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What do you think about using rain and other weather effects in video games?

A topic by RATASOFTWARE.INC created Jun 13, 2025 Views: 467 Replies: 9
Viewing posts 1 to 7

Hi everyone! I’m currently working on a game set, and I’ve added a scene where it’s constantly raining. I’ve uploaded a short video so you can see how it looks.

I’d love to hear your thoughts:
Do you think rain (and other weather effects like fog, wind, storms...) help build atmosphere and immersion, or do you sometimes find them annoying or unnecessary?

Also, what game do you think has the best use of atmospheric effects?
I’m looking for inspiration and would love to check out games that nailed the mood through weather.

Thanks in advance for any feedback! I’m especially curious if you think these kinds of elements add to or take away from the player’s experience!

(+1)
Do you think rain (and other weather effects like fog, wind, storms...) help build atmosphere and immersion, or do you sometimes find them annoying or unnecessary?

It depends on the context. If the game has rain, fog or storm etc for decoration, it might interfere gameplay inadvertently such as having heavy rain in run n gun while there are shots which look almost similar to rain drops.

OTOH those effects are great or even necessary to show direction of blowing wind if there were strong wind blowing player and objects.

(2 edits) (+1)

Weather effects can sell an area really well. (They can also be distracting if done wrong! That's also true.)

Here's fog and rain effects in Crucible Crest. (1:36:53 and 2:31:57 timestamps for fog and heavy rain, respectively. There's also lighter rain in a couple places.) In both cases I think the areas wouldn't have the same character without them.

In your example, I think there's more things you can do to sell the rain effect better. It's very brightly colored right now in contrast to the dark nighttime screen--originally I wasn't sure if it was supposed to be rain or snow. I would maybe up the translucency a bit so it doesn't stand out as much. I'd also definitely have animations for rain hitting ground, and not just have it going from the top of the screen to the bottom without ever landing. It might also be worth playing around with different angles for the rain, but I'm not sure you need that in every case--that'd depend on the strength of the rain.

(+1)

The main reason I use weather effects is to enhance realism.

In the horror game I recently released, I’ve approached weather in a few specific ways:

  • The weather changes randomly, which helps convey the idea that “this game world continues day after day.”
  • To make the weather-related sounds feel more authentic, I used ambient audio recorded in real environments.
  • I use weather and its associated sounds to influence the player's sense of unease.

I think weather can be a powerful tool—like a well-used spice—when applied effectively.
But without a clear purpose or intention behind it, it can easily become distracting noise.
The key is to think about how you want to use weather as part of your overall atmosphere and storytelling.

(+2)

Rain and weather effects build immersive context for your game. But they can interfere with gameplay so you need to find the right balance. In Deer, You Are Being Hunted I made the snow very light to preserve the ease of play. But in Red Balloon of Happiness I made the game get increasingly darker to force the player to light a match and potentially cause an unwanted consequence. ;-)

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There is no golden formula about weather, like rain, can be contributing to your game or actually be annoying. It really depends on when or how they are used and the situation within the game as a whole. 

For example, in Final Fantasy IX you have to pass through Burmecia, the realm of eternal rain. That nickname alone seems to justify the town being in the rain, right? Well not really. It's because when you arrive there the town has been destroyed and most of its inhabitants who could not get away being murdered that the rain actually contributed to make the scene more grim, setting just the perfect atmosphere. If you had visited the town in its glory days the rain would even with the nickname "realm of eternal rain" be rather annoying and could also have caused to set the wrong mood. The game developers KNEW what they were doing when making Burmecia the town where it always rains.


Now Burmecia is a place where the rain has been put on prominently. In Jazz Jackrabbit the world of Medivo is a world where it also rains all the time, but as a player you may hardly notice unless you pay good attention to the details the level designer used to make the levels look more interesting (which is always a challenge in 2D sideview jump 'n run games, in other words action platformers) The building you must go through does feature some windows allowing you to see the rain and it does make the levels look better, but it's more cosmetic and hardly contributes to the game experience altogether. Now I must also note that Jazz Jackrabbit  used a palette cycle loop for this, a technique very common for MS-DOS games using VGA, as it saved a lot of RAM and CPU power back then. 


Now when I look at your game, the rain does set a darker  atmosphere, and I hope that is what you tried to achieve, as I cannot make that out from a short clip (and I also don't understand the Spanish language, which doesn't help either).  The way it's implemented  works for me, especially having the rain sound in the background. 


When it comes to fog, I would only add it if that really is important for the game's atmosphere, since fog blurs the player's vision and that's quite often the most important thing in a game. I'm not recommending against it, but if you use that effect, be at least sure of what you are doing.

(+1)

I completely understand what you mean with Burmecia, and the idea that a weather effect should add something to the game or the story, not just be there for no reason. 

In the case of my game, the village where it takes place is under a curse that makes time stand still, so there's no wind, no rain,  no birds or other animals making sounds... The moment it starts raining later in the game is meant to suggest that the curse is starting to break.

 I only use fog for the introduction — I find it annoying during actual gameplay. 

And regarding the language, I’m thinking of translating it into English soon. It will be a lot of work, but I believe it will be worth it. 

Thank you so much for your feedback, and have a great day!

(+1)

Thanks for your explanation. I guess that given what you describe there the rain may indeed  have  that effect on the player. In this case it still sets a darker setting and ironically a ray of hope. 

And yeah, translating can be a good idea. If you look at my RPG games you'll see you can play them in both the English and the Dutch language and even though I used a special tool to do this rather quickly, it was still a lot of work. But I think was rewarding somehow.

(+2)

I love it, it's always good.

Yeah, definitely I like it too.

Finally I added some rain in the final part of the game. In my opinion it improves the ambience of the game, and in this case  alfo adds an important clue to the player.

Thanks for comment and have a nice day!!!!