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Impressions: Palworld, 1.0
It’s been about 2.5 years since I last touched Palworld. With its 1.0 release, it felt finally time to go back.
TL;DR: I haven’t booted up Hearthstone or Guild Wars 2 a single time since, not even for weekly quests.

I am not going to spend a lot of time talking about changes, as I only played around eight hours back in like… v0.12 or whatever. What I can confirm, broadly speaking, is that the game pretty much plays like it did 2.5 years ago, minus the bugs. All of these impressions are coming from around ~30 hours of game time on default, Normal settings.
The gameplay loop is the same with ARK: explore a defined map, grind resources, capture creatures, repeat. The big difference is that Pals are much more inherently useful in all aspects of the game. You can summon Pals to help you fight/tame other Pals. You can summon Pals and then ride on them over land, sea, and/or air. You can summon Pals and utilize them as living flamethrowers, grenade launchers, miniguns, or even as swords. Crucially, you can deploy Pals in your base to farm resources, craft ammo, plant/harvest crops, and otherwise keep you company. And because Pals can be useful for all of these different scenarios, you are encouraged to capture all of them in the off-chance they are better at a given task than what you have, rather than just the completionist “gotta catch them all” achievement.

The actual act of playing the game has been an interesting experience for me. Palworld very much feels like a AA game… which it is, with MSRP of $30. The title screen, the menus, some of the textures all kinda scream “stock Unreal assets.” More than that though, some red flags immediately raised to me when I discovered that the first resource after Wood was just “Ore.” Not Copper Ore, not Iron Ore, just… Ore. In the past I have railed on designers having excessively prescriptive design, e.g. Copper Sword, Iron Sword, Silver Sword, etc. Palworld does have other tiers of items, like Refined Ore and others, but having “Ore” the baseline was indicative of an overall balance towards volume than rarity. Which is indeed how it has played out thus far.
What I do appreciate (to a degree) is how many different activities are available in the game. There are faction bases that you can attack in the open world, which gives you some loot. There are instanced dungeons, which contain some Pals and resources that only spawn inside. There are open-world “bosses” that are effectively super-charged Pals. Base raids are a thing, unless you either pay the messenger for them to go away or turn them off in the menu. There is also Fishing, which can net you some nice rewards and high-level Pals. Respawning treasure chests are strewn about in the land. In short, there are plenty of distractions when exploring, such that you may end up not actually accomplishing the thing you set out to do, unless you are able to ignore everything else.

In short, Palworld is great! For now. I can imagine a scenario in which some of these activities get old after a while, in which case the loop collapses. I also find it difficult to imagine replaying the game later, since the map isn’t procedurally generated. I believe there is an option to randomize the Pal locations, but I’m not certain how much extra juice that will provide. Best-case scenario would be for there to be ongoing support, ARK-style, with perhaps new maps eventually, whether created by Pocket Pair themselves or dedicated modders.
Then again, there is something to be said for having an experience that is just over when you’re done.
The Alters
I recently completed The Alters after about 24 hours of gameplay via Xbox Game Pass. Overall, I found the experience to be unexpectedly poignant and also refreshing.

The general premise of the game is that you are Jan Dolski, sole survivor of a crash landing on a hostile planet. Getting your bearings, you discover that while the mobile expedition base is intact, there is no realistic way you can manage all of its components by yourself and still escape a scorching sun just over the horizon. In the midst of despair, you find Rapidium, the MacGuffin mineral that precipitated the expedition in the first place. With Rapidium’s special properties – plus a Quantum Computer and Mind Records – you are able to clone yourself and selectively modify the clone’s memories such that they made different choices at pivotal moments in your past, thereby specializing in different fields (such as Scientist, Refiner, Doctor, etc). You must then balance exploration for resources, base management, and keeping your surly other selves happy long enough to (all?) get rescued.
The first kind of obstacle I encountered with the game… was its very premise. I actually felt like the various Jans getting physically pulled from other dimensions would have been more believable. After all, you do actually encounter numerous “anomalies” as enemies to fight or flee from on the alien world you are stranded on. But the game does a good job of exploring multiple facets of its own seemingly-shaky premise, so if that is a potential hang-up, well, please dial again.

The only other sort of criticism I have with the game is the sort of stark shift in gameplay that happens within each Act. At the beginning of each section, you are typically left dangerously low on supplies in the midst of an unknown landscape, knowing that the game-ending sun with be coming up behind you after an unknown amount of days. This part feels exciting and strategic, as you attempt to balance securing resource locations with longer scouting trips. Once the map has been filled out though, you wind up ending yours days within 5 minutes by holding down a button at a mining drill (which fast-forwards time) before clocking out. At one point, I started to avoid leaving a specific Act so I could “farm” research unlocks and add the maximum number of sections to my mobile base. The difference between that and how I felt immediately after getting to the next Act was enormous. I just wish the ebbs and flows were more uniform, ya know?
Of course, I would be remiss to not mention the Alters themselves. While you are out and about (or even farming resources), the Alters will get into certain moods and come to you with requests that might require the diversion of resources. It is during these times that you learn more about your alternative paths and what could have been. This sort of thing could easily have devolved into some on-the-nose proselytizing, but… it doesn’t. None of your other selves really have fairy tale lives, and in spite of diverging several possibly ways, all end up choosing to participate in Project Dolly in the end. Was that narrative convenience? The constraints of the Quantum Computer in altering the Mind Records of the clones? Or is it a broader commentary on the choices you make in life and how you must seek meaning in them even if you end up in the same place?

Overall, I would consider The Alters to be a top-tier Game Pass game. There is technically some replayability as you cannot choose all of the available Alters within a single play-through. Additionally, there are higher difficulties that probably make the second half of each Act more exciting from a resource juggling perspective. Regardless, hats off to the devs for making an engaging game, and also releasing it for $35 MSRP.