SpiritFarer Impressions - Casual Sadness

CriticalGaming

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SpiritFarer is a game that wasn't on my radar at all until I randomly stumbled upon a review of it on Gamespot.com. I have been recently looking for something small scale to play and the art style and premise of a management game seemed like something I could do while listening to podcasts or audio books. The review even said that this was a great game for that. So why not?

SpiritFarer is a management game in which you are in charge of escorting spirits around the world to what I guess is heaven. But before you can do that, you have to make these spirits comfortable in their final moments before passing the golden gates so to speak. The concept itself is really sad and kind of dark, but the art style and moment to moment gameplay is really warming. It's a game that is at war with it's core concepts in a way, because while the tasks you are completing are rather wholesome and pretty fun, each task is leading you closer and closer to the final moments of one of your animal companion's lives. Frankly the game pulls this off brilliantly, acting as a blanketing metaphor in an attempt to make death not so scary.

Themes aside what do you do in the game? Well I will flat out say that Spiritfarer is out to make you relax, to make you feel comfortable with something that shouldn't be comfortable. Death. You play a little cartoon girl with a pet cat, and together you are given the power over what I guess is the mythical River Styx. You are given a boat and the game leads you by the hand on a journey in which you travel around the waters looking for spirits on the island to take back to the boat, where you then do quests for them until they are satisfied finally leaving life behind.

The management part comes in as the boat itself. It's like a barge in which you can build different buildings that all provide you with different tasks to do. A kitchen to cook, a garden to grow veggies, a greenhouse to grow different seeds like coffee beans and fennel which you then use in a loom for cloth crafting. Each building seems to provide you with a different mini game to play. The Garden for example opens up a Guitar Hero style mini game in which you play a song to speed up the growing crops (or you can water and wait for them to grow naturally).

What makes Spiritfarer different than most other management games, is that there is no pressure here. You can leave food in the oven and ignore it for as long as you want and it'll never burn. You animal companions will ask for food, hugs, or other missions usually involving the various buildings you can unlock on your boat, but ignoring these needs will never have them too upset with you outside of some snarky dialog. The game goes out of it's way to NOT pressure you at all, do everything and anything you want at your own pace and complete things as you like.

Which means there is absolutely no challenge in the game, but somehow it makes sense with how the game presents itself and it's kind of nice. Each animal companion has a different enough personality that they never feel samey and they are all funny enough to not be boring either.

Additionally you can hug them in a beautifully animated scene which all have them hugging you back with a warm smile and that feels really good. Sometimes you just need a hug you know.

The ease of the game doesn't mean there isn't complexity either. Each companion has favorite foods, and needs that ultimately fill a mood meter. As youcraft more and more things, you then earn more and more parts and pieces to craft more and more things. There are lots of little things to do all over the place that all end up serving the bigger purpose, and because you are never under any time limits or pressures it never feels overwhelming which is nice for a change.

All in all, I'm pretty happy I picked this up. If I had any negatives to say, I'd say it is a bit expensive for what it is, though I have heard it is about a 40 hour journey to end of the story depending on how much dicking about you do. But because it's a very simple game in the end, I still think it shouldn't be $30 US. $20 would have been better I think, but I'm happy enough that I dont regret that $30.
 

SckizoBoy

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Sounds like my sort of game. DL-ing the demo now, but based on the strength of the above, I'll probably get the full game. I think the feels factor might be enough to make it worth the full price of the game, but YMMV obviously.
 

Dalisclock

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Sounds like my sort of game. DL-ing the demo now, but based on the strength of the above, I'll probably get the full game. I think the feels factor might be enough to make it worth the full price of the game, but YMMV obviously.
I played the demo a few months ago. It's mostly an introduction to a number of the gameplay systems(unless they've updated it along with release) which seemed quite solid. Still, it did show off a bit of the games charm in the 30 or so minutes it lasted.

I am glad to know that the game does have emotional heft to it, which is exactly what I was hoping for when I played the demo and saw the trailers. I'm 90% sure it's going to be the next game I play once I finish RDR2 in a month or so, because I'm sure I'll need something a little lighter then what I know is coming at the end of the Cowboy Epic(which is exactly why I'm not rushing it....I know the sads are coming closer with every mission I finish).
 
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XsjadoBlayde

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Been looking at this with interest since the trailer dropped, as the premise sounds like my bag o' terminally ill kittens. But already spent entertainment budget on other entertainments for now, so have to wait till the next bank robbery unfortunately.
 

Worgen

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I'm really liking it so far. Its a relaxed resource management game with fantastic animation and visuals and fun characters that are an emotional gut punch at times. Because of which it tends to be the kinda of game that I don't encounter much, the kind where you can just fall into and 5 hours later wonder where the last 4 hours went.
 
