None of these demos require completion for judgment, anyway. It's very clear with all of them after just a few minutes what the game is trying to be and how successful it is at being it. And since none of the three is trying to do anything new, other than cross-breed a couple of genres that don't usually sit together, they're all a pretty easy read.
On with the micro-reviews.
Over The Hill (23 minutes - Not wishlisted)
I could just refer everyone to Nimgimli's comment on yesterday's post for this one and save myself the trouble. Here, I'll quote him so you don't even need to click through: "It is almost EXACTLY Snowrunner with worse graphics, right down to the controls for the Winch and stuff being exactly the same."
I haven't played the game Over The Hill is trying to emulate so I'll take Nimgimli's word for the similarities. What I can say, with confidence, from personal experience is that, while it looks quite a lot like the game I was comparing it to, Outbound, the way it plays is completely different.
In Outbound, you drive around some lovely scenery in a camper van, doing some extremely simple tasks and occasionally stopping to remove the odd obstacle, like a fallen tree, or to fix something, like a collapsed bridge. It's a relaxing, chill experience - too much so for many, judging from the reviews. In Over The Hill it's all obstacles and no roads. Getting from A to B is the gameplay.
Over The Hill is not, as I thought it would be, a driving game. It's a puzzler. The driving, such as it is, is incidental to the puzzle of getting your vehicle past an endless succession of obstructions - mud, water, rubble, loose sand - just so you can drive for fifty yards before you have to do it again.
The inducement to keep moving seems to be to reach various marked points on the map and see what's there. It could be something you can add to your vehicle - I found an antenna - or a fast travel point. I imagine it could be all sorts of things but I'll never know because by the time I'd reached the end of the tutorial I'd had more than enough.
At that point the demo tells you you've acquired the ability to choose where you'd like to start from the Main Menu but when I went back to do that the game crashed and I felt no inclination to try again. I'm still in the market for a relaxing, easy driving game with a lot of pretty scenery but this isn't it.
Spirit Vale (50 Minutes - Not wishlisted)
The one MMORPG on the list this time, Spirit Vale is less than a month away from an Early Access release on Steam. Is it ready? Hard to be sure after less than an hour but, yes, I'd say it probably is.
It's going to be a very familiar experience for anyone who's played any traditional MMORPG before, too. You're not going to need much instruction getting to grips with this one. The art style is about the only mild surprise.
As I said yesterday, the humanoid characters look disturbingly like babies. Ok, toddlers. If they had the license for the IP, it could be Rugrats: The MMO.
Character creation is pretty good. There are seven classes, all of which can specialize. It's the usual suspects - Ranger, Warrior, Mage and so on. I picked the Summoner, who can become a Necromancer when they grow up, mostly because they get a cat for a pet. (It turns out they also get a dog and an angel. I'm not complaining)
There are a lot of hairstyles, colors, eyebrow options, eye shapes and so on, laid out in a grid so you can click through them and immediately see what your character would look like. That was fun.
I can't remember if you get to choose gender or body type. If I did I don't remember it. I suspect the classes might be gender locked. It's a bit of a moot point anyway, given the character models. That was why grandmothers used to knit pink or blue booties, wasn't it? They'd need more colors of wool these days, of course.
Once you're through with character creation it's out into the world. You start in town and you get pretty much no instruction on what to do there. It's OK. You don't need any. It took me about thirty seconds to figure out where the 1-5 starting zone was and thirty more to go there so I could start killing things.
And that's where it gets really old school. Oh boy, have they gone all-in on the dopamine hits! XP flies in, levels rack up, mobs drop clothes and weapons and runes and potions and everything has a ton of stats you can read and compare. If grinding mobs for xp and loot is your thing you'll be in murder hobo heaven!
If there are quests, I didn't get any. I didn't need any. I didn't want any. I got myself a sword and pair of pants, worked out how to sit to heal, spent some points on spells so I could summon all three pets and then I ran around killing anything that moved.
Combat felt more like an ARPG than an MMORPG. Most of the time I was surrounded by hordes of mobs, me and my dog, killing as fast as we could go. The mobs were supposed to be "Neutral" but sometimes they attacked us anyway, which was fair because most of the time my dog attacked them without either being provoked or told to do it.
Sometimes one or other of us got overwhelmed and died. If it was my dog, I just resummoned him. If it was me, I respawned in town and ran back. If there was a death penalty, I didn't notice it at my low level so it didn't seem to matter.
I did that for a while until I was too high for the first zone and then I moved to the second. There's a map that makes the place look huge but the zones are tiny. As for levels, they've got them marked as high as 135 on the map, although that would be a weird place to cap.
I got to Level 10/Job Level 7 before I stopped, by which time I could easily kill Level 16 mobs. Job Level drives your points allocation for new spells and abilities. I spent lots of points on spells, not all of which I figured out how to use. I did work out that you can upgrade your pets. My dog started out as a puppy and ended up looking like a werewolf. I wasn't convinced it was an improvement.
