Reviews from

in the past


Una preciosidad de principio a fin. Quizá se le pueden achacar algunos problemas de ritmo cerca del final, pero más allá de eso me ha gustado todo muchísimo.

fishing is not a lot of fun in this game

This review contains spoilers

O mais importante deixado pro final, então Português abaixo.

---------- English ----------

When it shines, it shines: true heart, contemplation, spirituality, exuberance and humility - everything that makes it so profoundly human - are delivered in small doses, hidden behind routine acts of affection that slowly turn into repetitive, banal work. I wish that the game focused more on what really matters, instead of turning to the meditative sameness of checklists and collecting materials. Luckily, since I played it with my girlfriend, slowly and through a very long time, I felt as if most of these tedious chores turned into a relaxing exercise in cooperation.

I have many conflicting opinions in how it’s self-described denomination of “cozy management game” conflicts with its message: take, for example, how the beautiful representations of fuzzy memories and internal struggle, manifested through lovingly handcrafted set-pieces for each character, are transformed into something used to farm resources repetitively - would that be a poignant message about how grief and coming to terms with your end is a slow, arduously boring process, or just bad design? I felt guilty when, as I delivered to the Everdoor a character I’ve come to cherish, our arms entwined in our last walk together, I thought: “Ok, so I just need to offload granny and then I can get to the island and buy me some cherry tree seeds.”

In no other moment I felt so deeply, and so elegantly, what the game tried to show me about letting go and accepting loss: all my spirits were already gone, I had completed the encyclopedia, explored every island; the world laid silent for hours already, and we stalled to not let it go. When we finally came to terms with it, Stella, with no need for ceremonies, rowed to the Everdoor, as she had done several times, and the game ended - its end point dissolving into a beautiful, quiet nothingness. When the time comes, that’s how I want to go.

---------- Português ----------

Quando brilha, sabe brilhar: verdadeiro coração, humildade, espiritualidade, contemplação e exuberância - tudo que o torna tão profundamente humano - são entregues em doses homeopáticas, escondidos por trás de atos cotidianos de afeto que não tardam em se transformar em trabalho repetitivo e banal. Queria que o jogo tivesse focado mais no que realmente importa, do que se deixar levar na mesmice meditativa de checar listas e coletar materiais. Por minha sorte, o trabalho maçante se tornou, na maioria dos casos, em um exercício relaxante de cooperação, já que joguei ao longo de muitos meses junto de minha namorada.

Tenho opiniões conflitantes em como a parte de “cozy management game” de sua própria descrição entra em conflito com sua mensagem: penso, como exemplo, nas representações lindíssimas de memórias passadas e lutas internas de cada personagem sendo transformadas em set pieces cujo propósito final é coletar recursos - seria isto simbologia do trabalho lento e sistemático do luto e da aceitação de seu fim, ou apenas design ruim? Me senti culpado quando, ao entregar um querido personagem para o além, braços entrelaçados em nosso último passeio juntos, pensei: “Pronto, só despachar a velhinha e posso ir na ilha comprar semente de cerejeira.”

Em momento algum do jogo senti tão bem, e com tanta elegância, o que jogo queria dizer sobre saber quando abrir mão e aceitar o fim: já havia entregue todos os espíritos, completado toda a enciclopédia, explorado toda ilha; o mundo estava silencioso há horas, e nós enrolávamos pra não partir. Quando decidimos, Stella remou silenciosa até o Everdoor, como já havia feito diversas vezes, e, o jogo, sem maior cerimônia, acabou - seu ponto final esvaindo-se em um belo, pacífico nada. Assim que quero ir, quando for minha vez.

This game really surprised me. It goes way deeper than you'd think, and it's an emotional journey for sure. Between the art style, the soundtrack, the locales and characters... its just gorgeous and full of heart. There's 2 or 3 tracks from the soundtrack that will bring me to tears 100% of the time. There are a few bugs present on the switch version but other than that it's a sublime and relaxed game that's well worth your time.

'Spiritfarer' was put in a hard spot for me, since I had played Outer Wilds earlier this year and it might have just been a bit emotionally stretching to play two hearty games about death so close together, sure enough, this game really got to me, so I'll talk about the easy stuff first.

