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Rain World coming March 28th to PS4/PC, Launch Trailer Released

Streams and gameplay footage are appearing on Youtube

Opening 13 minutes: https://www.youtube.com/watch?v=mJhfTnIJyd4

What the hell is that at the end, squidfly?! At least it allows you to hover in the air.

rain_world_squidfly_hover_by_digi_matrix-db2xs2r.gif
 
What the hell is that at the end, squidfly?! At least it allows you to hover in the air.

rain_world_squidfly_hover_by_digi_matrix-db2xs2r.gif
Part of the interesting metroidvania-esque approach. Other skills and abilities beyond your moveset aren't things you unlock, but things you discover by learning how different creatures and items in the world behave.
 

HIUHAU

Member
I randomly watched the trailer on PS Store a couple days ago and I was amazed with what I saw. Sadly I already have plenty of games to play for now and this can (and probably will) be easily forgotten in a couple of months. :/
 

Crispy75

Member
"procedurally generated animations" What does this mean? Ragdoll physics?

Think more like Euphoria in GTA 4. There are no canned animations, so each limb can move independently and intelligently depending on its surroundings. If you spear a lizard in the leg, it will limp realistically.
 

Crispy75

Member
It's on the ps store? I couldn't find it the other day.

Them two tracks previewed in the OT are excellent btw, who did the soundtrack?

James Primate of Bright Primate.
He also did the bulk of the level design.
And the PR.
And the business side of things.

The other main developer, Joar Jacobson (yes this thing was pretty much made by two people) did the engine, code, animations and art.
 
Was browsing PS Store's pre-order section and stumbled across this with no prior knowledge; it looks really nice and intimate! Might pick it up.
 
It's on the ps store? I couldn't find it the other day.

Them two tracks previewed in the OT are excellent btw, who did the soundtrack?
The second main dev. The way they did the music is really fascinating, what they called "junk audio"

http://www.theverge.com/2017/2/21/14685358/rain-world-game-junk-audio-soundtrack
To create Rain World’s distinct soundscape, the composers used a technique known as “junk audio.” Essentially the idea is to use everyday objects — rusted tin cans, old car parts — record the sounds they make, and then mash them together into a song. “You take it, and you process it, and you amplify it, and it becomes something else,” Therrien says of the process
Rain World features three and a half hours of music spanning 160 tracks, and it required thousands of junk sounds to produce it all.

For the most part, the sounds came from mundane objects: brake drums, a car radiator, old paint cans. Sometimes he would record people speaking, and then twist it so that it had a strange alien effect, while still retaining some humanity. “It was to give it it’s own unique language,” Therrien says of the reasoning behind using junk audio. “As if a musical tradition had come out of this world. What sort of musical aesthetic would be created from this environment if given time?”

An example shared in the devlog a few years back
Literally me recording us talking at the PAX booth and showing him the soundwave loading:
https://clyp.it/obyjx1dg

The same sample pitched down for effect and to create better material to grab from:
https://clyp.it/udnp13qu

Selecting audio points in that sample to capture from, i do this weird semi-randomized arpeggiated thing:
https://clyp.it/ddlxzmds

And from there the track takes shape. Adding percussion and other instruments (many of them also taken from that same audio clip, manipulated to suit my ends through sample and hold techniques or whatever):
https://clyp.it/v2v2et5r
 
Another reason why no online mp
Local multiplayer yes. Online multiplayer NO WAY (unfortunately). Given that all of the creatures in the world exist perpetually, the .net code for online multi would be MADNESS. Like MMO-scale. So unless Blizzard calls us up, there's just no way we'll have resources or knowledge base to pull something like that off.
 

Crispy75

Member
Which provokes the question: Does there exist anywhere "online local multiplayer"

ie. The game runs on my computer, which is streaming the screen & sounds to you. All you have to send me are your controller inputs.

Like Playstation Now, but with your own PC as server...
 

hampig

Member
Which provokes the question: Does there exist anywhere "online local multiplayer"

ie. The game runs on my computer, which is streaming the screen & sounds to you. All you have to send me are your controller inputs.

Like Playstation Now, but with your own PC as server...

You can do this if you have things set up a certain way. I did this to play Spelunky with a friend at one point a long time ago and it worked decently well.
 
So Adult Swim is saying the game is at least 30+ hours, which is pretty insane. Devs say it might even be longer after watching streamers play (ie one guy spent 3 hours in the first region alone)
 
I've only slightly been paying attention, there's no multiplayer at all at launch right? It's going to be patched in or something?
Not at launch, devs are planning to add it as an update. They're still balancing it

But multiplayer has been a thing for years. You can find co-op GIFs from years back and videos of multiplayer matches from PAX 2014
 

BigBeauford

Member
Not at launch, devs are planning to add it as an update. They're still balancing it

But multiplayer has been a thing for years. You can find co-op GIFs from years back and videos of multiplayer matches from PAX 2014

This game could use a mode where another player controls the hostile creatures.
 
