Rain looks and plays unlike most other games
Controlling the boy when he is completely invisible to the eye is a unique experience in and of itself, as the only ways to determine his location is by analyzing the surroundings and the placement of the boy's wet footprints. In one covered hallway, I tipped over a wooden stool and shifted the placement of a picnic table and trashcan. The concept of invisibility is impressively well thought out, and most importantly, feels very natural.
If the boy remains in the rain too long, however, the ghostly elephant creatures are quick to pursue and attack. The latter resulting in this Game Over screen: "The boy was swallowed by the darkness."
Initially the challenge of circumventing the ghostly creatures is interesting, but after about the fourth or so encounter, I started hoping to see more puzzles. "It's a little bit slower [in the beginning]," Kawaguchi admits, "but as you progress, there's a little more action to it." He adds that they chose a slower start to Rain because they "want players to understand the environment." Towards the end of the hands-on demo, I saw a hint of this building challenge, having to bait two of the ghostly enemies to destroy a wooden awning blocking the path.
Despite mild qualms with gameplay, Rain’s world has a certain haunting appeal that grows over time. Its carefully crafted beauty translates into game mechanics themselves, promising to close the book on PS3 with quite an interesting note.