From a structural standpoint, Thunder Lotus has provided a very systemically sound game here. Forgive the pun, but the onboarding in this game is fantastic, resource acquisition has its tutorialisation tied to the spirits you bring to your ship, which accomplishes two important things; First is that it paces out the rate at which the player progresses both in narrative beats via questlines as well as acquire upgrades—the gatekeeper for making ones way around the map—to most designers in the room, this sounds obvious but it's worth celebrating since this ensures that its almost impossible to get overwhelmed even with all the mechanical uncertainties found in the first 8-odd hours, something games of this ilk struggle to get right. From an accessibility standpoint, this is superb, and means almost anyone can get into the addictive tertiary progression loops which make up the addictive slice of the game. The second accomplishment is the small ludonarrative punch, each avenue of resource gathering or what-not—key components of the progression loops which make up the focal point of the game's design hold—becomes intrinsically associated with a character. That's not just the crusher you got so you could make so and so dust to unlock such and such upgrade or item, that's the crusher Bruce and Mickey made you get! That they taught you how to use. This weaving of progression paths into character relationships is further informed in some more creeping ways—upgrading your ships size because it can't hold the weight of the homes for those you've lost as well as acquiring the new things you need to move on your present vocation—and some other less subtle ways, like activation points for certain previously tutorialised travel events being at the doorstep of the corresponding characters house after they've passed. It is, of course, important to put this praise of Thunder Lotus' work in the proper context, especially as we examine the gameplay loops themselves! Granted, 'Spiritfarer' is far from being as diverse and rich with progression loops as say, 'Stardew Valley', but it's also a significantly more concise game; shorter, with more integral narrative imperatives which would make anything other than it's present level variety feel inappropriate. For you see, this is the balance 'Spiritfarer' must hold, having mechanics deep enough that players will be willing to get sucked into it's day-to-day grind whilst not completely game-ifying it's core concept, therefore failing to treat the subject matter in the way it deserves. This isn't to suggest that depth = immediate 'gameification', but the relationship the player has with any given system can't be blown out of the proportions which the NPC characters related lay down, lest the game lose the balance it has. Perhaps this is why some refer to 'Spiritfarer' as 'boring' but I prefer the term 'restrained', I think the game is good for it. It does however, make the game drag a bit toward the end. I played the game to it's fullest, doing all the update content and it certainly made the time stretch with alternate design avenues for attempts at gameplay depth—like a weirdly tricky platforming section, thanks Daria?—but I was invested enough in the characters at that point that it was no deal breaker for me. Important to emphasise characters there, mind, since the plot itself is pretty on the nose, and I was able to see the ending coming from a continent away but hey, it still made me well up so I won't throw any shade.
(A testament to how much of a baby I am. Oh yeah, and to how well written and designed the game is otherwise.)

So yes, the game systems are addictive and engrossing as far as day-to-day management games go and the dialogue thoroughly weighty and poetic, even if not breaking any new ground, but what most recognise from this game is the presentation and I've really got nothing more to say than what has already been gushed... its fucking fantastic. 'Spiritfarer' is easily one of the most beautiful looking games I've ever played, the animation is so silky and elegant, the character designs so endearing, every inch of the world profoundly majestic. I do not stop playing a game to look at them often, so, fantastic work Jo-Annie Gauthier, Marie-Christine Lévesque, Mathieu Choquet and Simon Nakauchi-Pelletier. The medium's best talent for visuals right here. Oh, and of course, the sounds of whom I listen to as I write this review, Max Lacoste Lebuis, an excellent score so well fit, with spacey production so apt in moments near the everdoor that it will send cosmic chills down all your body's bones.

Alright,
As I was making my way to completion of this game, my grandfather passed away. He was a pretty damn fantastic man, all the way until the end. He had a brief, sharp battle with leukemia, and after hearing the limitations that his life would undertake to treat it, he chose to take his rest instead at 82. He was in no condition to answer questions when I visited him before the end, and so I may never know fully how he felt and thought but I do know that he spent his last day laughing, sitting with and holding hands with his sons, in-laws, friends and grandchildren. My father told me that every time he visited he was "great", sitting in the hospital bed nothing short of satisfied with what he had done. He had accomplished amazing things with his love, and I think he knew that truly when he was surrounded by it's recipients. I've had a lot of time this year to really consider death beyond its base components, and sometimes, in that process, you'll find a piece of art at the exact time you need to. If you've played 'Spiritfarer', I don't think I need to finish that sentence. Death is the contextualiser and the meaning-maker of all the love which we should be choosing to exercise, when we desire to leave things behind, sometimes its so much more than just a 'legacy', and so much easier. Love is the choice we should all be making, life is a journey and death is just us pulling up to port, it's all good. It's all good.

Yeah. Yeah, alright this game is pretty good, eh?


Spiritfarer is wonderful and heartfelt cosy management game about having a wonderful adventure, the connections we form, the grief and loss we face when the time comes to let go.

Spiritfarer still hasn’t left my mind even after completing it awhile ago and I’m happy about that,

Dealing with Grief is a hard, inescapable thing we all have to bare at somepoint in our lives, it’ll never get easy and a life without it is a more sadder one.