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Worgen

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Ugh fuuuuuuuuck. The ending of this hit me so much harder then I expected. I'm still feeling the effects... I'm not used to sadness being able to do anything to me till now... I wanted a game that would leave me an emotional wreck and I got it. Fuck.
 
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CriticalGaming

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I have had to put this game on the back burner, basically only playing it in small chunks because I've been busy juggling other games and such. But I'm glad that you got enjoy sadness from it @Worgen
 
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Worgen

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I have had to put this game on the back burner, basically only playing it in small chunks because I've been busy juggling other games and such. But I'm glad that you got enjoy sadness from it @Worgen
Heh, I actually put my other games on the backburner for Spiritfarer. Yeah I really did like it a lot, not sure I'll play it again but it is going on my best games list.
 
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SckizoBoy

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Finally got around to playing the demo, wish there was more obviously, and it was unbelievably chill. Love pretty much everything about the game (only criticism being Summer's 'uh-hnh' voice line) especially Atul, looking forward to his quest line in full.
 

hanselthecaretaker

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Haven’t read any reviews but wondering mostly, if the game avoids feeling like tedious busy work with the management angle? Like even if it doesn’t pressure you to do all these things that spirits technically shouldn’t even need, does it at least make you feel like wanting to do them, because of the PC’s (player character) relationships with the spirits?

This sounds like a chill, unique game that could draw me in if all the ingredients meshed. Might stamp it on my radar for future Steam or PSN Sales.

That’s another thing I’m wondering: is it better on one platform or another?

TIA (thanks in advance)
 

Worgen

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Haven’t read any reviews but wondering mostly, if the game avoids feeling like tedious busy work with the management angle? Like even if it doesn’t pressure you to do all these things that spirits technically shouldn’t even need, does it at least make you feel like wanting to do them, because of the PC’s (player character) relationships with the spirits?

This sounds like a chill, unique game that could draw me in if all the ingredients meshed. Might stamp it on my radar for future Steam or PSN Sales.

That’s another thing I’m wondering: is it better on one platform or another?

TIA (thanks in advance)
I would say it avoids the feeling of busy work very well. Like a lot of the management of crops and smelting etc etc I did was while I was sailing between islands so it felt just natural to manage things that way, there was always something to do, even though I didn't have to do it right then since it seems like nothing has a hard timer on it, doesn't seem like crops can die if not watered, they just stop growing. And I did want to make them feel better, even the ones I didn't like I kept feeding although they didn't usually get hugs. Plus if the spirits are happy enough, most of them will do things for you too. Does that help?

I'll bet pretty much all platforms are the same for it, I was perfectly happy to just use a controller on my pc and it worked great.
 
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CriticalGaming

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I would say it avoids the feeling of busy work very well. Like a lot of the management of crops and smelting etc etc I did was while I was sailing between islands so it felt just natural to manage things that way, there was always something to do, even though I didn't have to do it right then since it seems like nothing has a hard timer on it, doesn't seem like crops can die if not watered, they just stop growing. And I did want to make them feel better, even the ones I didn't like I kept feeding although they didn't usually get hugs. Plus if the spirits are happy enough, most of them will do things for you too. Does that help?

I'll bet pretty much all platforms are the same for it, I was perfectly happy to just use a controller on my pc and it worked great.
You didnt hug everyone!?

How DARE you?
 

Worgen

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You didnt hug everyone!?

How DARE you?
Well, I mean I did, just not every opportunity I had to, although every single one got one last hug before I took them and I tried to give them their favorite meal before they went.
 

Worgen

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Looks like it got to Yahtzee also. The one that made him cry hit me pretty hard too since I'm dealing with that with my mom.

 
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Dalisclock

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Been playing this for the past few days. It's really, really compelling and has a nice gameplay loop. There's a little annoyance of occasionally not knowing how to advance the character storylines. I had to look up how to make Fried Chicken and I still can't actually make it yet because I can't make the crusher but otherwise I'm proceeding well. Some of the characters it's tricky figuring out their favorite foods(Atul loves everything though, which makes me so happy).

That out of the way, yeah, I'm starting to see where all of this hits in the feels. Gwen wasn't so bad for the most part but Summer and Alice are taking turns hitting me hard right now. Especially when it's very clear that this is all very clearly a metaphor for coming to the end of life, using the fantasy setting and the animal forms as a filter to make it a bit more approachable. But damn, the whole thing with Summer and the "Dragon", and then Alice and her dementia/alzheimer's are making me feel really torn between wanting to put them out of their misery by taking them to the everdoor and not wanting them to go forever.

So yeah.