Crystal Project: An Unexpected Marriage of Hollow Knight and Final Fantasy V

I got a long story with this Crystal Project. Basically, I haven’t actually beaten it. I have played the vast majority of it, though; enough that I feel like I can write a final piece on it (also I’m a filthy casual so it’s not like I follow the standards of the gaming community anyway). Also, I really want to talk about it, but if I try to push myself to grind out the rest of it, I might end up hating it, because some of the side stuff in the game is utter BS. I might not even finish it at all because the kind of experiences I want in games is starting to change (which is my fancy way of saying I suck). So… yeah, here’s this mess of a review of a game I’ve only done about 75% of.

In Crystal Project, you and your fully customizable party find themselves in the land of Sequoia, looking for adventure, and Crystals that give you new jobs. This game fully embraces the core spirit of JRPGs of old, and as such, the story is almost non-existent.

Before getting into the gameplay, let’s look at Sequoia first. It doesn’t seem like much just from the game’s screenshots, but I found myself growing attached to the quaint and vibrant voxel-art style. It’s like Minecraft, but cozier. The character designs are a bit lifeless, but that’s probably because it REALLY wants to have the old-school vibes, including how sprites tended to not be very expressive back then. The soundtrack is also really good, plus the game shows the name of each song and credits its composer on the HUD whenever you enter a different area (this doesn’t happen for battle themes, though).

What might attract an RPG-aficionado to Crystal Project is its Elder Scrolls-like sandbox structure. You are thrown into the game with no sense of direction, and no motive other than the pure desire to explore the world. The game is almost self-aware of this during what little plot the game actually has. In any case, the world is fully non-linear. Not only that, but it’s actually a metroidvania. This is one of the things that stands out about Crystal Project, and lemme tell you, exploring Sequoia is its own reward, and that alone makes the game worth buying. Combining the design philosophy of metroidvanias in a fully 3D space is truly something. You never know when an unassuming little alcove will lead to a whole new part of the world (seriously, that happens a lot)!

The other standout feature is the game’s platforming aspect. There are no invisible walls; just geometry. And most of said geometry can be stood upon, including opened treasure chests, NPCs, and light fixtures. If you’ve played Crosscode, then Crystal Project makes a good competitor in this department. 

Of course, just because it’s a competitor doesn’t mean it’ll win. While the platforming in Crystal Project is fun to figure out, there aren’t many instances of opening easy shortcuts back up. If you fall at any time, you more-than-likely have to walk all the way back to where you were…

Which brings us to one of the biggest turn-offs in Crystal Project: limited fast travel. Like many metroidvanias, you’re going to be backtracking a LOT. There are plenty of fast travel points scattered throughout the world, but only one can be assigned as active at a time (unless you enable the setting to activate three at a time), along with any number of Shrines that you find throughout the world. If there’s any pro-tips I can give, it’s to establish a warp point as high up as possible; no matter how far something is horizontally, descending is always faster than ascending. You will be able to earn various mounts, many of which allow for a LOT of developer-intended sequence breaking throughout the overworld.

What’s worse is that you can’t heal directly from the fast travel points themselves; you gotta find an inn or other source of healing. Fortunately, this can be offset with consumable items. I know what you’re thinking: “I’m not going to use consumables except on the final boss! But since I made such a habit of not using them, I forgot to use them on the final boss!” Well, too bad. With such limited means of recovery, you gotta do it. Fortunately, enemies universally tend to drop basic healing items very often for this exact purpose. 

Another big caveat is the map. While the map itself is great, getting the maps of each area is not. Again, think of it as a metroidvania; you gotta earn the map. My advice is to simply explore, and talk to any NPCs you see; one might be hoarding a map or two to themselves.

Combat is nothing new, yet it feels fresh at the same time. Like in classic JRPGs, you have unlockable jobs. Level up those jobs, and carry those skills over by assigning it as a sub-job while you work on something else. Learn passive skills to equip your characters to mix and match many types of playstyles. Battles are your basic turn-bases format. However, you get to see a LOT more of the action than in perhaps any RPG ever. Crystal Project allows you to see your stats, enemy stats, what attack an enemy will do, how much damage it’ll do, how much damage you’ll do; literally every parameter that is calculated during an RPG battle. This gives combat a fun puzzle element that is truly unique to the genre. And most importantly… Bosses are susceptible to status ailments! This really showcases the focus on strategy in Crystal Project.