Spiritfarer brought me along this adventure and hugged me tight and told me that while difficult, its nothing to be fearful of and it’ll be ok in the end :’)

Thunderlotus have made spiritfarer become more than just a “Video game”, its pure art and I fully recommend it

Top 10 game of mine. At first it takes awhile to advance but once you do you get to focus on the story. It's made me have a whole different view on death. Made me cry countless of times and gives another view on life and the feelings you have when someone passes away. Love you Stanley. ˗ˋˏ ♡ ˎˊ˗

Emotional, very cute, it's fun to move around in this game? Sometimes navigating is annoying, things are annoying to find, or the management aspect starts to feel a bit grating, and the game crashed a couple times, but it was fun and succinct and at no point were all of those things enough to make me not want to keep playing

I have never cried so hard over a video game in my life.
10/10 would recommend.

Pretty much nails everything it tries to achieve and does so with several solid emotional punches. Incredibly addicting and charming. Kind of uneven with a lot of upgrading showing up well after the main objective can be completed, but still fun to explore and soak up as much of this amazing little game as you can.

This review contains spoilers

Giovanni's a hoe fuck that guy.

An amazing game about death, it made me cry several times.
DLC is kinda mid though

Death means nothing in video games. Nothing can die in a game, not for real. In the end, they are always going to be ones and zeroes inside a digital playground that can be restarted and rebooted at any time. This is despite the fact that the concept of dying is a fundamental aspect of the vast majority of games you or I have ever played.

Death in video games is pure mathematics. How many enemies must die before this level is over? How much XP will I get if I kill this boss? How many health points do I have left until it's game over?

Now, some games do approach death from a less mechanical perspective, usually as a means to strengthen the player's connection to its narrative. Perhaps the protagonist's partner or friend or child will die, or a beloved character will sacrifice themselves to raise the stakes and motivate you to carry on.

For this reason, games create an odd nonchalance towards something that most of us would rather not even think about in any other circumstance. We barely even reflect over how darkly comedic and bizarre commonplace sentence like ”oh no, I died again” or ”I keep dying” would be in any other context. Because at this point, death in video games is a concept entirely separated from the real thing. It can still be heartbreaking, frustrating, comedic, cathartic, and tragic. It just can't be real.

Of course, this also applies to Spiritfarer – a game that is officially described as a ”cosy management game about dying”. In Spiritfarer, you take on the role as Stella who acts a caretaker for the recently deceased on their way to the life beyond this one. Before they move on, they all have something they want to do before it's too late. They want to eat delicious food, enjoy the company of their friends, create a masterpiece, and share their wisdom. All while preparing for the inevitable.

When it finally feels like there are no more excuses to stay, they will come to you, one by one. They'll ask you to take them to the Everdoor – the portal to the other side.

After bidding farewell to the other friends on Stella's boat, you begin their journey. Stella slowly rows through the calm, crimson water while her guest ponders the life they've left behind. Some are satisfied with the time they had, while others spend their final moments focusing on their regrets. A few had long lives, and others died tragically young. Regardless, they all end up here, in the same boat. All of them saying goodbye with equally warm hugs.

Then they're gone. Stella returns to her ship where the remaining passengers await more travels, and things carry on mostly as normal. The only remnants of those who have passed are their rooms, which you've helped build and stock with trinkets. They represent how each traveller saw themselves, their personalities and passions, and how they wanted to be perceived. A collection made to represent a life, the only thing that's left in death.

Death can't exist in games, not really. But loss and grief, that's a different story. With this detail, Spiritfarer managed to create an authentic sense of loss after somebody you held dear to your heart is no longer there. The feeling after the dust of the tragedy has settled, when the final goodbyes have been spoken and the immediate sorrow has begun to fade. Part of you wants to remain there, in the dark, so you never have to let go. Because letting go would mean accepting the inevitable. Accepting that not only is somebody you love no longer with you, but that some day you will experience this pain again.

I don't believe that these moments would have had the same emotional heft if they didn't contrast so well with the rest of the game. After all, it is a cosy management game, which means that you soon find yourslf back in your usual routine. Eventually, you'll smile, laugh, and do your job just as you've always done.

If this makes it sound like Spiritfarer is a solemn, mournful game then I've done it a disservice. On the contrary, it's a thoroughly uplifting and heartwarming experience that gave me more joy that any other game in 2020. Which is exactly what makes the moments of loss and sadness so powerful. Even the game's most bittersweet moments combine sorrow and hope in a way that is neither overly sentimental or cloying.

