TL;DR- Strongly recommended for fans of Farming Sims (i.e., games like Harvest Moon) looking for a challenge and a story with stakes. Gameplay is very enjoyable, avoiding any extraneous features which would clog up the experience whilst still needing more thought than most games of the genre. Characters are very likeable and have strong potential to be expanded on, with solid use of gameplay to tell the game's story. Having played quite a few games in the same vein as Harvest Moon and Stardew Valley, I've found myself wanting a farming sim focused more on the story and characters. The social aspect of this genre is obviously a huge part of it, and so I tend to evaluate these games largely through the lens of the characters who inhabit their settings. This is probably a strange way to start a positive review for a farming sim whose character interactions are largely yet to be implemented. Friendship/Romance events are some that will come later on in the game's development, and village holidays/festivals are apparently something slated for expanding at some point. However, what does exist is a very strong core around which these character interactions can be written. It is important to note the existence of actual stakes within the story. The core premise of this game is that it's a game like Harvest Moon where there are regular disasters which make your life harder, and (unless you play your cards right) the villagers' lives shorter. By showing characters in genuine distress, it is far easier to care for them than in similar games. In addition, there is a much tighter sense of community than in most other similar games I've played. The fairly frequent events where the entire town convenes, as well as the various friendships (and crushes) already established by the time the player arrives, make Grimshire's characters and setting very believable. As for gameplay, I played the game on normal difficulty, with a Fox Courier farmer. Perhaps the different species and starting skills would play significantly differently, but that's not something I'm able to speak on at this moment. For me, Grimshire constantly felt like a battle; one which I would eventually win, but there were many moments where I genuinely wondered how it was going to be possible to survive. In the end, I was probably very lucky- I managed to complete the game's single year of story content without losing anybody (this does seem to be a somewhat rare experience). What really mattered is that I felt like I was going to lose that perfect streak with each passing week, and actually managing to deal with each successive problem in time felt amazing. Normal difficulty came across as very fine-tuned to me, perfectly setting up these seemingly insurmountable roadblocks before forcing the player to adapt and overcome them. Grimshire is also notably slower paced than other similar games. Part of this is due to the pressure of feeding and supplying the entire village; you cannot waste a single hour or point of stamina at times. Despite this slower pace, the game manages to remain engaging throughout. This is because every bit of work you do is in service of a goal, rather than just increasing the amount of money you have, and the decision to discard the hard line between seasons common to the genre. Spring crops do not die on the first day of Summer. Instead, when they go out of season (which may be from the 14th of Spring to the 7th of Summer, for example), your crops will have a chance to die with each passing day. The timeframe there is key. Effectively, each week is its own mini season, with its own selection of crops which can be planted, fish caught, critters tamed, fruit picked, forage gathered, et cetera. This constant change stops the seasons from ever becoming samey. This is true visually as well- seasonal changes are a slow transition, best seen in the melting of snow during Spring. All of this combines to make a game which avoids ever becoming visually stale. Which mechanics are fleshed out and which are left fairly simple is another decision which Grimshire makes well. Whereas it may be tempting to put a combat system in your edgy farming game, the actual experience does not in any way require that. In fact, the decision to exclude anything of the sort is one I like a lot, as it allows the story to use the threat of violence as a genuine danger to the village. Likewise, fishing is more similar to Animal Crossing than any other game I've played- very simple, and very welcome, given how often you'll need to go fishing in this game. If you had to do a minute-long minigame every time you wanted to catch a fish which worth 13 stamina, the game would suffer greatly. In contrast, ranching is quite complex for a farming sim. Critters (this game's term for livestock, chosen to deftly sidestep the innate horror of encountering your non-anthropomorphised counterparts at the end of a butcher's cleaver) age over time, have an individual stat for their body size (i.e., how much meat, bones, blood, and offal they'll give you when butchered), and can fall ill if housed with too many other animals. Raising critters is an important part of the game's balance, so making it mechanically involved despite the amount of actual time investment it requires on the player's part being quite small certainly paid off. As it stands, there are several issues with the gameplay which I dearly hope (and do suspect) will be fixed further down the line. For starters, the game's mouse controls are somewhat finicky, something especially noticeable in the mines. It is also not uncommon for one to accidentally harvest a crop whilst trying to select something from the inventory bar with the mouse. This is an especially bad thing as this game incentivises leaving crops in the fields for more time in some cases, as doing so is the main way you'll obtain more seeds. One or two crops usually won't be the line between life and death, but it's still frustrating. On a more severe note, whilst I did praise the deliberate simplicity of the mines, smelting the ores one gets from there is painfully slow, and there is hardly a 'good' fuel source in the entire game. Wood is too useful, plant matter burns away quickly, and coal seems to be barely worth the effort. The above has a knock on effect, as it also makes it difficult to upgrade one's tools. Due to the added lack of a way to predict the weather, this makes upgrading one's hoe, watering can, and scythe an unappealing prospect, especially for carnivore farmers, who can easily make up for the greater stamina cost of watering each crop one-by-one by fishing. This may just be a skill issue on my end, I admit. Perhaps I should have invested in more smelters or something. Regardless, I have seen a few people have similar experiences so I figured it pertinent to mention. One final note, it looks pretty nice. The muted colour palette suits the game's tone very well, and the critter designs are very cute. In conclusion, Grimshire is a very promising farming sim. One other review I read described it as Stardew Valley mixed with Frostpunk, an assessment I, while not thinking is entirely accurate, certainly understand. The game certainly taps into the same mounting pressure which makes the latter so engaging. In many ways, my single year in Grimshire was the most fun I've had in this sort of game. The fact that this is in a game whose characters are already strong despite a large portion of the social system being yet to be implemented is all the more impressive. Finally, the integration of the gameplay and story is quite well executed, enough so that I feel confident in recommending this game despite it being in early access. If they keep this up I think this will be my favourite game of the genre by quite a wide margin. Regardless, I very much look forward to see where this game goes in the future.
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