Difficulty-wise… holy crap this game is tough. Even if you had the fundamental knowledge of turned-based RPGs—which you’re definitely expected to have—there are a lot of intricate systems, such as how aggro works. Also, an ability as basic as using consumable items in battle is restricted to a specific job. But even when you get that job—and start finding pouches to increase inventory space—Crystal Project can still shred you. Although mobs in the overworld are color-coded to indicate their danger level, I’ve gotten destroyed many times by enemies that the game said I was on par with. There really is no advice but to master the system as soon as possible. It doesn’t hurt to grind either; money is quite necessary, after all. 

One positive is that the dev of Crystal Project doesn’t hate gamers like how it feels with most indie games that try to be Dark Souls (which feels like at least 90% of them to be honest). The options menu contains customizable assists that make the game easier, and you’re not shamed for using them. You can increase the amount of XP, job points, and money you earn to save on grinding, for starters. You can also skip the game’s notoriously BS minigames that you need to win a lot in order to get everything (although I think you’ll be relying on RNG to win if you do that), and increase the maximum level cap, which I only feel would only be necessary for the superbosses.

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Final Verdict: 9/10

Crystal Project can definitely be called unbalanced and unfair, but it’s still a very novel subversion of JRPG tropes, and one of the most underrated games of the year. I will probably use the minigame skip and increased level capacity as I work toward finishing it… much to the ire of the invisible people on the Internet. Anyway, you’ve been warned as to how brutally difficult it is. Proceed with caution (unless you’re a real gamer, in which case you can probably beat it with no assists).

Core Keeper (Early Access): This Game Could be the Next Big Timesink

Playing games in Early Access is a natural risk. What’s even riskier is playing a game in Early Access as soon as it drops; in its buggiest, most unbalanced, infantile state possible. But you know what… I’m feeling risky. Besides, I was planning to do this when Forever Skies dropped on Steam, so I might as well get used to it. Let’s see if Core Keeper has any potential to be a really great game.

In Core Keeper, you end up getting teleported into a sprawling cave, with a mysterious object at its center. With nothing better to do, your goal is to power it up and see what it does. 

Like Grounded and Minecraft, that’s all there is to the story of Core Keeper; what matters is the gameplay. Right off the bat, the game is more like the latter than the former, because it’s set in a procedurally generated world. No two save files are exactly alike, allowing for a lot of replay value. However, this means you can have bad luck finding the biome that you want. 

Before we go into what biomes you want, let’s discuss the actual gameplay. If you’ve played Minecraft or Terraria, then Core Keeper will be easy to jump right into. And if you haven’t played them, then prepare to swim in the deep end with no floaties. There is next to no tutorial about how anything works, which might be a nice change of pace for “true gamers,” but a hindrance to others. 

Fortunately, the mechanics are simple and follow expectations for this kind of game. Ores can be smelted, seeds can be planted, food can be cooked, and equipment can be forged and repaired. As you unlock better workbenches, you’ll be able to make potions, railways for fast travel, and more.

The problem is getting there. Every game like this has an early-game hurdle in one way or another, either because you need to go to a place where the enemies are really strong for the point you’re at, or because an essential resource is scarce in the areas you’re realistically capable of handling. Core Keeper‘s case is the latter. Tin is one of the most important resources in the game, because it is needed to craft a Tin Workbench that unlocks most of the essential mechanics of the game… which also need tin to craft. If you can’t find the specific biome it’s common in, you’ll be hoping RNG spawned enough wooden crates containing it. If you think that’s stupid, then this type of game is not for you. The big hurdle for me personally is scarlet—which I still have yet to find. Both tin and iron were in biomes adjacent to the starting area, but I’ve done a lot of exploring and still haven’t found any scarlet ore. 

In any case, I’m not particularly fond of ore distribution. It’s nice that hidden ores have a sparkly effect to push you in a general direction, but having them tied to specific biomes feels kind of bleh to me. Technically, it’s better because that means less pockets of your inventory will be taken up by several varieties of items. I dunno… maybe I’m just being picky.

As if the game isn’t grindy enough, it has the Quest 64 skill system. In case you have never heard of that game, here’s what it boils down to: you level attributes by using those attributes… a lot. Core Keeper gets even grindier because you need to level up an attribute five times to get ONE point to invest into that attribute’s skill tree. The upgrades are worth it; however, it seems that there are finite attribute level-ups, which is also kind of crappy. Pick your upgrades wisely.