Death means nothing in video games. But Spiritfarer manages to represent the trauma of loss in a poetic and authentic way. It's not for real, but the feeling of grief seems genuine in a way that extremely few games have managed to convey.

Few games have sucked me in like 'Spiritfarer'. The gorgeous art, the fun town-building-esque gameplay, the fantastic movement, the touching story, there's a lot of praise to heap upon this game.

Unfortunately, the back half of the game becomes so grindy that it manages to suck out all the enjoyment and awe it gave me previously (a note-worthy feat).

However, for the first few hours alone, the game is worth mention.

Spiritfarer made me ask a difficult question of myself, for me personally, just how important is gameplay for a video game. I know that sounds like a stupid question but stick with me for a little bit. Spiritfarer at it's core is a survival/crafting game about gathering resources to craft upgrades and progress through the game, and I found it's repetitive loop of gathering/crafting to be very irritating and bothersome quite a lot of the time. There are hours I spent with this game where I became very frustrated and bored that would normally just end with me uninstalling the game and never returning.

...and yet I can't deny that I found myself still falling in love with this game.

Because the game really is more than it's gameplay a lot of the time. The art and animation is always a pure delight to look at, the soundtrack is beautifully moving, and the writing is some of the most poignant and moving I've ever seen in any piece of media. There are many moments that I'm probably going to carry with me for years to come.

But was all of this worth it? I loved the game for it's art but simply tolerated it for it's gameplay. My gut reaction is to recommend Spiritfarer but I'm confident that there will be a lot of people for whom the gameplay will be simply too tedious for them.

I've always been fairy sure that the life sim genre is not for me, but I picked this game up because the trailers made it look up my alley, showing off a gorgeous art style and an intimate, emotional core. While the game ultimately did end up confirming that this genre isn't for me, I still ended up loving the aspects of it that drew me in to begin with. The colorful world and characters, the awesome animation, and one of the best soundtracks I've heard, all lend a sort of Studio Ghibli feeling to this game that I absolutely adored. The game also has a concrete ending to its story, meaning that I had an end goal to work towards, whereas if it was a game that went on forever I may have fallen off it. If you're the type of person who loves life sim games, you'll probably love this game even more than I did. For me, the tasks like growing crops, smelting, cutting wood, etc. all felt like chores after a while, but I could see it being a zen-like comfort game in the right mindset. All in all, the great character moments and overall good vibes of this game still made me glad I gave it a try, even if it didn't end up selling me on the genre as a whole.

UPDATED REVIEW AFTER THE DARIA AND JACKIE UPDATE:

Goddamnit i'm a mess rn :'(

Some stories hit you from just the right angle at just the right time of your life, and Spiritfarer hit me with assassin-like precision, and now I'm much closer to needing two hands to count the number of video games that have brought me to tears.

A rumination on death disguised as a management sim, Spiritfarer puts you at the helm of an ever-expanding sea vessel charged with carrying souls to... whatever is next after their mortal journey has ended. A dozen or so anthromorphic denizens take up residence on your versatile skiff as they try to address their myraid earthly concerns for their values, their worth, and ultimately their lives.

All resource mainstays are here: fishing, crafting, cooking. The busywork is engaging and forgiving enough to distract from the slow burn of budding relationships and obscure their impending ends.

The game is generous and accommodating. You have to feed your passengers, but failing to do so isn't punished aggressively and can be recovered from swiftly and simply. The game is ultimately a meditation on death and its many paths and iterations. Making a player sweat their dwindling stock of onions would gracelessly undercut its main themes.

Fans of the management sim might find Spiritfarer shallow for the genre, but its broader accessibility means the grace and humanity at the game's core shines so much brighter.

A few years ago, I played a part of Spiritfarer, and after 12 hours of gameplay, I gave up. I decided to replay it to see if I had quit for some silly reason or something like that. At the beginning of this attempt, I fell in love with the game again, enjoyed the dialogues, read them carefully, and appreciated every moment. However, unfortunately, I ended up understanding my past self.

Spiritfarer is a game that heavily focuses on narrative, addressing how farewells are never easy, making you develop some affection for the passengers, and bringing a subjectivity that initially captivated me. I wanted to know the cause of the passengers' deaths, wanted to take them to the portal, but the magic wore off too soon.

For a game with not many appealing mechanics, it lasts a long time. In pursuit of a platinum trophy, I had to spend a lot of time doing tedious and repetitive actions, which became repetitive too early. Fishing, sailing, planting, grinding, weaving... and all the other actions are variations of waiting or clicking the action button at different rhythms.