The whole thing was ridiculously enjoyable. It's like an MMORPG from the early 2000s on fast-forward. It reminded me particularly of one of the earlier imported titles I used to enjoy, Eden Eternal, which I'm amazed to see is available on Steam now. I might have to take a look.
And I might still be playing Spirit Vale now, if I hadn't somehow bugged the game taking a screenshot. I toggled the UI off and nothing I could do would get it to come back on, so I logged out to see if that would fix it, which caused my PC to crash because that's what it does with all games now, until I add the executable to Windows Defender's exclusion list, which I'm too lazy to do for demos.
That broke the spell and I have had the sense and self-discipline not to go back and start again. So far. I have also not wishlisted the game because the last thing I need is to start playing another addictive, old-school MMORPG. If you still want to play like it was 1999, only with prettier pictures, you could do a lot worse.
Hawthorn (44 Minutes - Wishlisted and signed up on website)
If you look this one up, you'll find it widely described as a cross between Stardew Valley and Skyrim. That probably tells most people everything they need to know. Unfortunately, those are two games I've never played so it doesn't do much for me.
The demo is what the developers, NEARstudios, describe as a "Proof of Concept" build. It's what they... but no, why paraphrase? Let them explain:
Considering the provenance, there's a lot here already. I only played for about three-quarters of an hour because I had to stop so we could go pick up Beryl from the dog-groomer but I was clearly nowhere near the end. Had I not needed to do something else, I'd happily have carried on. If this is Proof of Concept, I'd say the concept is very firmly proven.
The gameplay loop as as seen in the demo ought to be easy to describe but now I try to pin it down it feels a bit more slippery than that. It's a segment taken from somewhere in the middle of the game, apparently, and it certainly has that in media res feel to it.
There's a big feast coming and you, playing an anthropomorphic but quite realistically envisioned woodland animal, seem to be the facilitator. Animals keep coming up to you and making suggestions, which you follow but only to set things up. You decide where things like the feast table and the chairs go, choose the menu and generally make sure all the basics are in place. Then the other animals do all the gathering and the building to pull whole the thing together.
Before any of this starts, there's some chatter about some animal who's about to leave town and all the time you're trying to get the feast organized, animals keep running up to you and offering suggestions or just wanting to "have a word". It's like Animal Crossing Pocket Camp only with somewhat more realistic graphics.Frequently, I found myself talking to a new animal before I'd had a chance to do whatever the last one wanted but none of them seemed to remember what they'd asked me for, anyway. They'd often come back before I'd even started with another idea they wanted to try out.
The Owl wanted to take me fishing, which I'd have liked to try, since he said we'd do it with me riding on his back and him swooping low over the lake so I could grab the fish out of the water. That never happened but I did go to tea at his house. It was only after I'd accepted that it occurred to me an Owl inviting a Mouse for a meal might have unpleasant connotations but I needn't have worried. It's not that sort of game.
Oh, yes, I didn't mention I was playing a Mouse, did I? The options in the demo are Mouse, Owl or Otter. Each has a unique specialty - mice are tool-users, otters can swim and fish, owls can fly and be ridden by other characters as mounts - but you also get to choose Traits and Quirks at character creation to personalize your character.
Traits are useful abilities like being fitter (More hit points) or being able to carry more (Larger inventory) and Quirks are disadvantages like being dainty (Fewer hit points) or being scared of mushrooms. (I took that one.) You get one Trait for free but if you want more you have to take a Quirk for each one as a counterbalance.
There's housing, too. Really lovely, characterful, delightful housing. My Mouse must be pretty important. Her house is the biggest in the village. It's fricken huge! You can decorate but I didn't figure out how.
The whole game looks gorgeous, especially for something at this early stage of development. It also played very smoothly for me. Character movement was fluid, the UI was intuitive and even with very little instruction, it was easy to figure out what to do and how to do it.
The writing is good. All the animals have personalities that come across clearly in the way they express themselves as well as in what they want to talk to you about or what they tell you about themselves. They gossip about each other all the time, too. It feels very much like a village.
I'm guessing the presence of stats and particularly the way there are both hit points and a trait to increase them means there's some kind of combat in the game, although there was no hint of it in the parts of the demo I saw. I don't know how big the world is or what's out there, though there are hints in the conversations. One character talks about having lived in the city, for example, but whether that's somewhere you can visit I have no idea.
I'd love to find out. I have high hopes for this one. It's immediately enjoyable and it has a very obvious potential market. "What if Stardew Valley but Skyrim?" is an irresistible elevator pitch.
The problem would seem to be whether it will ever get the funding it needs. There was a successful Kickstarter last year, when the total came in at double the ask, but that's still only $400k. And according to an update in February, the team only includes five full-time devs. Is that enough money and/or enough people?
I hope so but I guess we'll find out.














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