Ah, good old Steam Next Fest. Here it is again. One of the three weeks every year, when I get to play a bunch of demos for games I would never have bothered with otherwise and will never think about again. And I get to write about them, too, for an audience that's no more interested in the damn things than I am. Time well-spent, I'm sure.
So unfair! That's not even how the event generally takes me. I always try to pick games I think I might enjoy and I've discovered plenty of good ones in past events, some of which I've gone on to buy and play. And writing about them is always fun. Still, if you found yourself playing two cutesy games about collecting tiny creatures, back to back, though, you might find yourself questioning your life choices, too.
The games in question are World of Slime and Never Wither. Both are tagged "MMORPG" on Steam. Both demos show the first playable region in its entirety, unaltered from the version in the full game as far as I'm aware. Both have gameplay that involves catching and collecting creatures, which you can then use to fight for you. Both games use a fixed view and have very small characters that are quite hard to see.
Although they're very similar on paper, I found the two games very different to play. I started with Never Wither, which I thought looked like the more interesting of the two but in my first session I didn't really get on with the controls. I spent more time trying to figure out how to so things than I spent doing them, which didn't make for a great first impression. It went better the second time.
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| That's who I'm playing? Cool! |
World of Slime, which I played a couple of days later, felt immediately familiar. It looked and played like any number of games I remembered playing a decade or more ago. All the controls felt intuitive and automatic. I didn't have to think twice to figure out how to do anything.
Visually, both games look attractive and well-designed but Never Wither is the lusher of the two. That's not to say its portrayal of nature is more realistic. It isn't, particularly, but it is a little more subtle in its abstractions and richer in its colors and textures. On the other hand, it's far easier to see what you're doing in World of Slime.
Each game opens with a short cinematic. Really short, like maybe thirty seconds, tops. In Never Wither, there's a montage of partially-animated scenes in which some kind of undefined catastrophe overwhelms the world, while a melodramatic voiceover suggests you're the one who's going to have to do something about it.
The scenes show all some impressive beast-people, all of them maybe a couple of metres tall and very imposing. Then, right at the end, your character appears: you're a small, yellow blob. It's bathetic in the extreme. I'd much rather have played one of the big guys but sadly that's not an option.
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| Bummer! Don't I even get a hat? |
In World of Slime, the cinematic is even more of a slide-show but it's a lot more representative of the game itself and the story it tells is a lot more coherent and comprehensible. You're a small girl, traveling through a forest with your father, when you're both suddenly attacked by monsters. You, the girl, are knocked unconscious... and that's it.
The WoS introduction is wordless. No voiceover, no text. The pictures tell the story and they tell it clearly and efficiently. It does a much better job of setting up the game than the more ambitious but more confusing equivalent in Never Wither.
After the cinematics comes character creation. It's brief in both cases but choosing a hairstyle for a human character is a lot more engaging than picking the eye-shape for a blob. You can name your character in both games but Never Wither has a random name generator that I quite liked. After a few rolls of the dice, I selected Fox Flash for my blob. I called my little girl Flora. You can guess which one felt more like it could become a character I might care about.
With that out of the way, it's into the world and on with the tutorial. Since the demos are also the start of the games, it was pretty much all tutorial, at least for as long as I stuck with it. I played Never Wither for fifty-eight minutes, in two sessions, and World of Slime for forty-one minutes, in one go. That took me to Level 4 in both although what they mean by levels isn't necessarily comparable.
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| Busted! |
The gameplay is quite different in some respects. Never Wither is a Palworld-style survival/crafting game and World of Slime is a Pokemon-style creature-collector and battler. At least, I'm assuming it's a battler by the way you have to duel an NPC using creatures before you can leave the starting village.
Where they both converge is in the way you collect your creatures. Nintendo was very irked when Palworld chose to go with the throw-ball-at-creature method so you might have thought other developers would steer clear. Apparently not.
In Never Wither you pick up seeds from the ground and throw them using the Alt key. That sends out a targeting ring that you position over the mob before releasing the seed. I found it awkward and hard to get used to and visually it looks a bit different but it's fundementally the same mechanic.
In World of Slime you buy Cubes from a vendor, put them on your hot bar and throw them using whatever key corresponds to the slot you put them in. I found that a lot more natural to do, mostly because it looks and performs exactly like it did in Palworld back when I played.
In both games you have to bash the mob you're trying to tame about a bit and then there's a few seconds while an animation plays to see if you've been successful in taming it. If you have, you can pick up the creature and add it to your collection. If not, carry on bashing because now it wants to kill you.
This all sounds very familiar, I'm sure. So does everything else I found there was to do in both games.
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| That seems like a lot... and also a very specific number. |
In Never Wither, seeing as it's a survival/crafting game, you're just dumped out into the world with noting and you have to bootstrap your way to your destiny. You start by taming a couple of creatures, then you have to find a spot to place your mark so you can build a crafting station and start making things. You can put the creatures you've caught down there and they'll stay inside the bounds, wandering about. I'm pretty sure you can then set them to work, although I didn't get far enough into the tutorial to find out how.
You can also play as any of the creatures you catch, all of which have different abilities and all of which make looking at yourself feel a lot better than when you were a blob. That means picking the color of your blob's eyes at character creation was even more pointless than you thought, of course.
In World of Slime, seeing as it's a regular MMORPG, allegedly, although I was in a single-player world, you wake up in a village, having been rescued from the monster in the forest. You do remember who you are, for once, so that's nice. Even so, you still have to go around meeting everyone and doing things for them, either because they want you to prove you're trustworthy or because they're too damned lazy to do them for themselves. Looking at you, Allen!
