I know this game is good but I just didn’t really get into it I played roughly 8 hours of it and I did have a lot of fun but it quickly goes away with how tedious some things are this is one of those games I’ll likely revisit when I have motivation the game just didn’t click with me on my first time around
I enjoyed most of the hours I put into this game; once I hit 32 hours, the game was losing it's charm. It became tedious and the end play was bare.
Let's start with positives first. I adore the art style of the game: bright colors, animal designs for the spirits, and interesting locations to explore. The music was uplifting and I found myself humming to the song when I wasn't playing the game. Exploring new islands via boat was awesome; you can get off the boat and run around. That was my favorite part of the game: exploring. Helping the first handful of spirits was a rollercoaster of emotions. Through their quests and short conversations you start to learn more about them as individuals. When you have to say goodbye, it hurts.
Unfortunately after maybe the fifth spirit, the rest felt bare boned. It made me care less and less the further I went into the main character's story. The final two spirits (which are optional) did NOT feel worth the challenges. It was very disappointing to play while I felt punished by the game. The last spirit was extremely rude, self centered, and if you fail one of their challenges they became verbally abusive. It made me feel AWFUL. I have no idea why they added this character? The game calls itself cozy...it's not cozy to be told I was terrible. The end of your story went where I feared...and I was disappointed by that.
Don't mistake this game as story heavy. It can be an emotional toll but it doesn't give you a full story. It's a management game. You may be puzzled on a few points. If you want the full story and explanation of the characters...you have to buy their art book for ten bucks. The player should be able to understand the story well enough in the game that you shouldn't have to buy something else to understand what you just played.
Let's start with positives first. I adore the art style of the game: bright colors, animal designs for the spirits, and interesting locations to explore. The music was uplifting and I found myself humming to the song when I wasn't playing the game. Exploring new islands via boat was awesome; you can get off the boat and run around. That was my favorite part of the game: exploring. Helping the first handful of spirits was a rollercoaster of emotions. Through their quests and short conversations you start to learn more about them as individuals. When you have to say goodbye, it hurts.
Unfortunately after maybe the fifth spirit, the rest felt bare boned. It made me care less and less the further I went into the main character's story. The final two spirits (which are optional) did NOT feel worth the challenges. It was very disappointing to play while I felt punished by the game. The last spirit was extremely rude, self centered, and if you fail one of their challenges they became verbally abusive. It made me feel AWFUL. I have no idea why they added this character? The game calls itself cozy...it's not cozy to be told I was terrible. The end of your story went where I feared...and I was disappointed by that.
Don't mistake this game as story heavy. It can be an emotional toll but it doesn't give you a full story. It's a management game. You may be puzzled on a few points. If you want the full story and explanation of the characters...you have to buy their art book for ten bucks. The player should be able to understand the story well enough in the game that you shouldn't have to buy something else to understand what you just played.
This review contains spoilers
Quite saddened by this one. The early game of Spiritfarer is solid, the resource gathering makes sense and your initial companions on your journey are all likeable and filled with personality. But the more I progressed, the more frustrating it became. Starting first with the resource management, the core mechanic of the game. It baffles me that after the first 20hrs there is still no way to automate resource creation. There is a kitchen, crusher, foundry, sawmill, loom, smithy, all the farming ones and that is just what I have unlocked and yet absolutely none of them have the ability to automate. That means that in the later parts of the game, when I need to craft higher level materials through various processes to complete quests, I need to manually go to multiple buildings and go through the same annoying mini games to make them. It is baffling in the long term that even through upgrades, there is no automation of resource creation.
Now for the characters. The initial bunch of spirits are all great, but I'd say from Astrid onwards I did not find a single one of them likeable and a few bordered on annoying. This might just be personal taste, but to have Giovanni, a cheater and by all accounts kinda shitty dude, get a full emotional send off while Atul, one of the longest serving passengers on board and a truly joyful person, just disappear overnight, is infuriating.
If you're one for lots of resource management and don't mind the need to constantly create new materials, you may enjoy this more than me. But at a certain point, I just couldn't push any further, especially when I didn't care for any of the spirits on the boat.
