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Impressions: Palworld
In case you haven’t heard the news, Palworld is doing gangbusters: 2 million copies sold in the first 24 hours. And now 4 million within three days. It even hit a peak concurrent player rate of 1.2 million players on Steam, which leapfrogged it past Cyberpunk 2077 and into the top 5 of all time.
That is insanely impressive considering it’s also on Game Pass and Epic Game Store, so that’s just a fraction of its total reach.

Palworld’s tagline is “Pokemon with guns,” which is basically just S-Tier marketing and nothing else. The reality is that it’s “ARK with Pokemon”… like completely. Each time you level up, you get Engram Technology points which you spend to unlock specific recipes on specific tiers. You also get Attribute points to level up one of your base stats like carry weight, attack damage, Stamina, etc. Even the building mechanism via the menu wheel feels identical. Which isn’t to say it’s all bad, just that “Pokemon with guns” is exploiting an information gap in the promotional materials that becomes apparent right away in the gameplay.

Having said that, Palworld does indeed make some good innovations in the general ARK formula. The biggest thing you notice right away is that Pals can be set to work in your camp. The work that Pals can complete differs based on their type – Lamballs hang around Ranches to self-groom their wool, Cattivas will work in your Quarries – but most of them can do basic stuff like wandering around and moving supplies to chests. The fact that they do anything at all beyond staying stock-still waiting for an mistaken Follow-All whistle makes Pals miles better than the dinosaurs of ARK.

Unfortunately, I cannot comment much further impression-wise because Palworld started to crash to desktop in 5-minute increments for me. Some Early Access releases are basically soft-launches of fully playable games (Against the Storm, etc), but Palworld is very Early Access in… let’s say, the more traditional sense. It’s been a while since I played something that lacked the ability to Exit the game. Like, you literally have to Alt-F4 to turn the game off.
…unless you are playing the Steam (or non-Game Pass) version. There has already been a patch v0.1.2 release to address various bugs, including some that cause crashes and also a bug that causes ambient sounds to not play. Which is a big deal, as the silence when running around is a bit conspicuous. Also, Steam players get an Exit button on the menu. For the Game Pass plebs like myself, such a patch has to go through Microsoft’s certification process, and who knows when that will go live. For how much Microsoft pays to have Day 1 releases on Game Pass, it’s a pretty big limiting factor for these Early Access titles.
Honestly, it almost makes me want to just buy the game on Steam. Almost.

As it stands, I’m pretty conflicted about playing Palworld further at the moment. The crashes to desktop notwithstanding, there are other elements to the game that are very early Early Access. Your base can be raided by AI, for example, but the two times I got the notification, the enemies spawned down a hill and never moved even when I started attacking them. One of the v0.1.2 patch notes mentions how the arrows recipe went from 1:1 to 3:1, which is significant reduction in terms of resources you have to grind – I have not yet found a Pal that cuts trees, so I’m still manually doing that. While the EA dilemma is something you always have to consider, it’s been a while since I had to weigh it against really basic functionality like this.
Of course, the fact that the scales had to come out at all is indicative that Palworld is on to something. Is it ground-breaking innovation? Nope. I described it as “ARK with Pokemon” before and it still really feels that way. But ARK peaked at less than 250k concurrent players on Steam, ever. Sometimes the derivatives end up being better than the original. Or maybe devs should be selling their games for $30.
GTA 5 Complete
I finished GTA 5 a few weeks ago now, and my experiences can be summed up with this:
The game overall was actually phenomenal, albeit strangely balanced. It has been ages since I played GTA 3 and Vice City, but I remember those games being centered on steady progression with gun unlocks and even vehicle selection. For example, you couldn’t find the fastest cars in GTA 3 until the first bridge gets repaired, which only occurs after finishing several story missions.
In GTA 5? Some of the best cars are practically outside your first house. Indeed, several more things appear to be cash-gated too – gun unlocks and such – but completing a successful heist towards the beginning of the game ended up giving my characters over a million dollars apiece. Body armor costs $2500? No problem. Pretty sure I went ahead and unlocked most of the guns right away too.

The best of introductions.
One of the more consistent pieces of feedback I heard about GTA 5 going in was that nobody really liked Trevor as a character. Turns out Trevor is one of the more authentic characters in the game, IMO. Granted, he’s a batshit insane psychopath, but the body count of the other main characters are nearly as high, and yet they act like it is no big thing.
I did try out the GTA Online aspect for about a hot minute. One of the tutorial missions required me to go to a specific clothing shop that was currently being camped by a player with an attack helicopter though, so I Nope’d right out of that server. This aspect of GTA is apparently wildly profitable (to the tune of $500 million), but I have little desire to grind (or pay) my way to progression in this sort of game.

Christ, the visuals are amazing.
The single-player portion of the game though? It was a blast to play through. The three-person narrative worked out well, the graphics were sublime and ran at a silky 60 FPS with a GTX 970 the majority of the time, and there were plenty of emergent shenanigans. I barely played GTA 4 or San Andreas, so it’s hard for me to say how much the formula has improved, but the game is quality regardless.