Never Wither has no dialog that I could find. No quests, either. It has a panel of tasks that I was working my way through in traditional survival game fashion but that was all I saw. There might be some kind of plot or story later on but I saw no indication of it in the first hour.
World of Slime has a very acceptable and reasonable starting plot: you've lost your father and you don't know the way back home. You need the people in the village to help you with both. I can get behind that.
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| May I call you Bob? |
WoS does have dialog and lots of it. The game originates in South Korea (The developer is TEAM42, the people behind Mafia42, just in case you've heard of that one. I hadn't.) so the dialog will all have been translated. It's a decent translation. I noticed a few idiosyncrasies but by and large it reads naturally enough. It reminded me a lot of the writing in several less well-known imported MMORPGs I played in the noughties. Those all had a certain slightly earnest tone to them that I find quite endearing and so does this.
Both games have plenty of collections, journals, recipe books and talent trees to fill and fiddle with but it would be silly of me to discuss any of them in any kind of detail after such a short time with them. Both games also played very smoothly while I was there. I didn't encounter any bugs or glitches.
I liked them both. They seemed well-made and polished, with a clear idea of what they were supposed to be, but I'd have to be a lot shorter of things to do than I am right now to want to invest much time in either of them. It's not just that I've done it all before. Heaven knows, familiarity and repetition have never put me off playing anything. No, my main reason for not really wanting to carry on much further with either of them is mostly visual.
I don't have any issues with the aesthetics. Of the two, I prefer the look of Never Wither but they're both nice enough to look at... if you can see them. I can't.
That's the main strike against them for me. The characters are far too small and the camera far too inflexible. I couldn't see what I was looking at half the time and I couldn't zoom in for a better look. I have plenty of negative things to say about Palworld but at least I know what the Pals look like.
Other than that, I thought they were both fine. I won't be wish-listing either of them but I wish them well. Maybe Steam needs a well-wishing list...





The second half of the current update landed today and it took me forty
pulls to get Akane, which was the very first thing i did when I logged
in this morning. It felt pretty good, let me tell you.
And yet, so far, I haven't spent anything. I just keep playing it. Pretty much
every day. And enjoying it hugely, too.
As I expected, it took me an hour or so last night, flipping through the
demos on Steam, to pick half a dozen from this
Autumn's Next Fest to play and review And as I also expected, it was a less intuitive and
user-friendly experience than it could have been. It's not that the search and
sort options aren't there, or that they don't work, so much as it's the way so
many games are tagged with so many genres and styles it renders the process of sifting through them opaque.
Julian Reed is a 13-year old student at a New England all-boys Catholic
boarding school in the early 1980s. When people begin disappearing and no
one else seems to remember they ever existed, Julian investigates, with the
help of a girl he has never seen, separated from him by a wall."
World of Slime is a casual MMORPG where you capture, collect, and grow with
all kinds of slimes. Find new slimes through field capture, synthesis, and
fishing, then take them with you into battles, exploration, and puzzles."
Experience unprecedented creature collection gameplay—Transform into almost
any creature you see! Collect and raise fantastical creatures, and command
them to farm, build, and craft. In this open world survival crafting game,
Establish your settlement, become the last hope against the Corruption."
See the world through the eyes of a brave little mouse in this enchanting
3D co-op adventure. Explore breathtaking landscapes inspired by Northern
Sweden, solve puzzles, and be a force for good in a land where heartwarming
storytelling and the beauty of nature intertwine."
For today's post I'd planned to be listing the demos I'd picked for the latest Next Fest on Steam but I'd forgotten it doesn't begin until about five in the evening, my time. I'll be eating then and after that Beryl will be starting her evening routine of food-playtime-walk, which generally takes about an hour and a half and requires my full attention. Since it usually takes me over an hour to make my choices for Next Fest, it looks unlikely I'll have time to post about them as well, so instead here's a real placeholder post about EverQuest II.
It would bulk out the post one whole hell of a lot more if I included the breakdown of what's in all of those different editions. There's a long tick-list on the website, two dozen items or features altogether, starting with the vanity pet everyone gets for pre-ordering and ending with the nine items that you only get if you stump up the full $250. Sorry, $249.99.
That's the pre-order pet above. He's called Pibippi Mudpuppy although I'm guessing that's actually his species, not his name. You can name vanity pets, so you can call him anything you want. He's kinda cute, I guess. For an amphibian, anyway. Is that classist?
The screenshots look very pretty, if also very dark. A lot of blue tones, especially indigo. Keramos Caverns, as seen in the image above, is the only exception. I imagine it'll be a relief to get there and be able to see what you're doing for a while, assuming it's not the opening zone.
I saw, on
I've left it too late to write a proper post today. I spent too long playing games. First, I played Neverness To Everness, in which I didn't really do much and still managed to spend an hour and a half not doing it. Then I spent two hours playing Nivalis Nights, where I did a lot and didn't really get much done.
Objectively, this scarcely deserves a paragraph in a Grab Bag but
subjectively I've been waiting a whole year to post it, so indulge me!
Oh boy, that's a lot of psycho-twaddle for a dumb badge on a stupid web site,
isn't it? And for something that takes, at most, less than a couple of minutes every day.
But as you get closer and closer to the finish, the fear that you might fumble
gets more real all the time.
The ostensible purpose behind making a daily image is to earn the free
credits you get for doing it but I had more
credits than I was ever going to use long ago. What kept me at it was knowing
one day I'd be an Eagle!
I most likely will carry on, though. For a while, anyway. It's part of my routine now: first thing in the morning, open NightCafe, find the automated prompts, pick one, collect the rewards.