Now for the characters. The initial bunch of spirits are all great, but I'd say from Astrid onwards I did not find a single one of them likeable and a few bordered on annoying. This might just be personal taste, but to have Giovanni, a cheater and by all accounts kinda shitty dude, get a full emotional send off while Atul, one of the longest serving passengers on board and a truly joyful person, just disappear overnight, is infuriating.
If you're one for lots of resource management and don't mind the need to constantly create new materials, you may enjoy this more than me. But at a certain point, I just couldn't push any further, especially when I didn't care for any of the spirits on the boat.
This review contains spoilers
Esse jogo é pouco comentado pro meu gosto. Tem uma história muito bonita, amei o sistema de montar as estruturas no barco e de como pegar alguns itens por meio de eventos aleatórios no mar. Eu chorei com a despedida da maior parte dos personagens, principalmente o Tio Atul.
FAÇAM A AÇÃO DE ABRAÇAR UM PERSONAGEM ALGO PADRÃO
FAÇAM A AÇÃO DE ABRAÇAR UM PERSONAGEM ALGO PADRÃO
I loved it, with a few problems.
First off, the story and characters are all well written and heartfelt, to the point I was sure id be sobbing throughout. But I didn't really, some things prevented it from hitting me the right way.
I think anytime story shit is happening is wonderful, and the core of the gameplay is one of my preferred resource MGMT/farming games. It has a good deal of engaging platforming, fun activities to break up gameplay, decent progression hooks and upgrades, perfect art and animation, music, visual style. But the pacing, if played the wrong way, sucked a lot from my enjoyment.
I do blame myself partially, as I naturally kind of hit areas and completed stuff in a way that caused shortages later in the game, but this unfortunately soured it a bit. Long stints of no new narrative interest and seemingly more or less maxing out my resources to collect, and I realized this too late that I should be doing more farming when the request comes in vs. a continuing factory assembly line of materials and refinement and so on. I get that it's supposed to be meditative but not having all spirits, but it feels like the pacing gap between all the moving pieces felt pretty unfortunate. and some more obscure information gets scattered by not doing every activity all the time, even if there's no reason for you to do so, such as one of the most important spirits obtained via fishing, when nothing indicates this is necessary, but is linked to an essential item for other progress. I also felt that when stacked together, the stories felt kind of mechanical and packed less punch for some of it, especially when it requires a lot of irritating travel, when you could have done it more efficiently if you had x just a little before, and then if you get it unoptimally, it isn't really worth getting it in the first place. Hard stuff to balance, I'm sure, esp with the way the story develops, but it did make me kinda sad about this. The core stories and gameplay again are so good, and it's worth playing, but not without some rough edges.
I
First off, the story and characters are all well written and heartfelt, to the point I was sure id be sobbing throughout. But I didn't really, some things prevented it from hitting me the right way.
I think anytime story shit is happening is wonderful, and the core of the gameplay is one of my preferred resource MGMT/farming games. It has a good deal of engaging platforming, fun activities to break up gameplay, decent progression hooks and upgrades, perfect art and animation, music, visual style. But the pacing, if played the wrong way, sucked a lot from my enjoyment.
I do blame myself partially, as I naturally kind of hit areas and completed stuff in a way that caused shortages later in the game, but this unfortunately soured it a bit. Long stints of no new narrative interest and seemingly more or less maxing out my resources to collect, and I realized this too late that I should be doing more farming when the request comes in vs. a continuing factory assembly line of materials and refinement and so on. I get that it's supposed to be meditative but not having all spirits, but it feels like the pacing gap between all the moving pieces felt pretty unfortunate. and some more obscure information gets scattered by not doing every activity all the time, even if there's no reason for you to do so, such as one of the most important spirits obtained via fishing, when nothing indicates this is necessary, but is linked to an essential item for other progress. I also felt that when stacked together, the stories felt kind of mechanical and packed less punch for some of it, especially when it requires a lot of irritating travel, when you could have done it more efficiently if you had x just a little before, and then if you get it unoptimally, it isn't really worth getting it in the first place. Hard stuff to balance, I'm sure, esp with the way the story develops, but it did make me kinda sad about this. The core stories and gameplay again are so good, and it's worth playing, but not without some rough edges.
I