It's actually kind of surprising just how much I loved this game. It's legitimately one of my all-time favorites now. I swear, the original GameBoy game designers were just absolute mad lads run rampant on whatever fever dream ideas they had on any given day. Bonkers game. And it's all the better for that.

Plus, the debut of Wario. What more can you ask for?

UPDATE: The comments section under this review is now closed. I don't feel like constantly pushing back against uncharitable characterizations of me or my position every few minutes of my day. I have more important things to do with my time. A lot of you really don't like that I consider the worst reviews of this game on here to be petty and vapid. I get it. But name-calling and misrepresentation is not the way to win me over to the other side of this conversation.

In a good faith effort to address some of the criticisms of my review that actually made sense to me, I have revised some passages to be clearer in their intent. Beyond that, I can't do anything else. I can't lie and claim to also think this game is garbage when that isn't how I feel. If you want a Palworld hate circlejerk, you can find plenty of those under the scads of one- and half-star reviews bombarding this page. Enjoy. But that's not what I want my review page to turn into.

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Palworld is not an original game. It also doesn't claim to be. It relishes in its influences, giving intentional nods to the likes of Breath of the Wild, Ark: Survival Evolved, Pokemon, Digimon, Shin Megami Tensei, Minecraft, and others. Through its art style, musical cues, creature designs, and gameplay mechanics, Palworld serves as a joyous love letter to all of these prior games without which it would not exist.

But originality alone is not what makes or breaks a gaming experience for me. Above all else, a game must make me want to keep returning to it, and make the hours pass by in an instant as I have an amazing fun time getting lost in its virtual world. If a game can do that, then it's succeeded at its most important job.

And for me, Palworld is very much a success by those standards.

Equal parts open world adventure game, RPG, fort defense, survival crafting game, monster catcher, and raid-based MMO, Palworld manages, somehow, to balance all of these and function as a game unique enough in its play experience to earn its own place among the gaming canon. I have put over 100 hours into it so far, and the sense of adventure, exploration, wonder, and accomplishment that it gives me is comparable to those same feelings I got from playing Breath of the Wild for the first time. I kid you not.

Is it for everyone? Of course not. But it scratches all of the exact itches I need.

The review bombing this game is getting is really a shame. Because this is one of the very best games of its kind to ever release, and it does not deserve this hate campaign. While there are plenty of actual reasons to dislike this game, the lowest scores for it right now seem to almost always accompany reviews that strike me as somewhat disingenuous and unlettered. Even some reviews go so far as to admit that they haven't even played the game but that they're giving the lowest score possible anyway because want to Fight the Power (TM) and take a stand against what they perceive as a lazy reskin of Pokemon. From this, I can determine that a majority of these most vapid and pointless negative reviews seem to be coming from disgruntled Pokemon fans who feel like their beloved franchise is being plagiarized by or unfairly compared to Palworld.

What I need to clarify, based on the comments on the initial version of this review, is that I am not endorsing the narrative that Palworld is a "Pokemon killer," or that Pokemon as a whole IP sucks, or that Nintendo is awful, or that Palworld is superior to Pokemon in every aspect, or any other claim if this sort. I do, however, believe that Palworld is a more enjoyable gaming experience than any of the mainline Pokemon games in recent memory. That doesn't mean Palworld is innately superior to Pokemon, but it does mean that the programmers and developers behind Palworld have, for whatever reason, managed to make a game that is much more fun to play than current offerings from The Pokemon Community have been. That could change tomorrow, but today, that is a true statement. Whether you think it's derivative as hell, Palworld is, first and foremost, incredibly fun.

The reality is that this game is not ripping off or plagiarizing Pokemon. It is simply too different a game to ever have a claim like that stick. In Pokemon, you catch monsters, bring them out for key battles against other monsters, and traverse fairly linearly from town to town, gym to gym, until you collect them all and beat all the bosses. The end.

