lincoln
@lincoln

"Watching that first Palworld trailer from 2021 was like seeing a picture of Bugs Bunny smoking weed and half-ironically thinking it's sick. Actually playing Palworld is like having to hang out for hours with somebody who's made Bugs Bunny smoking weed their whole deal."

Read the rest of my early access impressions at PC Gamer:

(reposting because i apparently missed when cohost got nice page previews. it was probably a while ago. (i am a fool))


lincoln
@lincoln

in case anyone was wondering: yes, i've become the joker


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in reply to @lincoln's post:

Pretty much what I expected; the same studio (but different team?) has a lot of . . . inspiration from Nintendo in their Craftopia game. Besides the obvious BotW influences, it already had the proto-Palword monster capturing. And putting said captures onto machines, where their health would deplete until they died. (The meta being to create a cloning machine of the monster that explodes in a healing magic when it dies, forever dropping its clones into a meat grinder to heal up your other hard working pets -- or to put it simply, It Gets Worse)

seems like we're stuck in a weird spot of games with almost identical design structures having to differentiate themselves with some superficial aesthetic gimmick. what central mechanic separates this from fortnite lego, or ark, or conan?

are we doomed to an eternity of upgrading harvesting tools and unlocking new building types?

that's the frustrating thing: the Pal management could set it enough apart from other rust-likes that to stand as its own experience if it was properly invested in, but Palworld just chases meme game money instead of actually differentiating itself.

whether we're doomed to an eternity of base-builders: idk maybe. people like building little houses