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Impressions: My Time at Sandrock

Seeing My Time at Sandrock in the latest Epic Games sale, I decided to snatch it up and get to scratching the itch. The result is about what you would expect: relief… followed by some abrasion.

Pardon the dust… storm.

My Time at Sandrock is a sort of “sequel” to My Time at Portia, continuing the general world progress but in a different area and with new characters. This has so far included the same tonal whiplash where everything is jolly and cartoonish but you discover journals from people who sank into depression and ultimately starved to death in the apocalypse’s immediate aftermath. Originally intended to be a DLC to the first game, the devs apparently felt limited by Portia’ game engine and decided to formally release it as a different game. Or, perhaps, you know… they did it for other rea$on$.

The game engine changes were noticeable immediately, and not necessarily in a good way. The camera swings around with a bit too much gusto, the lock-on mechanic for fighting enemies is very useless when there is more than one in the area, and resource gathering is unsatisfying.

Actually, let me clarify that last bit. The act of chopping trees and smashing rocks is extremely satisfying; I cannot exactly articulate why, but your character really gets into the smashing/chopping and it feels great. Then the resources pop out around you as tiny, spinning polygons and sloooooooowly absorb into your person. So slow, in fact, that you can almost outrun them on your way to the next node. And they legit have to be absorbed before appearing on the left-side of the screen and into your inventory. Like… why? If I could turn that part off and just have the resources appear in my backpack like every other game, my enjoyment would literally increase two times, minimum.

Nice and cozy farm sim… hey, wait a minute…

As for the rest of the game thus far, I can’t help but compare it to my, er, time with Portia. And Sandrock, concerningly, is coming up a bit short. The game’s overall flow is beat-for-beat the same: you’re a new Builder, meet the townsfolk, take commissions from the job board, research new technology, gather relics while digging in Abandoned Ruins, fight some monsters in the overworld and/or in dungeons, complete world/town quests that unlock new areas and improve the town. And that’s all fine – in fact, that is kinda what you want in a sequel to a game you spent 108 hours playing.

The problem is that Sandrock as a location is kinda boring. It’s a desert town with a Wild West motif. I can appreciate the uniqueness of not being able to chop trees for wood (it’s against the law!), and having to worry about water for your machines, and the bizarre “sandfishing” analog to regular fishing. But Portia felt… bigger, more interesting. It’s possible that was due to Portia simply having more empty space, although that’s kinda how that works. More concerningly from the whole cozy life-sim angle though, is how I don’t really like the people. They’re fine, but mostly Wild West caricatures. There is still time for me to be surprised – barely anyone is past two hearts at the moment – but relying on the hope of something getting better doesn’t really cut it in 2023.

Sounds familiar.

So, yeah. I’m going to stick with Sandrock for a bit longer because the same gameplay/planning bits that were compelling in Portia are still compelling here. However, when Portia became less compelling as a result of my completion of the tech tree, I was able to fall back on the relatively interesting world story and neighbor relationships. With Sandrock, I don’t even know if I want to romance any of the options. Not a particularly great situation to be in for this genre.

Winter Epic Sale – 2023 Edition

It’s that time of year again: contributing to the financial instability of the Epic Game Store. And this time around, Sweeny is extra committed to going deeper into the red with an endless 33%-off coupon that stacks with existing sales + 10% “cash back” that you get unlocked 10 days later. While the 33%-off only applies to purchases $14.99 and above, you can get the discount by adding more than one cheap game together in the same cart.

I’m being a bit flippant here, but I’m actually pretty surprised at the deals at hand. Here is what is on my wishlist (prices do not include the 10% cash back):

  • Untitled Goose Game – $6.69
  • Assassins Creed Odyssey: Standard Edition – $8.09 (Game Pass)
  • Assassins Creed Valhalla: Standard Edition – $10.04
  • Lord of the Rings: Return to Moria – $13.39
  • Tiny Tina’s Wonderlands: Chaotic Edition – $13.39
  • God of War – $16.74
  • Far Cry 6: Gold Edition – $16.74
  • My Time at Sandrock – $21.46
  • Dying Light 2: Winter Tales Edition – $24.11
  • Alan Wake 2 – $26.79
  • Dead Island 2: Gold Edition – $32.15

Steam’s Winter Sale will not be kicking off for another week, but I would be very surprised if it beat any of these prices. For example, I don’t anticipate that My Time at Sandrock will go from 20% off at Thanksgiving to 50% during Christmas. And even if it did for some reason, that will basically just achieve price parity.

In any case, I’m not about to just purchase everything on that list. At a certain point, it’s less about Patient Gamer and/or Wait Until Game Pass and more about not setting oneself up for failure. I like the Assassins Creed games, but I haven’t played the last five or them, and it’s doubtful I would jump in and plow through the ones that take 100 hours to complete or whatever. Same with God of War. I played the first two way back in the day, and nothing since. Would I enjoy my time? Sure. But I still haven’t gotten around to Red Dead Redemption 2 after a year and a half.