Also, the game’s Early Access-ness REALLY shows. While there’s a lot of fully-fleshed mechanics, it’s very… archaic. For example, everything you use can ONLY be used on the quick select; if you want to plant seeds, they gotta be in quick select, and so does your watering can if you want to water them. Also, crafting of any kind requires items to be on-hand; no pulling from storage. I’m going to hope that they intend to add the necessary quality-of-life features in future patches. Another thing I hope is rebalanced is durability. The armor durability seems manageable enough, but I feel like it’s not generous enough with tools. I have the third tier of pickaxe and it loses durability VERY fast for what it is; in most games like this, the third tier is the first point where you don’t have to worry about durability too much.

Difficulty-wise, Core Keeper is actually about as punishing as Terraria or Minecraft. Even with good armor, mobs can end you as quickly as they respawn. The bosses are very tough; in fact, I almost died at the first one, and I have no idea how you’re supposed to go about fighting the giant worm. There are also situations where a horde of enemies can go out of their way to hunt you down from well off-screen. As obnoxious as that sounds, the worst ones are the larva enemies simply because they destroy items such as torches; you’ll need to rely on glow buffs to explore those areas with any sense of visibility. 

Fortunately, Core Keeper is very generous compared to other games of its kind. If you die, your stuff will still remain in that location, but it’s ONLY the stuff that’s NOT on your quick-select. Because of this, you’ll still have your armor and tools, which mitigates those annoying situations where you can soft-lock yourself out of getting important equipment back because you had to go into dangerous territory naked while the mobs that killed you camp your corpse. Please don’t change this, Core Keeper people!

Sadly, the game oozes the intention to play with multiple people. While the combat seems balanced enough, there is an almost excessive amount of stuff to do. From exploring, to expanding your main base, to building tracks for fast travel… this will easily go beyond a hundred hours for a solo player, and whether or not that’s a worthy timesink will be entirely up to you. With that being said… 

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Current Verdict: 8.5/10

Core Keeper has potential to be a really great, and addicting, game. It’ll also be a lot of bang for your buck, especially if you go solo! However, it doesn’t really do anything new. I admit that, for me, it’s currently just scratching an itch while I wait on Forever Skies, and further updates for Grounded. I’ll continue to slowly work toward beating every boss to power up the core, but there’s no guarantee I’ll accomplish that. They’re going to need to roll out quality-of-life updates in order to keep my interest.

Black Skylands: My First Early Access Experience

The idea of playing games in Early Access was always interesting to me. If you don’t know what Early Access is, allow me to define it: basically, you pay to play a partially finished game, and support it as it develops over time. Of course, the biggest risk is the possibility of the game having to be abandoned for whatever reason. One such thing apparently happened last November with Among Trees. However, there are a lot of popular Early Access games, such as Raft, Death Trash, and Satisfactory. There are also some that are more off the beaten path, such as Black Skylands.

In Black Skylands, you have your usual race of humanoids who live on sky islands (or skylands, hence the title drop). This world, known as Aspya, has been plagued by the Swarm (a common noun turned into a proper noun, as is tradition). The main protagonist is a girl named Eva, and her dad is captain of the Earners. He has a crackpot plan to journey into the Eternal Storm because he thinks the solution to beat back the swarm is there. However, when scientists bring back a sample of a Swarm creature, everything falls apart. Seven years later, Eva has to fix everything herself.

It’s easy to impulsively buy Black Skylands because it is gorgeous. I’ve grown to love pixel-art, and how deceptively versatile it is for conveying different artstyles. This game is vibrant, and full of color. As you sail on your skyship, you’ll see creatures of all sizes that are just there for cosmetics; from flying manta rays above you, to massive behemoths that thankfully hang at much lower altitudes. Unfortunately, the nature of the game’s top-down perspective can make characters look the same in the overworld. That’s why they have their portraits during dialogue.

The weakest part of the game is no doubt the story. A lot is thrown at you very fast, and the worst part is the catalyst of all of it: the aforementioned incident regarding the Swarm creature. In its aftermath, this dude named Kain turns into a maniacal sociopath, whose faction, the Falconers, pillage and murder the people of Aspya in some twisted sense of justice. It’s your usual “absolute power corrupts absolutely,” and the worst part is why. He gets mad because his bird died in the incident. While I can’t imagine the grief from losing a pet animal, I don’t exactly think it’s a reason to form a dystopian government.

