Thursday, March 2, 2023

Raft - Thoughts


Amid a sea of crafting games, Raft asks an interesting question: what if you had to take your base with you when you traveled? Or rather: what if the only way to travel was to take your base with you? At first it seems a cruel joke, your buoyed home little more than a block of wood set mysteriously adrift. But by the end it'll feel like home—your home, complete with its own shoddy craftmanship, loose inventory, and piecemeal renovations. With this home, you'll sail across the endless expanse of blue, looking for other survivors, uncovering new schematics, and maybe even bringing some animal buddies onboard.

Raft justifies a playthrough based off of its houseboat concept alone, but where it really shines—as hard as it is to believe for an open-world crafting game—is in its story missions.


A word of warning I'd issue to new players is that Raft's food and water meters are grueling taskmasters. They deplete so fast at the start of the game that it's far easier (and less resource-intensive) to simply die and wait for an ally to revive you. Even when your kitchen can finally serve enough food and water for your crew, you'll be rapidly depleting its stock at all times. This is doubly true for the story missions, where you're docked at a single location for days at a time, devouring every fish, fruit, and vegetable in sight. The sooner you can establish a self-sustaining farm the better—and the larger you make it, the less often you'll have to hear groans of "we're out of watermelons again!"

What complicates this is that real estate cannot be found—it must be built. Combing the ocean's surface for detritus is the best way to gather raw materials for an expansion, but raft tiles aren't cheap, requiring a constant upkeep thanks to the ravenous shark biting at your wooden heels. Trawling the waves grants a steady but measly income, only allowing you to splurge on a home renovation once every few days. This, combined with the food drought, encourages you to always stay on the move, dropping by islands just to deplete them of their resources, like a button-up villain from an eco-friendly kids cartoon.

On one hand, the inexhaustible need to find more resources keeps Raft interesting, rarely making it so you can sit idly by and watch the waves. But on the other hand, due to the game keeping you constrained to a single raft, it can feel frustrating being beholden to the meager drip-feed of flotsam—especially when you hit a dry patch on the ocean. Other games like Valheim and Terraria allow players to split up and specialize, so one player can focus on fighting, another on gathering, another on building, etc. But Raft glues everyone to the same location, its freedom sharply ending at the boundary of the boat. Sure, you can still specialize in a way, but your roles will change moment-to-moment, determined by what resources are in which chest. As a survival game, it's a fascinating cooperative experience that demands flexibility; as a crafting game, it's an inconvenient, boring, and glacial crawl towards affluence.

But luckily, the story more than make up for this.


Before you get too excited, Raft's plot itself isn't anything to write home about. There's plenty there for the player that needs backstory in their games, but at no point did it ever pique my interest. No, where Raft captivates is in the sprawling design of its unique story islands, blending together item gathering, platforming, and the occasional puzzle solving. It harkens back to the PC FPSs of yore like Half-Life and Undying, where janky jumps and obscure paths forward were features and not flaws. Since this kind of unguided design has been absent in modern gaming (sans Destiny), it was refreshing to be thrown back into an open environment with nary a hint as to what I'm looking for. And thankfully, Raft never gets too bizarre or entrenched in moon logic; the entire campaign can be solved without a guide, as long as you're willing to experiment every now and then.

Plus the variety in the story missions is great—especially for an indie studio! Each islet has its own distinct themes and obstacles, with commonalities between any two kept to a minimum. You'll venture to some makeshift shanty towns, to an abandoned biosphere, and even to an arctic base sleeping in the shadow of a nuclear plant. What's great about Raft is that it keeps you wondering what's around the next corner, curious what's been hidden behind every locked door you come across. Sure, a lot of it is fairly mundane (expect to find a lot of scrap metal and cooked beats), but the game always goes off the rails at the right moments, slapping you across the face with some unexpected surprises. Playing with friends or family makes these moments even better, as you'll occasionally hear confused, breathless reactions while you're carrying out some menial task on the ship ("Help! There's a vulture dropping boulders on me!")

What really sweetens the deal (for me) is that Raft is a quick play, letting you speed through the game in under 24 hours. That might not sound quick, but I think it's exceptionally brief for a crafting game featuring nearly a hundred recipes. It won't all be smooth sailing—you'll run into the some resource bottlenecks like iron and titanium ore—but you can hack away at the story every time you sit down to play. For some folks however, Raft might feel too small—an issue exacerbated by the fact that there's no reason to continue playing after the story concludes. Well, unless you want to keep working on your dream house and don't mind scaring away sharks and seagulls every two goddamn minutes for the rest of your life (seriously, where were the endgame upgrades to repel them for longer?!) But in an era where games are encouraged to keep you playing as long as possible, I found Raft's brevity to be a plus—especially since short-but-meaty coop experiences are too few and far between.


It's obvious Raft was made by a small but passionate team. From the moment you dive in you'll have to adapt to some strange quirks that aren't likely to get patched out, like how opening a chest will show your backpack in the center and push the chests' contents off to the side, or that waiting long enough after a death lets you safely teleport your body back aboard your vessel (thus bypassing any kind of penalty). There's also not a lot of variety in the random non-story islands, nor is there enough titanium to build everything in the game (unless you REALLY like to scrounge). But if you're okay with the blemishes and ugly bumps, Raft's ride is a joy to undertake, one that will take you to some strange places. The game may lack the rags-to-riches glow-up of Terraria, but it's fun seeing how your modest, waterborne craft gradually transforms into a floating fortress, one that's capable of ferrying to the ends of the earth and back again.

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