In Palworld, you collect monsters, build bases, level up your character, craft outfits, weapons, decorations, armor, more production devices for even more crafting, farm for resources to do the crafting in the first place, give your collected monsters their own weapons and armor, ride them like mounts, employ them as workers around your base, use them in battle, fight alongside them in battle, explore dungeons, traverse an expansive open world, defeat bosses to unlock key upgrade items, complete side missions to expand your base and build even more bases, customize your character's appearance, join other player's games for online co-op, have them join yours as well, form guilds with your online friends and join in raids, defend your own base against other raids, and countless other things that the developers will continue to add through regular updates.

The two games are almost nothing alike. The only similarity being that in both games you collect monsters. But in Palworld, you can do so much more than that. It pulls elements from Minecraft, Harvest Moon, Breath of the Wild, ARK: Survival Evolved, Fortnite, and LEGO, just to name a few. And it isn't coy about these influences. But it also isn't merely a haphazard stitching together of those different game types, either. Palworld manages to take these influences and blend them in such a way that a game with its own distinct identity and play style still emerges from the primordial soup. And the game's huge success is, in my book, completely deserved and earned. People worked hard on this game.

But do not misunderstand me: I was going to give this game five stars anyway. Even before the naysayers started shouting so loudly by the beginning of the new week. Over the weekend I became absolutely obsessed with Palworld's freedom, customizability, and charm, and I was already prepared to declare it my current frontrunner for game of the year. I am not giving it such a high score merely as an attempt to balance out to unfair, review-bombed rating. I am giving it such a high score because I genuinely believe it deserves it. And the fact that the game has sold over 4 million copies in just 3 days shows that I am not alone in enjoying the hell out of it. If that makes me a fool, so be it. I don't stare at my video games on walls in museums. I play them as interactive adventures. Fun factor is king when it comes to how I evaluate games. And Palworld has that in droves.

As for the claims of plagiarism... As of this writing, no proof of this claim has been found. But even if the (very small team of) developers had to use AI generation for some of their assets (as of this writing still unproven, but possible), I do not believe that would lessen the legitimacy of the game's accolades as an incredibly well made gaming experience on the whole. Do some of the creature designs look a bit derivative of Pokemon's art style? Sure, but so does Digimon, Dragon Quest Monsters, Monster Sanctuary, Monster Crown, Monster Hunter, Coromon, Ni no Kuni, Nexomon, Shin Megami Tensei, or any other of the countless creature collection games that exist today and are presented in an anime style. It is inevitable that similarities will occur. And Nintendo and The Pokemon Company do not own the sole rights to the creature collection genre at large. That isn't how this works. You can't patent a style or a genre. It's far too broad a category, and doing so would snuff off creativity and influence, which are key ingredients in art.

I for one am happy that such influences were put to such amazing use in order to create the beautiful art (yes, video games are art, even if you don't personally like them) that is Palworld. Long may it reign.

2021

You know. The outdoors can be a real whore.

2006

This is the "Fable" of Rockstar games.

It's a "Space Invaders" rip-off. Period. Namco would go on to define their own classic arcade shooter a few years later in this game's sequel, "Galaga," which I actually think is far superior to "Space Invaders." However, this first outing in the series is frankly pretty shameless in its pale imitation of a far superior and more original arcade juggernaut. Nothing to see here.

I do not exaggerate. I like this game more than Banjo-Kazooie.

It's a good proof-of-concept for a loving Spyro homage. Pretty graphics. Good level design. Memorable music.

The issues come with the controls. And unfortunately, that's the main aspect that needs to be as close to perfect as possible for a platformer. A game like this will make or break based on how tight the control of the character is. As of this writing, the early access version of Zera is an absolute mess in this regard. The camera sensitivity is far too touchy, meaning that it is difficult to properly aim my direction without unintentionally overshooting my trajectory and veering off too far to the left or the right. Moving Zera around the game world also feels very "slippery." Timing and aiming precise jumps, as well as staying on course over thin bridges with little margin for error while charging, old school Spyro-style, is far more unwieldy than it should be in a game that touts itself as a spiritual successor to that game.