Fortunately, Black Skylands shows fantastic potential even in Early Access. In fact, I’ve played finished games that were worse. There’s a ton of stuff to do in the overworld, most of which is on the various skylands. These are full of resources, treasures, quests, and more. By defeating all enemies on a skyland, you reclaim it from the Falconers. Doing this rescues the population, who for some reason, act as a currency to enable special passive upgrades. Islands can be retaken, but it doesn’t happen that often, and the game at least shows a time limit on the HUD (something I’m pretty sure other games with similar mechanics don’t do).

Inventory management can be an issue. Your skyship can only hold twenty items at first, and they don’t stack. Quest-relevant NPCs you need to transport are stored in crates and count toward that inventory, which is admittedly pretty funny. The rub is that essentials for your ship to not go derelict, such as fuel canisters, repair kits, and ammo boxes, take up this space as well. 

There’s a lot to do in your main base of operations, the Fathership, as well. This place has seen better days, and it’s up to you to fix all of it from the ground up. Like in many games of this kind, you consume resources to build facilities that produce more important resources.

The best part is customization. There are a ton of weapon types and playstyles to pick from. Most weapons can have mods installed, which can be crafted or found in mod crates scattered across the world. Your skyships also have a wide variety of components to equip. Unfortunately, equipment tends to become useless fast, since you can level up facilities faster than you can get all the resources necessary to craft every piece of equipment, allowing you to get the next tier of equipment.  

Yes, I said skyships just now. Once you build the ship workshop, you can buy new types of ships and new parts for them and modify literally every aspect of them. As of this review, they only have four types of ships. From what I can tell, there are no cases where you need the little lightweight ship to fit into a narrow passage (although there are some really narrow passages that I have NO IDEA how to get through). 

There are also artifacts. By solving puzzles scattered throughout the world, you obtain crystals that grant you and your ship cool abilities. These are very helpful, and naturally, they can’t be spammed. Eva’s artifacts have a cooldown period, and the ship consumes energy, the latter of which can be replenished by destroying the many asteroids scattered throughout the world, or flying enemies. It doesn’t regenerate over time or when you take it to the shipyard, which kind of sucks, because I don’t think the asteroids respawn either.

Combat is where things get interesting. Black Skylands has a fun mix of range and melee combat. You have your arsenal of guns at your disposal, but it’s encouraged to use your grappling hook for sneak attacks, or to yeet people off of cliffs. Your only source of healing is medkits, but refills tend to be common enough.

Speaking of the grappling hook, you better learn that thing fast. It’s your main source of movement over the vast skies below. Fortunately, if you fall, you don’t immediately die. For some reason, you can somehow try to grapple the nearest grabbable ledge and save yourself. It’s really nice, especially when you’re learning to use the darn thing.

Skyship flying can be difficult at times. They seem to have so much momentum that once they hit top speed, I could let go of the gas and it would move forward perpetually until I hit the brakes. Also, the cannons on them are… interesting. They point at different angles depending on the ship, which makes combat a bit weird. Also, the controls are kind of bizarre; you can only shoot just the right cannon or all cannons. The Annihilator Beam artifact helps because it is a head-on frontal attack. 

So far, Black Skylands is surprisingly difficult for a chill sandbox game. Once you’re asked to go to the ice region, the game really starts to test your grappling and fighting abilities. Fortunately, dying has virtually no penalty… not that I would know that from experience, of course *sweating emoji*.

One thing that can end up being a downer is that fast travel costs money relative to the distance from point A to point B. This sucks because you need money for a lot of things. It’s plentiful enough in the overworld, but it’s amazing how fast you can empty your pockets. One protip that you’re never taught is that cabbage, the cheapest crop to grow, sells for an obscene amount of money for such a common resource. As far as I know, cabbage isn’t used for anything else, so they probably intended for them to be your main source of income.

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Current Verdict: 8.75/10

Black Skylands could become one of this year’s most underrated games once it’s complete. Hopefully, that’ll actually happen, considering that this isn’t as popular as the aforementioned Early Access titles. As fun as it is, the lack of many facilities, among other small things, betrays its incomplete state. If the game gets cancelled, I’ll update this post with that information. Otherwise, I highly recommend you give it a try if it strikes your fancy, and support its development by doing so.

