review: spiritfarer (farewell edition) (spoilers)
in the last year and a half i’ve been trying to get in the habit of viewing art as a social experience, so whenever somebody strongly recommends me something with or without my prompting i write it down on a list and try to prioritize getting around to it over something i’d naturally gravitate towards myself. this has been a really rewarding mindset; occasionally you will be punished and made to watch the entirety of stranger things or “spider man: the dragon’s challenge” and have to endure a torture session as they explain to you how you aren’t getting it but for every one of these i’ve been met with three more rang de basantis or sonny boys or darkness at noons or of the devils. even most people with bad taste have a few weird obscure pieces of good media in their back pocket that they can summon up and what’s interesting is that they almost always subconsciously tell on themselves when they give you something terrible, so you can take the risk away and avoid the shit if you learn to identify the signs.
i wish i could tell you concrete rules to follow but it’s different for everybody and just something you have to learn with practice. they’ll tell you to watch the entirety of school days and say it’s transcendentally good subversive media and they do believe this, at least they believe that they believe this, but the voice cracks just a little as they do and you know what’s up. those body language analysis crime people on youtube are cranks but the next time somebody tries to get you into the bear season 6 look into their dead eyes, really listen to how they say what they say. a smidge of subconscious honesty about their bad taste can’t help but reveal itself.
spiritfarer is safely in the category of things i never would have tried without the “reward” of getting to have a dialogue about it with a friend. i don’t like resource management games (does pikmin count? i guess i like pikmin), life simulators, “cozy” targeted media, open-world exploration games, almost anything with a sufficiently high hugs-per-minute ratio, or wind waker. spiritfarer is all of these and i was open about my skepticism as they described it as something i in particular would like (this is where i heard my friend’s inner voice crack), but it was three bucks last month so i figured why not.
i’m mixed. i was right in that it wasn’t for me, but this was the first real videogame i played to completion in a very long time, so there is something to the sauce.
the pitch is excellent: you are the new ferryman of the dead. you must travel a fantasy sea on your absurdly big customizable boat collecting spirits of the deceased and help them sort through their final emotional baggage before delivering them to the other side. since “helping them sort through their final emotional baggage” universally necessitates building the spirits a sick ass new house for them and decorating it, you spend most of your time sailing around searching for new materials to expand the possibilities of your onboard crafting system while managing their hunger and emotional needs.
as a gameplay loop, for the most part i thought this worked very well, up to a point: that point being about ten hours into a thirty hour game. i did not 100% the game but i boated around the entire map and finished every spirit’s central questline, which gets you close to doing everything the game has to offer anyway, and i was getting extremely sick of almost everything beyond dialogue and narrative events at about the 60% mark.
spiritfarer’s biggest mechanical issue is that it does not respect your time. most of the game is spent doing chores: farming, cooking, mining, smelting, logging, fishing, building, along with each spirit’s special customized chore game that is actually the same exact chore game every time (run around the ship and grab the moving object).
now, let it be said: there are people who like doing video game chores. stardew valley and animal crossing and dwarf fortress and shrek powerwash simulator sell like hotcakes for a reason. for some people the appeal seems to be that videogame chores often present tangible progression in a way that real life chores typically do not: i cannot level up doing the dishes and then get to do them faster, or get “dish coins” which over the course of a week i spent on better dishsoaps and then a dishwasher and then a set of progressively larger and more efficient dishwashers. (i guess that i pretty much could, now that i think about it, but i don’t want to.) for them there’s satisfaction to be found in the higher-order process of iterative improvement and optimization and automation and strategy of task-completion; these are the “think chore” gamers. but this element doesn’t seem to be the main reason that most chore gamers like their chores. in truck simulator i am sure you can get better at parking the truck and maybe you spend in-game money and thousands of real world dollars for dlc to progress to having the best truck but the core experience is being in the truck. you have to actually want to be in the truck to play, that’s the point. these are the “zen chore” gamers. they just like doing chores. they see the thing that needs doing and do it; the goal is the process. shrek’s swamp is filthy and we need to get it sparkling, oh boy!
