[Game: Spiritfarer, Thunder Lotus Games, 2020]
Spiritfarmer:

Comparing Fundamental Mechanics of Spiritfarer to the Same Mechanics in Stardew Valley

 

Introduction:

In narrative, setting, and artstyle, Stardew Valley and Spiritfarer are very far apart: the former is about rejuvenating a grandparent’s abandoned farm and embracing a rural lifestyle in pixel art; the latter is about coaxing souls onto a boat and ferrying them to their final rest in high-res illustration. But in terms of tone and mechanics, they’re extremely similar. They’re both laid-back 2D indie management sims with farming, ranching, crafting, cooking, fishing, mining, beekeeping, foraging, rigid day-night cycles, base building that involves resource checklists, minigames for basic actions, optional co-op, slow traversal with fast travel nodes, and a cast of quirky NPCs that give quests and offer benefits if you make them happy.

Yet it is a stark fact to me that the implementation of the individual mechanics in that list is done, by and large, far better in Stardew Valley than Spiritfarer. For immediate clarity, I’m not here to point out that Stardew Valley is the more complete and varied experience. It’s true, but it’s also a trite, obvious, and uninteresting observation. Spiritfarer hasn’t received the boundless support and resources which allowed Stardew to steadily expand in features across the past decade. It is (of course) impressive that Stardew Valley, in a manner reminiscent of Terraria, has been subject to so much free expansion since its release. But that’s simply not what this article is about.

The comparison I’m here to make is between the handling of specific mechanical elements in Spiritfarer and the handling of the closest corresponding elements in Stardew. The quantity and variety of such elements in each game will be, for this exercise, ignored. Their aesthetic and narrative differences will also be mostly ignored here. They could swap themes and artwork and I’d be writing the same article. In fact, they could swap practically everything other than the details I’m about to discuss, and a session spent playing Stardew Valley would still be preferable—due to the mechanical functioning of many basic interactions with the gameworld.

Spiritfarer screenshot with Stella near navigation, blueprint station, and dinghy - Stardew Valley, Comparison Continue reading

[Game: Spiritfarer, Thunder Lotus Games, 2020]
Spiritfarmer:

Comparing Fundamental Mechanics of Spiritfarer to the Same Mechanics in Stardew Valley

was last modified: April 2nd, 2025 by Daniel Podgorski

[Game: Mini Motorways, Dinosaur Polo Club, 2019]
Mini Metrics:

5 Ways Mini Motorways Improves on the Studio’s Earlier Release Mini Metro

 

Introduction:

Both Mini Metro and the studio’s more recent iteration on the formula, Mini Motorways, are a noticeable step up in execution from similar chill takes on the strategy genre such as Islanders and Reus. Unlike those other games, Dinosaur Polo Club’s mini city sims have a deceptively high skill ceiling, bear cohesive and striking visual styles, and include randomized elements in a way that offers a worthwhile challenge and texture rather than a source of frustration.

More than anything, though, what impresses me about Mini Metro and Mini Motorways is their elegance: the restraint of their visuals, including plain flat polygons and muted complementary colors to evoke utilitarian subway maps and route guides; the way their entire soundscapes are reliant on context-dependent sound effects and almost no music, starting things calm and naturally transitioning to a unique and sonorous cacophony later in a round; and the understated deftness of how the complexity of the playfield increases (in part) simply by zooming out the camera at a glacial, almost-imperceptible pace.

But the two games are not created equal. When the developers returned to the drawing board after Mini Metro and altered the design, I feel they took full advantage of that opportunity. Mini Motorways is a great example of what a video game sequel can and should do; despite feeling like an incredibly similar game in terms of both style and substance, it is a noticeable refinement of the template established by Mini Metro in numerous ways, five of which I’ll cover now:

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[Game: Mini Motorways, Dinosaur Polo Club, 2019]
Mini Metrics:

5 Ways Mini Motorways Improves on the Studio’s Earlier Release Mini Metro

was last modified: April 23rd, 2025 by Daniel Podgorski

[Game: Journey, thatgamecompany, 2012]
Not Lone nor Level Sands:

A Thorough Ecocritical Analysis of thatgamecompany’s Journey

 

Introduction:

The first and most dominant visual motif of Journey is . . . sand. As the game begins, an unfathomably vast desert of fine-grain sand stretches in every direction. Clouds of it move through the wind, and block out the sky. The area is a beige-tan wasteland of desolate, arid sediment, which unimpeded winds have gathered into rhythmic and monotonous dunes. And directly before the player-character lies one such large ridge of sand. Trudging up this dune reveals a landmark: a distinctive bifurcated mountain thrusts through the sand up into the air, undaunted by its dusty environs, emitting a glow at the point of union between its dual peaks. The destination is set, and with a slide down the obverse of the dune, the eponymous journey begins. It won’t be until that journey is roughly 80 percent over that, on emerging from a tall cave-bound temple, one actually finally exits the dust, dirt, and sand.

Yet, for all this emphasis, I have found that extant analyses of Journey have disappointingly little to say about sand. That is, the landscapes of the game—so foregrounded by Journey’s lack of HUD, lack of dialogue, distant camera position, and relative mechanical simplicity—are treated as irrelevant set dressing by those who have provided interpretations of the game’s content.

Now, why does that matter? Well, because: it means that, though people pontificate endlessly about the vague resonances between Journey’s campaign and a human lifespan, and about the several arguable overlaps between some of its story beats and the religious beliefs of different human cultures, they have ignored some key details of its literal narrative, which are intimately connected to its setting. And in particular, they’ve thereby ignored a theme which this quiet game is trumpeting fairly loud: its allegorical discussion of a relationship between intelligent beings and their world.

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[Game: Journey, thatgamecompany, 2012]
Not Lone nor Level Sands:

A Thorough Ecocritical Analysis of thatgamecompany’s Journey

was last modified: October 24th, 2024 by Daniel Podgorski

[Game: Armored Core VI: Fires of Rubicon, FromSoftware, 2023]
Crossing the Rubicon:

A Thorough Critique Detailing the Mechanical Flaws of FromSoft’s Armored Core VI

 

Introduction:

I’ve spent a lot of time over the past couple years running a fine-tooth comb through FromSoft’s recent works, with articles on Sekiro and Elden Ring which highlight an array of small issues and minor annoyances that crop up in those overwhelmingly great games. That’s not really what I’m doing here. The issues I’ll be discussing in this article feature in nearly every level or mission through the entirety of Armored Core VI, and detract from the game as a whole.

Don’t get me wrong: it is still a good game. I like both halves of its primary gameplay, the mech customization and the mech combat. But even those aspects of the game are far from perfect, and the issues don’t end there. For reference, at the time of writing this article, I have played Armored Core VI: Fires of Rubicon through three times (including two new game + cycles) in order to access every mission, every arena fight, and every ending, and have spent multiple entire chapters playing as each of the four principal mech archetypes in the game.

I’ll be avoiding story spoilers in this article, but will be showing screenshots of gameplay from throughout the campaign. So, let’s sortie . . .

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[Game: Armored Core VI: Fires of Rubicon, FromSoftware, 2023]
Crossing the Rubicon:

A Thorough Critique Detailing the Mechanical Flaws of FromSoft’s Armored Core VI

was last modified: September 20th, 2023 by Daniel Podgorski

[Game: Death’s Door, Acid Nerve, 2021]
Death’s Back Door:

The Pros and Cons of Acid Nerve’s Crow-centric Reaper Simulator Death’s Door

 

Introduction:

The indie hack-and-slash action-adventure game Death’s Door is an experience about which I have a very mixed opinion. And in general, when I have a mixed opinion of a game and the bits I like are cleanly separable from the bits I don’t, I like to organize my review of it into a dedicated pro and con list.

Now, each of the previous three games I’ve covered with one of these ‘pro and con’ lists is a game I ended up recommending, for which I concluded that the good outweighs the bad (whether by a lot, like with Sekiro, or by a little, like with Crypt of the NecroDancer). This is the first time where that’s not quite the case. It is a close call, but I do think the bad slightly outweighs the good this time around. Nevertheless, I think you’ll initially be confused about me saying that, as I’ve got a lot of very nice things to say about Death’s Door.

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[Game: Death’s Door, Acid Nerve, 2021]
Death’s Back Door:

The Pros and Cons of Acid Nerve’s Crow-centric Reaper Simulator Death’s Door

was last modified: March 26th, 2025 by Daniel Podgorski