Spiritfarer: The Ultimate Casual Game

I’ve definitely been getting a bit more into indie games lately (mostly because they’re relatively cheap), but most of the ones I’ve played are very much in the raw gameplay category. Of course, indie games are just as well known for being more “video” than “game”; as in, they fall into the realm of artistic and emotional experiences that have definitely turned the meaning of the word “videogame” on its head. From Journey, to What Remains of Edith Finch, Gris, and more, a lot of these are highly acclaimed and have brought tons of gamers to tears. I’ve watched people play a lot of the aforementioned titles, mostly from StephenPlays and his wife, Mal. While those games definitely presented themselves really well, I never cried over them. And honestly, it does kind of make me self-deprecate when I’m literally watching people break down in sobs and I… don’t. Basically, the crux of this long-winded preface is me thinking “What if it’s because I’m not playing these games myself? What if I need to be the one moving the character and pushing the buttons and looking at them from my own TV?” This is what’s led me to trying one of the latest emotional indie games, Spiritfarer. Well, that and the fact that you get to construct a cool boat in it.

In Spiritfarer, a girl named Stella suddenly awakens in the River Styx (or something). This creepy hooded guy named Charon looms above her, and says that he’s retiring from his job as the Spiritfarer. Stella, and her cat Daffodil, are given Everlights, which make them the new Spiritfarers. Their task is to find any spirit who isn’t ready to pass on and help them to pass on (which, in terms of gameplay, is to spoil them rotten until they’re happy). When they’re ready, she is to take them to the Everdoor, where they will finally join Prince in the afterworld, a place of never-ending happiness, where the sun shines both day and night. 

Normally, I discuss story, gameplay, and audio-visuals in that order. However, because of how Spiritfarer is, I’m actually going to discuss it in reverse, mostly because I want you to writhe in suspense over whether or not I—as the heartless machine I am—cried over the game’s story. For reasons I’ll get to throughout the review, the gameplay and story rely on how the game looks and sounds.

At a glance, Spiritfarer seems just alright visually. Indie games with hand-drawn art styles are nothing new, and this one looks no better than an American graphic novel (and if you’ve read my review of The Witch Boy, you’ll know how much I don’t care for that artstyle). However, you can’t truly appreciate Spiritfarer’s visuals without actually playing the darn thing, and lemme tell you… this ended up being one of the most beautiful games I’ve ever looked at. The colors are striking and vibrant, with beautiful lighting effects. The character design is fantastic, with every person having a unique and creative look. What really surprised me was the animation. Like I said, games done in hand-drawn style are nothing new, but I daresay that Spiritfarer has phenomenal animation. They know that good animation comes down to subtle mannerisms and minute details. And despite being a silent protagonist, Stella dynamically reacts to dialogue, which helps make her feel alive as well. Word of warning, though. Remember how old videogames loved giving you seizures? Something similar occurs in this game during specific scenes, such as when you welcome a new character to your boat.

The soundtrack is just as deceptively fantastic. As one of the few people who actually loved Zelda Breath of the Wild’s soundtrack, Spiritfarer’s was just as enchanting. It’s super chill (except at certain points, which I’ll cover later) and soothing. But unlike Breath of the Wild with having one overworld theme and then the final dungeon theme, Spiritfarer has several different themes. Sometimes, I’ll play as inefficient as possible just as an excuse to chill (that, and the fact that I’m never efficient in these kinds of games).

Regardless of what I end up thinking of the story, what made me more invested than anything was Spiritfarer’s gameplay, which will be discussed at length. In essence, Spiritfarer plays like a 2-D Raft, where you collect resources through various methods in order to craft facilities and structures for your boat. The system is pretty simple and intuitive, and you can place buildings anywhere within your boat’s space, since it’ll auto-construct ladders. The tricky part, especially early-game, is wrestling with the boat’s size. The various facilities come in wild shapes and sizes, and it’s as fun as it is frustrating to try and clutter it all together. Fortunately, there is an edit feature where you can freely move the buildings without having to dismantle and rebuild them. 

There’s also plenty of upgrades for your rig. You can go to Al’s Shipyard to increase the boat’s size, unlock new facilities, and a host of other things. One of the best aspects of this is that your quest menu will actually list the next upgrades, showing you what you need without having to go to Al’s just because you forgot what was required. You can also upgrade individual facilities, but you need to unlock those upgrades as they come. Stella herself also has upgrades. You earn Obols as payment from newly welcomed spirits, and by donating those to various shrines found throughout the world, you can give her improved mobility and whatnot. It gives the game a sort of metroidvania vibe, even though it really isn’t. 

