Spiritfarer and Gamifying Grief


Day One

So I wanted to dive into a recomendation that came from an unlikely source, my therapist. I think I was right to avoid this game, but I will stay hopeful.

This game feels like its trying to be what I like to call a "gay game for gamers". Games like Before your Eyes, Gamagora and Gris are pieces about experiencing. Games who do not gamify themselves ad nauseum. Games who live with their themes and mechanics and do not ask you to manage anything. Maybe Spiritfarer can join the list of "gay games for gamers", but I am doubtful.

For me this realization started them moment the game did not register analog inputs when moving. In short this means, to my knowledge, there is not elegant way to walk. I feel as if alot can be surmised from this decision. With what the game prioritizes. It wants to have a brisk pace. The character's acceleration is seemingly non existant reaching max speed at the touch of the analog stick. This seemingly small thing dashes my expectations, and is setting me up for an unenjoyable experience into the next portion of the game, Passenger "management". It seems as if you will be guiding multiple passengers to the after life. Showing them care, by way of affection, or fulfilling needs. With the movement being the way it is I can't help but feels Im setting myself up for a fast pace, exploring themes that should be given time to breathe. The movement and the context in which it's implemented do not make me hopeful that this will be the relaxing and contemplative experience I was hoping for, rather a frantic anxiety indicing of what are essentially bars filling up and boxes being checked.

I could be playing Boku No Natsuyasumi 2 right now man.