if you are a zen chore gamer, i suspect you’ll love spiritfarer. this game goes out of its way to make chores as romanticized of an experience as they could possibly be. visually sf is gorgeous and special attention is given to all character movement, which is as fluid and addictive to look at as cuphead; this is maybe the best handdrawn 2d animation i’ve ever seen in a videogame. those copycat chase-the-moving-object minigames i was dogging on manage to remain fun for much longer than all the other chores simply because it is such a pleasure to move the character around and watch her zip. everything you do feels hyper-responsive and precise, again owing to that fluidity in movement. the music is also excellent, though i think it would benefitted from a greater song variety; like wind waker, there are a couple of excellent songs that become grating by the end from sheer repetition. (side note: there’s one song that plays at every fast travel stop (and you’ll be at those a lot, the game would be unplayable without constant use of travel stops) that’s so annoying that the developers had to patch in the specific option to replace it with silence. the seal who manages fast travel stops calls you a bitch if you turn it off, which was very funny.)
if you are a think chore gamer or even approach that on the sliding scale you will hate this game. it’s not as if there is no element of optimization but this game does not want to be fully optimized and i suspect the process of seriously trying to do so would make you miserable because you would be left with nothing but the large chunks of this game consisting of waiting.
you wait a lot in spiritfarer. there’s an abundance of almost all resources in the game (once you have a single type of any kind of log or ore, you are able to endlessly replicate it by just planting it on the giant avatar spirit turtle and waiting a short time) so spiritfarer is more about the management of time, but there’s no time limit either, so what it’s really about is managing your patience. i don’t think spiritfarer needed a pikmin-style time limit (and thematically it makes sense to give the player “as much time as they need”, so to speak) but for my money it needed less waiting, and it needed to make the unavoidable waiting much more stimulating than it is.
you mine frequently in this game; mining has a lengthy animation that must be timed precisely to avoid the punishment of an even lengthier animation where you accidentally drop the pickaxe and slowly pick it back up to try again. this four second sequence is very flashy (literally) and looks excellent but must be done two to three times to collect from a single rock and usually you are mining three rocks at a time off the turtle’s back. on average, factoring in the time it takes you to climb off the boat, hop on the turtle, mine the three rocks, replant more rocks, and hop back on the boat, it’s probably going to take you about two minutes every time you need to partially replenish your mineral supply (not including travel time, by far the biggest cost).
if i had to guess i did this whole process at least 30 times over the course of the game: more than an hour spent on something i wouldn’t even call an actual minigame, that already felt like a boring obligation the third time i had to do it. most of spiritfarer is spent doing boring chores like this. some of them are easy reaction button prompts, one is a slightly harder reaction prompt, many are the (very exploitable) collectathon games (which to be fair you do much less of than the rest, though again, they are the most fun activities you have assuming you don’t redesign your ship to cheese them) and the rest are literally timers you set. i mostly played this game in 30 minute increments every morning for a month and playing it this way makes it much more fun but i would have gone insane trying to marathon this. notably there is a co-op mode, but it’s local only so i was unable to play with the friend who recommended this to me. my instinct is that the co-op mode would help significantly with these issues but with so many of the chores being literal timers, only so much.
optimization is possible in spiritfarer but the process of doing it is not fun even for those who find that kind of thing fun, which i can confirm despite not being one of those people because this game that sold over one million copies has no active speedrunning community and hardly any speedrunners historically, where almost all activity occurred not in an any% run but a custom run challenge to see how quickly you can get rid of gwen, the first spirit (of fifteen) in the game.
there are three any% runs. there is no posted 100%. games that have more than five posted new 100% runs (or 100% equivalents) in the time since spiritfarer released include:
- ratatouille for the nintendo gamecube
- euro truck simulator 2
- limbo
- google solitaire
- wii fit plus
- telltale's the wolf among us: episode 3
- super mario 63 (not a typo)
- subnautica
- powerwash simulator (though not the shrek dlc)
- uncharted 2
- the stanley parable: ultra deluxe
- red ball 3
- five nights at freddy's: into the pit
there’s no single fatal flaw in spiritfarer that decimates its speedrunning potential, like an inability to skip dialogue or too many unskippable cutscenes (and even those speedrunners have shown a depressing willingness to tolerate), it’s just a lot of boring muck that adds up enough so that even the maddest among us don’t want to sit through the sum.
