More often than not, your typical video game is inspired by movies, manga, or other video games. PS3 exclusive Rain is different. Typical, itâs not.
âInitially, we were thinking about what would surprise everyone,â Rain game designer Yuki Ikeda recently told me at Sony Computer Entertainmentâs Tokyo headquarters. âAnd we thought we hit on something when we came up with the idea of being seen and not being seen.â The idea of using rain followed, providing a way to explore the gameplay mechanic and create a unique experience.
In the game, players are a ten year-old boy who enters the world of Rain, where he becomes visible when he walks in the downpour. However, if he walks through doorways or under awnings and thus leaves the rain, he becomes invisible.
For Rain, Ikeda and the team at Sonyâs Japan Studio werenât inspired by manga or anime, but rather found inspiration in childrenâs books. With manga, Ikeda notes, the story is told from the point of view of the protagonist. Childrenâs books have slightly more of a distancing effectâlike, you are listening to a story or watching it unfold before your very eyes.
That doesnât mean the gameplay is removed or indirect. Rain is described as a âstealth action game,â but it has elements of platformers and puzzle games.
âRegarding Japanese children books, we were inspired by Komako Sakai. And from America⊠Do you know Goodnight Moon?â
https://www.youtube.com/watch?v=9yu_g5x3ZoQ
Of course. Goodnight Moon was a childhood favorite, and itâs a book my own children adore.
The look and feel of Rain is closer to Sakaiâs childrenâs books; the influence of Goodnight Moon might not feel as readily apparent at first.
âI really like how itâs about a child going to sleep, and the way itâs told, bit by bit, was a big influence,â says Ikeda. The way that the story unfolds does feel reminiscent of Margaret Wise Brownâs story-telling style.
The world of Rain is a fantasy, but one that is grounded in realityâmuch like the best childrenâs books. There is an element of truth.
âThis is a stealth action game,â says Ikeda. âAnd usually in stealth action games, if you are discovered, you can kill your way out.â
In Rain, there are monsters that populate the world, and the young boy must avoid being detected by them. âYou canât kill your way out in Rain,â Ikeda adds, âand if you are discovered, itâs really overâyou die.â
According to Ikeda, giving the young boy a weapon would make players naturally think they should go kill the monsters. The young boy in the rain, however, isnât given a weapon, which was an important design choice. âBut if you donât let them have a weapon, then players begin to think that their only choice is to escape,â says Ikeda. âThey start to realize that the character is really just a little boy.â
Even though Rain isnât realistic per se (invisible children donât appear in the rain), that doesnât mean the game isnât filled with realism. Ikeda wanted the game grounded in reality, and this melancholy fantasy has elements of realismâjust like a good childrenâs book.
âIn Japanese games and games from other countries, you can see kids fighting in battles,â says Ikeda. âBut for me, I donât think a kid would fight if monsters appeared. The kid would run away.â As Ikeda points out, if you think like this, then it would make sense that the child would naturally run away. Ikeda adds, âThis made game design hard.â
In-game combat can be a way game designers can pad playtime. Need another thirty minutes or another hour of play, add some more fighting. âIf you make battle scenes, then you can easily fill your gameâjust add more battle scenes,â says Ikeda. âIf we did that, then Rain would just be your typical game.â And like I said, typical, this isnât.
Rain will be released this week on the PlayStation Network in North America, Europe, and Japan.
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