So how do you get resources? Well, the main way is to visit various islands. Your map starts out pretty small, but expands as you explore further. And while you could theoretically shoot in the dark for a new island (especially on repeat playthroughs if you know where they are), you can also receive quests and random messages in a bottle that will mark out those otherwise darkened areas. Like Wind Waker, your boat actually needs to sail to it. And honestly, I think the sailing in Spiritfarer is better than in Wind Waker by a long shot. Once you start getting new facilities, you can kill the long sailing times by doing tasks (more on that later), fishing, or just straight-up relaxing. The ship cannot move at night, but that can be remedied by going to bed. Just remember to ring the bell just outside of your room to wake your guests (and also remember to never ring it unless the time display on the HUD has the bell symbol, especially not while they’re supposed to be asleep). 

Also unlike Wind Waker, there are a lot of resource gathering areas that regularly respawn en route (although you can and should go out of your way for them if you don’t have a straight shot to your next island). THESE are where things get fun. Despite the game not having any stakes or feeling of death, these special respawning zones (with the exception of collecting drifting crates) make resource collecting fun and exhilarating. From jumping around to collide with space jellyfish that live in random rifts in space-time, to letting yourself get struck by lightning to capture it in empty bottles, Spiritfarer somehow makes an adrenaline-pumping experience even though you can’t die. The soundtrack ramps up during these sections to make it even more fun. One of the best parts is that despite how “casual” Spiritfarer is, you are still rewarded for having intrinsic platforming skills, since you get more resources that way.

That philosophy extends to the facilities in the boat. Normally, the loom or the furnace are used like normal crafting tables, except you sometimes have to wait a minute for results. Here, you have to make them yourself. From playing a rhythm game to speed up plant growth to precisely cutting logs into planks, there are different mechanics for making various resources. Again, you are not straight-up punished for doing bad, but doing good gets you a bonus increase in results. They really keep you busy while the boat is moving. If you can’t stand the long journey (or don’t have any speed upgrades), you can sail to a bus stop (once unlocked) to fast travel around the world.

Cooking is done really well in Spiritfarer. At first glance, it seems like the usual “put ingredients in, get a thing, and slam your head against the wall trying every possible combination in order to get all the recipes”, but it’s a bit more than that. One thing I learned was that you could insert up to five of the same ingredient to get five that dish at once with the cost of more cooking time. Furthermore, your kitchen is a deceptively good source of coal because the sawdust you obtain from cutting logs can be cooked into it. There are also treasures that contain recipes so you don’t always have to brute force them.

SO… all of that covers what you can do on your way to a given island. How about when you GET to an island?! Sadly, the islands are hit-or-miss. Some are just flat albeit lovely plains, while others have a fair share of nooks and crannies. In any case, you will regularly need to visit these places to replenish your basic resources. Fortunately, the preview of it on your map will indicate if resources have respawned, which is a really nice touch. 

As expected from a resource collecting game, the platinum trophy is tied to obtaining at least one of every item in the game. These are presented to a lovely walrus named Susan, who is probably one of the best collector-type characters I have seen in any videogame. At certain milestones, you will get some great rewards, so stop by often.

Anyway, I’ve just talked about the faring part of Spiritfarer for about ten years but not the spirit part. Basically, you find wayward souls on various islands. A lot of people are dead in this world (for some reason), but the ones you want will have a silhouette over their heads. When recruited, they will begin to make the ship their own. As previously discussed, you need to make them happy.

The main way of doing this is to complete quests. This ranges from building new facilities (like their own private quarters) to going to particular areas of story relevance to them. You also have to worry about their moods. You’ll have to feed them regularly, keeping their individual tastes in mind. One of my gripes with the game is that the feed menu itself doesn’t show you their preferences, but honestly you just need to regularly look at their favorites (in the Mood tab) BEFORE you select feed. Unfortunately, they also fail to show what you’ve fed them already, making it an incredible grind to find their favorite dish. As far as I know, there is no trophy for finding everyone’s favorite food (and if there was then I missed it).