Of course, none of that really matters. What matters is: what do I want to play right now. Sometimes it is bullshit farming sims to mindlessly pass the time, and other times it is Serious Business Games. More so the former than the latter these days, honestly.

Impressions: Coral Island

Coral Island is a farming/life-sim straight from the Stardew Valley vein, and recently came out of Early Access. I have spent about 30 hours playing on Game Pass and the verdict is… acceptable. Pretty good, even. But the whole time I have been playing, all I can think about is that I want to play My Time at Sandrock instead.

Which to be fair, is, well, an unfair comparison. Sandrock (and My Time at Portia) at not the same kind of life-sim. But what kept striking me while playing Coral Island is how low the stakes are. That’s also an unfair criticism given that all of these life-sims are meant more for relaxation purposes but… I dunno. Sandrock/Portia have an overall narrative, Sun Haven has plot plus a combat system that is a smidge more serious, and Stardew Valley kind of sets the bar. It’s tough for Coral Island to stand on its own with those kind of peers.

Coral Island does have some things going for it. The (non-rotating) pseudo-3D graphics set it apart from the typical pixelated style in this genre. The anime-esque portraits are extremely well done, with villagers having different outfits per season, per certain cutscenes, and even bathing suits. The map allows you to both see where everyone is located in real-time, and even search for specific villagers. The diving activity where you clean up trash on the ocean floor is satisfying.

Overall, like I said, Coral Island is just fine. If you’re looking for a chill life-sim with extremely genre-typical activities, this is your stop. It did capture my attention for 30 hours and scratches some optimization itches. But if you’re looking for anything more than that, e.g. some adrenaline hit or unfolding mystery, you will have to keep on looking elsewhere.

Too Early to Access

Early Access games are such a double-edged sword, right?

Conceptually, they are pretty brilliant. Games are risky projects that typically only give you a chance at profits years after development. With Early Access, you can release whatever you have handy – “Minimum Viable Product” in the gaming parlance – and gain money while you finish building out the rest of the game. Plus, sometimes you might actually get a piece of actionable feedback from the customers that changes the direction of the game. Win-win for the developer.

For me personally, Early Access games are Lose-Win at best.

I do not typically replay games. Between Humble Bundles and Epic Store giveaways and being a periodic MMO player, I have accumulated a largely insurmountable stockpile of games that makes it difficult to “justify” playing even ones I like a second time. So when I do buckle down and play an Early Access title, whatever stage of development it is in is typically the only version I experience. Which can sometimes be fine – not every game makes it out of Early Access. But many times I recognize that things are not fine, as I end up experiencing a worse version of an incomplete game that would have been a lot more fun had I waited.

There are a few exceptions to the rule. Well, one and a half: roguelikes and survival titles. Roguelikes, by their very nature, are “replayed” many times. I started playing Slay the Spire back when there were just two characters, for example, and continue(d) to play it now that there are four. Oxygen Not Included, RimWorld, and 7 Days to Die are in similar boats… that encourage or at least don’t punish re-boating.

Some survival games land further away from the roguelike spectrum and otherwise do not necessarily lend themselves towards repeated play. I have zero desire to play Valheim again, for example, until it is much closer to final release. Is there much of a practical difference between Valheim and 7 Days to Die? It’s hard to articulate, but the latter is more viscerally entertaining and a more varied experience. Both have procedurally-generated maps and such, but how many different bases are you going to create in Valheim really?

I bring all this up because a really, really want to play My Time at Sandrock. Which, you guessed it, just hit Early Access last week. A sequel of sorts to the original My Time at Portia, it has everything I want: basically being a sequel to a game I already put 108 hours into. Everything except… not being done.

What is the current state of the Early Access version?

“Early Access will begin with the single-player story model: players will be able to play some of the first act of the game’s story and have access to romance and friendship missions as we implement them.”

I can’t do it. Even if I imagined that I would pick one of the townsfolk to romance that had already been implemented, the “risk” is too great. “Risk” being uncharitably defined as making a choice that could result in a less satisfy gaming experience in the likely-only opportunity to play the game. Which is neurotic, I know, considering developers add choices to games to allow the opportunity for more people to enjoy themselves. But this brain meat is what I’m working with, so… yeah.

Incidentally, the other reason I’m bringing up this topic is because I was clued into a pre-Early Access game called Life Not Supported that’s basically Raft in space. As in, floating around and picking up space trash to build a space boat. Which reminded me that I spent 8 hours in Raft and enjoyed it and got the itch to play some more only to find that it is still in Early Access itself. And there’s a dev blog from January saying that Chapter 3 is delayed and they’ll be retooling the whole game once it comes out and I’d be better off not playing it until that occurs. At least, that’s the implication. Sigh.