This podcast episode talks with the whole team, discussing the origins of the game, how everyone met and got involved, the development process, PAX 2017, how the scope expanded tremendously after getting a publisher, the gameplay, getting ready for launch, and so on
http://www.bostonbastardbrigade.com/2017/03/nbnr-rain-world-special/

Some cool stuff
- The game attracted quite a few publishers during and after the Kickstarter, mostly larger companies, but Adult Swim felt like the perfect match
- Much of the original stuff, from the first music concept to prototype rooms, are still in the game.
- The slugcat design was just some early placeholder. They never expected it to appeal to people like it did
- The slugcat name came from a random YouTube comment someone left under a very early video
- The game was originally multiplayer focused. They hope to do hundreds of rooms for the future multiplayer update
- The slugcat plushies sell out every convention. People sometimes know "slugcat" before even realizing it's from a game or that Rain World is a thing
- Idea was to do a "de-empowerment fantasy". While in metroidvanias you start weak but become formidable, here you start as a prey and are always prey. Your growth comes from observing the world and how the ecosystem works
- Multiplayer is very hectic and chaotic. Head-to-head spear throwing and catching bats while creature hazards roam the arenas
 

Purkake4

Banned
This podcast episode talks with the whole team, discussing the origins of the game, how everyone met and got involved, the development process, PAX 2017, how the scope expanded tremendously after getting a publisher, the gameplay, getting ready for launch, and so on
http://www.bostonbastardbrigade.com/2017/03/nbnr-rain-world-special/

Some cool stuff
- The game attracted quite a few publishers during and after the Kickstarter, mostly larger companies, but Adult Swim felt like the perfect match
- Much of the original stuff, from the first music concept to prototype rooms, are still in the game.
- The slugcat design was just some early placeholder. They never expected it to appeal to people like it did
- The slugcat name came from a random YouTube comment someone left under a very early video
- The game was originally multiplayer focused. They hope to do hundreds of rooms for the future multiplayer update
- The slugcat plushies sell out every convention. People sometimes know "slugcat" before even realizing it's from a game or that Rain World is a thing
- Idea was to do a "de-empowerment fantasy". While in metroidvanias you start weak but become formidable, here you start as a prey and are always prey. Your growth comes from observing the world and how the ecosystem works
- Multiplayer is very hectic and chaotic. Head-to-head spear throwing and catching bats while creature hazards roam the arenas
This is cool and probably not something that would fly with your average publisher.
 
Some early impressions
Chris Priestman (Killscreen said:
Rain World's backgrounds might be the best I've ever seen in a 2D game
C7dgCkaX0AIkz4L.jpg
C7dgEKaX0AAiQ3a.jpg
TIGSource poster said:
I started playing this game knowing very little about it (except that it looks great), and I was surprised to find how unique and fun it is. I think that there's a great balance between fun and challenge, and also between a sandbox approach and a more guided experience. Basically it's a sandbox game that you can finish once you get tired of living in Rain World (or so I understand; I've only seen 7 of its 12 levels so far). The sense of immersion is great, I actually feel like I'm living the life of a nomadic, adventurer slugcat...

It will be very interesting when the game comes out and people start figuring out its secrets and systems... I'd love to see what I've missed. It reminds me a lot of Dark Souls, though of course, this game has it's own thing going... Since I really like the game, I've been reading this thread, and it seems that the developers have invested a lot of time and effort into it, and you can definitely see that while playing. Well done! I'd be very surprised if the game didn't get glowing reviews all over the net, once it's released.

I got a review copy to write a review for a certain magazine...
 
So without spoiling too much, do all the creatures need to seek shelter when it's about to rain? Or only slugcat (the player)?
Everything flees and hides. Even in the old alpha, when the sky would start getting dark, the lizards would run and flee into holes. The whole premise of the world is that these brief lulls are when animals can go out, hunt, and gather enough food to hibernate till the next lull.
 

Cardon

Member
I just started playing this today and as others have said or shown via vids, this game is bonkers in the best possible way. It's almost deceptively simple in how it's laid out, but there are deeper elements which are waiting to be accessed through experimentation within the world.
 

Purkake4

Banned
Looking at a bunch of gameplay, I honestly don't know what to think. It feels a lot like early Dark Souls when no one had a clue how anything worked. All the systems are there, but if you don't know how stuff works it just looks frustrating and confusing.
 

Kientin

Member
i dont like the graffiti to be honest, takes away from an otherwise otherwordly and mysterious setting

I love it TBH. Gives the areas a grimy, abandoned feeling. Creatures aside, I never thought it felt otherworldly with all the whole industrial feel of the areas. I miss the old logo too, but I'm sure I'm a minority on that.
 
i dont like the graffiti to be honest, takes away from an otherwise otherwordly and mysterious setting

I thought the game occurred in an alien world where the intelligent aliens of the planet are already extinct, but it could be just an abandoned human outpost in an alien planet, that would explain the graffitis that seems made by humans.
 
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