You also need to make sure you talk to them whenever an exclamation point or a random text box appears. Usually, it’s just a reminder that they’re hungry or have a quest; but sometimes, you get random tidbits of their backstory. You should pay attention to what they say, because if they talk about an unpleasant memory, it will decrease their mood, and you should respond appropriately by giving them a hug (yes that’s a thing in this game).

So, we’re finally onto the story. The story that many have said is emotional, heart-rending, and powerful. I’ll admit that I was impressed. The writing is phenomenal, with a lot of dry humor that somehow fits in well with the more emotional stuff. All of the characters have basic personalities, but are given more life by the excellent writing and emotive expressions. The game is great at building anticipation for releasing them, and the actual cinematics when that happens are breathtaking. 

And yet, I didn’t shed a tear.

There are some reasons that can be blamed on the game. While the writing is really good, a lot of the more nuanced aspects of the spirits’ character arcs are very loose. Heck, you won’t even be explicitly told exactly how they died. Also, you could literally just be checking on them while you make your rounds, and they’ll suddenly be like: “Let me share with you this traumatic memory!” I tried to pay attention for the most part, but it’s hard to pay attention while you’re trying to make sure everyone (including assorted farm animals) are fed, your windmill is actually rotating, your plants are watered, while also squeezing time to smelt ores or use the loom. This game was something that had to be left up to interpretation, but the Lily Update that came out early 2021 straight up tells you Stella’s backstory and each spirit’s role in the overarching story.

However, the blame still rests on me, and it probably has to do with my autism. I say that the characters are loose and interpretive, but that could easily be my inability to understand people. There are some aspects of the brain that completely elude our best neurologists to this day, which are part of some sense of “understanding” that I do not have. Most neurotypical people can probably read the lines of these spirits as it is, and piece together exactly what happened to them—down to their cause of death—with no problem. In fact, based on one of the patch notes I read, the fans knew more about one character than the devs themselves! Honestly, I feel jealous. Games like this are part of why I question if I like having autism. 

Regardless of what the exact backstories of these characters are, with Spiritfarer being a slice-of-life, they’re all going to amount to being a normal, realistic, human issue of some kind. People and critics seem to think that those are the most objectively and unequivocally fascinating narrative themes, but I don’t. I suppose you can blame my autism again.

Also, my impression has sort of been colored by the content updates. It’s not really the content of the updates, but the fact that they were announced when I was in position to beat the game. Since I wanted to play those first, I ended up waiting months for them. And as a result, a lot of the plot was lost to me. My clearest memories are the above passages that you just read, written while they were fresh in my mind (this review, consequently, took over a year to write to completion).

Beyond all I’ve discussed, there are still a couple of flaws with Spiritfarer. It’s nothing game-breaking, but I don’t want to sound like that guy who glosses over issues just to sound “right”. First off, while the game appears to be pretty open world, progress is deceptively linear. Usually, these kinds of games gate you from certain progression by just not giving you certain resources, and having you craft what you can in order to gradually find those resources. Spiritfarer is a lot more strict than that. The resource collection events, such as lightning and stuff, are tied to a specific character, requiring you to have them on your boat before you can obtain the resource. Also, certain regions of the game are locked behind specific boat upgrades. Those upgrades require a Spirit Flower, which is only obtained by releasing a spirit, making the game even more linear. This also, sadly, can make you look forward to releasing a spirit, which kind of kills the emotional value of the sequences. Other than that, some chests require blind leaps of faith to reach. There’s no punishment for missing, of course, but the lack of bottomless pits doesn’t make that kind of level design any less annoying.

It also gets grindy if you go for the platinum trophy. Fishing isn’t too bad if you can find the optional upgrade that allows you to catch even the most difficult fish in less than a minute. The problem is the cooking. If you don’t look up all the recipes, you’ll end up brute-forcing a lot of them. While most items take any of a given type of food, some are more specific. It didn’t make the game fun anymore, so I just gave up on it. Oh well, like Hudson Hornet said: “It’s just an empty digital cup.”

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Final Verdict: 9.65/10

Spiritfarer is one of the greatest casual gaming experiences of my life, and definitely one of my favorite indie games. It didn’t make me cry, but it’s something I will never forget. I’d try the other two games by this team, but they—in a stark contrast to this game—look rip-your-ass-off-difficult. Hopefully they’ll start working on a new project soon-ish? In any case, I recommend Spiritfarer if you like Stardew Valley and Edith Finch and stuff.