Honestly, I was very interested in knowing the characters' stories in life, and after I read about them, I lost much of the temptation to play while paying attention to the dialogues and the story, as they are either clichéd stories or ones that didn't captivate me.

In summary, it's a game I would recommend someone to read the story or watch a video about, as playing it is not the most enjoyable thing in the world. You'll spend a lot of time repeating dull actions, doing generic missions like going from point A to B or collecting items for the characters. Also, maxing out everyone's mood doesn't bring any significant benefit, so ignoring them throughout the game is possible.

The game is responsive, the graphics are beautiful, and the sound effects are very good. The only weak points are the gameplay itself and the story, which, despite being clichéd and straightforward, may captivate some people.

O jogo começa bem bom, com uma progressão e personagens que me prenderam bastante, junto com uma trilha sonora cativante.

Mas quanto mais o jogo avança, mais tudo começa a ficar desinteressante, principalmente com os conteúdos de DLC no end game. É cada missão mais chata q a outra, com personagens que não são possíveis ter uma conexão legal com eles.

Não deixa de ser um jogo bom, mas se perde no caminho.

E a versão mobile é bem mal otimizada, com performance não tão boa e alguns bugs.

I started this game trying to optimize my vessel. Making sure there was always something cooking, that my plants were always growing, and that everything was 100%. Eventually I slowed down when I couldn't keep up. Slow is how you're meant to play this game.

This review contains spoilers

Most heartfelt game i have ever played.

Incredible story, with deep and well written characters.
Every character has their own individual back story and connection to the main character (Stella). I love how in the beginning, the game focus only on the other spirits, and slowly shifts the focus of the story to Stella, where you will notice the depth of things and the connections between Stella and the spirits.

I never found the game to get repetetive, and I always had something to do. The only time I found myself struggling to continue playing was when I started getting closer to 100%, but that was basically to be expected.

The music here was AMAZING! It played a huge part for me in this game. It varies depending on where you find yourself being, but it still sticks to a general theme. The music adapts really cleverly depending on where you find yourself in the world. When departing with a spirit the music gets louder and more emotional which makes the losses feel more real and heavy.

For a game about dying to be telling this good of a story is incredible and I cant say anything bad about this game.

Animation - 10/10
Characters - 10/10
Story - 10/10
World building - 10/10
Gameplay - 8/10
Variety - 9/10
Soundtrack - 11/10

Who knew a requiem of death could be so sweet? :’)

in order to move on, we have to let go.

probably the most relaxing and heartwarming experience ive ever had with a game. i'd say i played it for like 40 hours and didn't even notice time going by. everything is easy going and there are no consequences when u do something "wrong" (i.e. the characters cant starve to death, ur seeds wont go bad if u don't harvest them, the food wont burn etc etc). for someone that doesnt like to feel pressured when playing games, this was just perfect. the characters are also really charming and interesting and i loved even the ones i hated lmao. some stories even made me cry.
apart for some bugs and crashes every now and then, this was perfect for me.

I found it a little hard to get into and it dragged for the final hours but there was also an about 10 hour long portion where this game was an absolutely perfect meditation on compassion and empathy. I played this on and off for the past few months and there were several story arcs that really stuck with me during that time.


I'm not someone who finds themselves often enthralled with task-management games. In theory, planting crops, watering them, plucking them, and making sure all of my friends are fed feels like a waste of time. Spiritfarer takes those repetitious tasks, adds on a beautiful layer of art, cast, and writing; and makes it all worthwhile to hang out with Stella on her journey.

So much about this game is cool. Yes, it is an artsy indie about death. But you don't even need to really digest the metaphor to have fun! The exploration and treasure hunting mixed with your expanding collection is rad. Even the meta aspects of being rewarded for collecting is fun. Because the dialogue for near everyone is a joy. Progression feels seamless. Minigames are fun. The concept of bringing all your friends onto your boat only to leave their house-sized platforming tomb stones behind is wild.

There are some mild pain points. On switch, the game crashed a good handful of times. Also the animations can be a big long winded. And I really didn't want to talk to everyone. But the game is forgiving and engrossing.

i am so fucking sad :(

gameplay loop gets a little tedious but i enjoy management sims so i did not find it at dreadful as it couldve been. otherwise it is a soulcrushingly good experience

Gameplay : 4/5
Histoire : 4/5
Musiques/Ambiances : 4/5
Graphismes : 4/5

Pas de bugs, bonnes musiques, beaux graphismes, bon gameplay.
Le jeu est excellent.

A wonderful story about love, grief and loss, staring a wonderful cast of characters that you get to know as you guide them to the afterlife, near the end the game can seem a bit grindy but the travel and minigames are so quick you'll get by them in no time.