one or two you found half a game ago. The crux of these problems comes down to balancing in the long term. It's very evident that the strengths of this game lie in its boss fights and it knows that very well. It would've been nice if it could've played better into that, and played down the metroidvania aspects that simply distract from it all. Overall - should you get this game? Absolutely. Please, please do. Because more than anything, I want to see what this developer is capable of after a small bit of self reflection, and a small bit of refining.

Overcommitting to the concept of 100% customizable guns leaves us with holding down/spam clicking m1+m2 as the dominant strategy. Cooldowns and shot delay aren't significant enough for much any thought to be put into when you shoot, and spread effects are significant enough for little thought to be put into where you shoot. Somewhat satisfying at the start but honestly just play ultrakill please

Very endearing and impressive aesthetics mask very unremarkable gameplay on foot, and frustratingly shallow gameplay in air. The small subsystems of parrying or more specific gimmicks pay off here and there, but cutting down on quantity and further fleshing out the unique aspects of individual fights would've done this game much good.

An almost direct downgrade compared to the original release, the branches of yore are a frustrating trial of arbitrary guessing and the enemy placement has somehow gotten much, much worse. This on top of the very numerous, very obvious problems plaguing the original Dark Souls 2 but this takes it to a whole new level of inanity. I still can't bring myself to call it outright bad tho, since the core gameplay is still decent (though still by far the roughest in the soulsborne franchise) and the sheer viability of the sheer quantity of playstyles alone is very much worth commemorating.

There’s little I can really say about Rain World without trespassing on somebody's definition of spoilers. Having something explained to you outright is obviously less engaging than experiencing it yourself, this is one of the biggest reasons games are so loved to begin with. But one of the things that makes Rain World so difficult to review is its near-absolute commitment to this idea. This doesn't seem like a contentious thing on the surface - "show don't tell" after all. But Rain World's strict difficulty and hesitancy to explain itself makes for an environment that seems apathetic as to whether or not the player learns all of its systems. To some that may sound like a welcome challenge and to others, a frustrating chore. And while the former is a good mindset to have, at the end of the day even those partial to the idea will almost certainly find themselves at their limits when it comes to the game’s obtuseness. Very little beyond the basic controls is explicitly laid out, and while there is some guidance given in the form of a little yellow overseer, his hints amount to abstract symbols and gestures that will still require much player interpretation. But even factoring that in, the onus is on you to discover the vast majority of the games systems with no guidance whatsoever. All this is to say, Rain World is a hard game but perhaps the hardest thing about it is getting into it to begin with.
It's impossible to lay out precisely the right mindset to enter the game with, but a step in the right direction would be to relinquish as many of your expectations as possible going in. That's a difficult and impenetrably vague thing to recommend but everything I've said up to this point can only do so much to communicate the experience of playing it. I'm sure most of you reading this can't remember this far back, but try to think of the sorts of games released in the 80s and even in the 90s. Though some classics stand out, a large chunk of games from the period would be considered unacceptable, obtuse, and bizarre if released in this day and age. This is partially because of technological limitations, but people tend to overstate the degree to which that's true. Pressing the X button in 1997 isn't any different from pressing it today, after all. No, the greatest difference between the design philosophies of then vs. now is rooted in the fact that, back then, there was less of a frame of reference for how a game should work. As time goes on, developers will stumble upon certain design decisions that tend to please the average consumer more. As they do this, other developers take note and start to implement these things in other games. The more this is done, the more ingrained certain expectations become in consumers. Whether or not this is a good thing is besides the point, if you’ve been paying attention you’ve probably figured out what I’m getting at here - that Rain World isn't bound by convention in the slightest. If it weren't for the rather robust physics system and detailed creature behaviors, the game, with its fundamental design philosophy intact, could easily have been released in the 90s and blended right in with its environment. As it is, nearly every critic I've seen hate on the game looks at the surface level choices that are simply contradictory to the gene pool of conventions that the game industry has evolved into. Many games hold it to be self-evident that mechanics should be taught in isolated, tutorialized environments so that the player can safely learn them. Many games hold it to be self-evident that lethal threats should be highly telegraphed beforehand to make for a consistent and fair experience, even the first time through. Many games hold it to be self-evident that the character's movement should be intuitive and respond as players expect, and that ideally the player won’t have most of their moveset outright hidden from them. I know many of you would scoff at the audacity of implying that denying these things could result in anything but a disaster. But think to yourself - just how much of that is based on your preconceived notions of what a game should do? Obviously if the game doesn't telegraph threats in a way players will understand at a glance, this leads to confusing, frustrating deaths until the player figures it out themselves. And if a game isn't thoroughly tutorialized, you'll go for some time without knowing what to do, and a similar thing could be said for the atypical movement. To those who have played the game and would criticize these things, I ask you this: can you really imagine a better version of the Rain World that does conform to your expectations? One where there are no creatures, but instead enemies, no environments but instead levels, and no fluid traversal but instead stiff movement? Whether you can appreciate it or not, the fact remains that the lengths Rain World goes to to preserve its artistic vision is absolutely integral to the experience. Never before have I lived through a more believable and dynamic world, nor have I felt each threat and relief with the same passion that the in-game character would. Essentially, the divide between player and character is as thin as I've ever seen it, you all but become a limp, pale, slug-creature starving for food, and your mindset adapts to view the world this way. And it's all thanks to the fact that the ecosystem is clearly not made for you. All of the animals have their own agendas, and the vast majority of the time you won't be fighting them, but running past or even hiding from them. They aren’t placed as obstacles or challenges to overcome, they are your equals and have the same goal as you - survival.
But if you find it hard to enjoy, do keep in mind that you're far from alone even among the most dedicated fans. It's hard to find someone out there who didn't have difficulty coming to appreciate the game. Any of its dedicated defenders, including myself, will tell you the same thing - that it takes many long breaks and even a couple restarts before you become hooked, but once you do, there's nothing else like it. The unshackling of one's expectations is a painful process in this case, but in the end, learning how to live and breathe as a foreign creature in an alien ecosystem is so enrapturing that no amount of my rambling can truly communicate it. In life, pain is essential to know true pleasure. In a similar vein, failure is essential to learn, and eventually to know success. At the end of the day, hating Rain World is an essential step to loving Rain World.


Me (sees lamp): hmhm I wonder what wacky antics will ensue if I kick this into that vat of oil
Me: (nearly burns to death)
Me: now what would happen if I did it again

After at least 5 two-hour analysis videos, I finally almost understand the basic plot