but i am used to sitting through chores that i dislike almost whenever i do play games, for i’m not a chore gamer of either stripe: i am an anti-chore gamer (experts call this a “fake gamer”). my main interest in videogames as a medium is narrative. many of my favorite videogames are arguably not actually videogames. many parts of good games that people see as fun are, to me personally, boring. i typically see most gameplay as a chore to be endured to get to the plot. (i like cave story a lot, which is a real videogame, but i only played it because the title tricked me.) recall that i literally only started playing spiritfarer to unlock my friend’s dialogue tree.
i’m not bragging about this, i think it’s a little sad, and perhaps indicative of personal intellectual deficiency. most people are able to have fun playing super meat boy and i am not. this is a skill issue. but we fake gamers do exist and increasingly large numbers, and the market has begun catering to us. ostensibly.
this is what was sold to me as the selling point of the game: the story. my friend said it was one of the best-written games they’ve ever played. the game journalists and steam reviews laud it with the similar praise.
i agree. by the standards of the average indie game that is praised for having good writing, spiritfarer has good writing.
which means it has a lot of bad writing in it.
every time you meet a new spirit, you have to do a small quest for them to convince them to join you on your ship. the first time you meet astrid, one of the first spirits in the game, she is leading a strike on a fantasy oil rig after the owner has reduced their time off, and you are asked to help negotiate an end to it. she requests a dialogue with the company’s boss, who has responded to the strike by barricading himself alone in his office and refusing to speak to them.
you walk across the map to the boss’s office. he tells you that there is no way he’d even be willing to speak with them. you walk back to astrid; she tells you they won’t stop striking. you walk back to the boss; he has spontaneously decided to agree to every demand. you walk back to astrid, she says that the reinstituted vacation days aren’t enough, and she wants more. you walk back to the boss. he instantly agrees and tells you that he really has to pee.
by this early point in spiritfarer it’s already been established that it isn’t that wordy of a game and that the place we are in is to some degree metaphorical or at least not compatible with the logic of our world, a la spirited away. when i see a quest pop up telling me i’m to defuse a ghost strike i am not expecting anything approaching disco elysium levels of complexity. but stuff like this is atrocious. “player needs to convince stubborn npc to change their mind” is a tried-and-true quest mechanic for a reason but what’s the point of having me bounce generic exchanges between two characters when i have no choice or influence on the outcome, no challenge, no risk of failure? what’s the point of taking the time to have me talk to them separately when it reveals no special information and we could have gotten the same thing better and faster by simply watching astrid argue with the owner herself?
this quest exists so that we can establish astrid as a revolutionary girlboss. fine. do the strike. we need things for the player to do to satisfy the chore gamers so help astrid get eight oak planks so she can craft a battering ram to knock the owner’s door down, and then show us the cutscene between her arguing with the owner. this is not genius redesign but it prevents needless backtracking and describes a conflict with conflict in it. a strike is an inherently interesting and volatile subject, even if it’s a tiny part in your story, why bring it down to the level of a guy repeatedly refusing to accept a parcel he ordered? it’s lame.
the original quest is only five minutes long, but the game is filled with this stuff, the narrative equivalent of waiting for the mining animation to finish; stuff like this adds up. there is an entire separate list of quests in this game called “shenanigans” and i did one by mistake (a delivery quest where you bring cds to three random people and then nothing happens and you receive nothing, the end) and then i learned that shenanigans is code for quests that suck and have no benefit. it’s dishonesty; the word shenanigans definitionally implies fun. call them shit quests in the menu.