A particularly frustrating section of the game for me came in the very first proper stage. This game's equivalent of the egg thief character, sack of goods in hand, spotted me and started running in the expected circular pattern I had seen dozens of times before. I've been playing Spyro for decades. I am no novice to these chase sequences. And yet, I found that the imprecise, slippery movement of Zera meant that I was never able to maintain a consistent path or momentum long enough to ever catch up with the little bastard. Each time I would find my rhythm and speed, I would lose control of Zera and go flying off the ledge and into the depths below (yes, the game's very first chase sequence, which should arguably serve as a tutorial for the mechanics of them, takes place on a very thin, circular section of land over a pool of acid).

All of the pieces are there. The game has potential. But as I was playing Zera, in its current janky state, all I could think of was how much it was making me want to simply boot up Spyro and play it instead.

Like many 2600 games, the controls are counterintuitive and the object of the game is completely invisible. Unless you were fortunate enough to have parents who were smart enough to hold onto the instruction manual, you were pretty much out of luck with figuring out how this game worked. Nothing in-game explains it.

So, the object of the game is to collect all the broken pieces of a magical vase that can free you from the haunted mansion you're stuck in. The pieces are randomly strewn about the entire house, across four floors and twenty-some odd rooms. The problem: it's pitch black everywhere, and monsters are constantly chasing you.

So, how do you see where the collectibles are? Well, it turns out that the button on the joystick actually lights a match and creates a halo of visuals around your character. Within that limited visual aperture, you can see and collect the necessary pieces of the vase. Once you figure that out, it's actually a pretty easy game. Just avoid too many hits from the monsters and assemble the vase (one piece at a time, unfortunately, as there is no inventory), and you'll succeed.

Obviously, Haunted House has aged pretty poorly. There is a "remake" coming soon that bears absolutely no recognizable resemblance to this game (it also looks like shit, but that's neither here nor there), but I would actually recommend that every gamer play this version at least once so that they can appreciate where survival horror began--and how far it has come. It won't win any "best of" categories anymore, but it's a fun little game wrapped in charm and history.

It's an absolute mind trip fever dream that mixes ancient Japan nature sights with gory, uncanny cyberpunk that never feels quite real. Characters' faces distort and change, challenging puzzles merge with mini-games merge with action sequences merge with point-and-click adventure sections, and the adult content also feels like it's coming from a nightmare. I've never quite played anything else like it. Burned into my mind and never leaving, "Geisha" is a type of game that will never be made again.

2004

When Peter Molyneux promises you a game that will give you "absolute freedom," expect a very bland, boring, limited game with fewer options for how to live your character's life than a fucking farming sim.

It's a decent enough platformer with a fun jump mechanic designed to help little kids get through the game more easily. Fun levels and a neat art style. But I don't really understand its "all-time classic" status in the minds of so many. Aside from nostalgia associated with it for those who played it as children, I don't see a reason for the unending praise. It's fun, but there's nothing particularly special about it.

There is the bottom of the barrel of game design, then below that, somehow, there is Late Shift.

And the award for most excruciating soundtrack goes to...

2007

I have a distinct memory of playing this game when it was new where I launched the guy, he happened to land on a rooftop, then he slowly started rolling towards the edge. Right as he started to ebb right over and start to fall again, he whimpered, "no, no..."

And I found that darkly hilarious.

2018

I remember seeing the trailers and early gameplay footage for this thing and being quite excited for it. Feels bad, man...

Apparently the VR remake of this is actually quite good, given the fact that they stripped back the pretentiousness and just gave us what this game should have been all along: a museum-style walkthrough that simply allows us to revel in the visuals. But the original release of the game attempted to tack on a story and a sense of consequential decision-making that really cut its own legs out from under it. We want to experience the cool visuals at our own pace in a game like this, not fumble about trying to "win" the game