you can talk to every single background npc in this game, who often will say “hey” or “i don’t want to talk” or “i love this air”. why have npcs like this? better to delete them. it’s one thing to have your npcs spout useless boring exposition or shitty jokes (the game does these both too) but why give the ability to press space on a guy and have him talk to me if doing so is going to open the textbox that says “hello” and then close the box again. you understand that as soon as your game has demonstrated a willingness to do this i am never going to talk to a generic npc ever again unless i have to? why draw this incredible beautiful archipelago and giant fantasy montreal and destroy the illusion by having one-third of the characters speak to me with what i can charitably assume is untouched placeholder dialogue? why work so hard to have sexy italy lion tell me about his ww2 trauma in a fantastic optional bonus monologue but not take the extra ten seconds to write a custom sentence so he doesn’t have the same “man i hate the rain!” line as like six other people on the boat? it’s so easy to add realness to a game through good writing and it’s so easy to lose it through bad writing, and more critically, lazy writing. far too much of the writing in this game made me feel like i was playing poptropica.
however as i hinted by talking about the lion, the good stuff (which is, thankfully, the majority of the narrative element) is the companion spirit dialogues, some of which are excellent. with 15 spirits more than a few are “filler” (they do “sweet but prickly old lady who is slowly losing herself to advanced dementia” twice and only the first time do they have the benefit of her being an anthropomorphic porcupine) but the good ones are very good. my favorite is the pair of generic italian mob goon brothers who actively lower the happiness of every other person on the boat by bullying them for as long as they are around.
my favorite element of the spirits is that each one violates the rules of the core game loop in some way, usually in a manner that subtly reveals stuff about their character. (this is where i seriously begin talking spoilers, if you care or intend to play it). one spirit, a frog, simply leaves the boat himself after you progress his questline enough without letting you do the usual sad saying goodbye at the door of death cutscene, and it’s genuinely unsatisfying in a way that helps poke at the feeling of experiencing a death without being able to get proper closure. the goon brothers are only counted as one spirit, despite there being two of them; you only ever speak to an angry little joe pesci hummingbird perched on the head of the silent ox, who doesn’t say anything the entire game and has to be flown around by the hummingbird (the animations for this are incredible). at first you think they’re doing the “i do all the talking, he does the hurting” routine but you find out during their questline that the ox is braindead and even the presence of his spirit may be an illusion created by the hummingbird, who killed himself after his brother died and can’t function alone. this game is leaps and bounds more subtle with this stuff than every other bad emotional twist secret metaphor indie game i have ever played; it’s mostly comfortable hinting at really interesting developments without worrying that you won’t get it.
there’s a ton of tiny moments of fridge brilliance in this game intermeshed into the design and gameplay; the frog was able to go to the door alone because, duh, he’s a frog, the only aquatic animal you ever get on your boat, and he swam there. one character cannot ever be brought to the everdoor and the game has a bunch of hints to why this is without it ever being explicitly stated. at one point you hear about the fakinhage and i immediately figured out what it was without the game needing to tell me and i was so proud of myself. i got real chills with the fakinhage , i’m not joking. whoever came up with the fakinhage deserves a medal. i’m going to spoil the twist of the game in two or three paragraphs but i still won’t tell you about the fakinhage is because the idea of ruining it for somebody breaks my heart. i could write an entire essay just about the fakinhage.
you are expected to cry playing this game. very often i hear the phrase “emotionally manipulative” when discussing media and i think it’s misused in the same way that calling something “propaganda” is. all art is emotionally manipulative; what we usually mean when we say that is that something is emotional ineffective, that it feels cheap or dishonest or predictable or poorly written in a way that makes the impact flaccid. there aren’t a lot of negative user reviews for this game (in large part because i think it’s excellent about immediately signaling the kind of experience it’s going to be and filtering out those who wouldn’t be into it) but i did see the phrase pop up a few times and i very often felt the same, playing spiritfarer.
i have spent a relatively minuscule amount of time volunteering, working, and personally grieving in palliative care centers so i was primed to be affected by playing this game (i groaned when i realized this is why my friend thought i would love it). spiritfarer is a hospice simulator. literally: the twist of the game, as dated indie game tradition dictates, is that you, the player, are already dead (or about to be); the world of spiritfarer is some kind of metaphysical construction or DMT delusion in your final moments about helping your character who was a hospice worker in real life come to terms with their own death. the spirits in the dream world are all based on real people the character knew, which is why they act familiar with her, but they are all already long gone and the whole exercise is actually about her.
this description makes it sound worse than it is; again, spiritfarer is comfortable being relatively subtle about all this, so the nature of the metaphor never constricts the object-level reality.
characters are often really annoying and needy, not only in dialogue but in the increasingly ridiculous and demanding tasks they ask of you. this is intentional. sometimes dying people are annoying and needy; working with the dying can feel like a thankless chore. the game is intentionally trying to cultivate this feeling and it succeeds, but the effect of this is muted because almost everything you do in spiritfarer feels like an annoying chore by the halfway point (which is when the “harder” more annoying characters start to show up) not just the stuff that’s explicitly meant to be.
it feels unfair to criticize the hospice simulator for sometimes feeling like a hospice simulator, but for me it didn’t work; it’s too boring. pathologic 1 and getting over it intentionally nuke their own gameplay for the sake of making an artistic point too but they are challenging; spiritfarer is tedious and time-consuming but never difficult.
i got misty-eyed at a couple of the spirits (goon brothers and the eight year old); with fifteen of them, you are statistically guaranteed to imprint on at least a few of them. there’s enough diversity in their backstories that at least one will remind you of somebody you know in real life who died, and that will probably “get you”. but you are guaranteed to dislike at least some of them too (again, this is sort of the point, but i need not elaborate forever on the weaknesses of “all the bad stuff is actually a subversive narrative choice”). if you play this game for long enough it will start to feel like a conveyor belt for forced, formulaic sadness; like with humor, the audience’s perception of authenticity and spontaneity (whether or not it exists, which it usually doesn’t) is a necessary ingredient for the emotion to hit hard, and i don’t think this game’s formula, especially given for how long it goes on, is good at repeatedly cultivating that illusion. i am in the minority here; every review of this game opens with an extended anecdote about the reviewer’s dead grandma and how this allowed them to finally heal. i want to say that i’m not a hardass at all. i cried just the other day listening to someone defend school days.
how could you fix spiritfarer? i suggest the following:
- instead of 15 spirits, do 8 to 10, and give us more substantive time with them. the shark that builds your ships and the fast travel seal with the horn music should also be recruitable (and killable)
- in general, tighten the experience as much as possible. shorten and speed up animations, reduce the amount of resources needed to build things and upgrade the ship, replace 100 bad tiny nothing quests with 10 good ones. cut out the many filler islands or combine them with each other. in the last third or fourth of the game, give the player the ability to instantly fast travel anywhere without having to go to the seal bus stops (after you recruit him, obviously). like this review, the game could so easily be cut down, and only to its benefit
- marry gameplay and dialogue. as i said, every character has their own collectathon game, and those all go on for way too long anyway; why not have the characters tell you their tragic backstories as you are doing those? this game isn’t voiced but plenty of games have text pop up as you are moving (deltarune, anthology of the killer) and most of those unlike spiritfarer have segments that are possible to actually lose and they still work and players are able to multitask without failure. this would help so much
- do not make it possible for the player to only discover the dash ability after completing 95% of the game. i think i just got particularly unlucky but this felt like the game spitting in my face on the way out
- have the spirits interact! i mentioned that the goon bros. bully everyone but we never actually see this, it's only told to us via menu status changes. you don't need fire emblem style character relationship stories for every possible combination but a small amount of predetermined events for spirits likely to be on the boat at the same time would have gone a long way in making the game feel more alive. the animated trailer for this game sells the player on the idea of the ship being an interconnected place but basically all the characters are completely isolated from each other mechanically, which was disappointing
- fakinhage dlc
spiritfarer is, for a certain kind of person, the best game they will ever play in their life. i’m not that person, but it still came frustratingly close to being a great experience.
i will continue to try things outside of my wheelhouse. next up: gundam.