My feelings on primal planet shifted around a LOT during my time with it, from a very solid opening hour to a frustrating middle part and finally a suprisingly fun later half. Which is why i'm recommending this one in the end but with a few caveats. You see the game has a very strong opening act, a simple premise of being a prehistoric hunter who gets separated from his wife and daughter by a T-rex attack. It doesn't take long before you're reunited but not much later a sequence of events happen in such quick succesion that it's hard to make sense of it all aliens?! After all of this you're kind just dumped into the world with no real sense of direction other than your main goal of find your family. But the thing in primal planet is you can go almost everywhere on the map from the start as your MV upgrades are tied to a skill tree and thus optional which creates a slew of issues for the game. First of all this makes it so you feel like you have to get your double jump and air dash asap on the skilltree, but they are expensive and require a lot of skill points. But other things also beg for skill points, such as your laughable health, damage and carry capacity. These first 2 especially make fighting dino's in this game a slog, i get that there's a zero to hero fantasy tied to progression but combat in this game is genuinly awfull with no depth other than brute forcing. Enemies swarm you and there's no proper way to avoid damage other than hoping the enemy sprites don't turn around exactly when you would be on their mouth hitbox. To further compound this the healing system in this game, while immersive, is really harsh at the start. You can only carry a tiny amount of food that heals in increments on 1 HP and to make this food in the first place you have to beat and harvest dino's which requires you to fight them, something you're too weak to do early. Do you see the loophole here? Fighting early on is barely worth the risk but you need the skill points so you have to take it but resting at a bonfire doesn't heal you. In fact it hard saves your gamestate which means that any damage you take is permanent unless you can heal it up. Combined with hard to read combat in general this makes the early game a tedious grind fest of hoping you're lucky enough to kill more dino's than you take damage. What i did to circumvent this was use cheat engine to boost my starting stats to a more comfortable level, especially carry capacity, cooking and a bit of health/dmg. This made it so i could actually carry more than 3 HP worth of healing consumables which allowed me to put up a fight and gave me a chance to gain some levels proper. I know skill issue and all that but genuinly this made the game actually enjoyable for me as it finally allowed me to start exploring this expansive world. Said world has a lot of things to find but most nearly all of it is crafting related, something you can only carry a bit of. The crafting system is very simple with only a few notably usefull things and no progression tied to it for the most part. There's one craftable tool that does serve as the game's sole ability gate but other than that you'll most often be both full on tools and the supplies to make them which makes exploration nearly pointless. Even the game's secrets which are easily seen on the map just give supplies as well most of the time. All of this makes exploration generally feel unrewarding and lackluster with the exception of 'spirit trees' which give some skillpoints. These were always a great find but not enough to make exploration, one of the core pillars of a metroidvania, feel satisfying. In general the metroidvanianess of this game is on the weaker side, especially with the aforementioned double jump and airdash being tied to your skill tree. In essence this means that the world is designed to be playable without these upgrades which makes for rather bland level design. While the visual variety between biomes is impressive, the gameplay stays the same with the only exception being wether or not you're on land or in water. While the former controls mostly well enough, it does feel a bit floaty and the automatic sideways walljump is rather infuriating, whereas the later feels way to slow to be satisfying. Yes the adition of dolphins was a welcome addition and made a world of difference, but the water sections still felt like a chore. Exploring any area wether on land or in water was aided by a rather functional and detailed local map, however the world map is a HUGE pain point for the game. You cannot under any circumstance view any biome in detail other than the one you're currently in. This makes navigation very cumbersome especially paired with poorly explained map markers and a lack of direction. I thus resorted to taking screenshots of areas i felt like i needed to come back to later but pressing that button on my keyboard activated the local coop feature. Which locked my camera on the dinosaur pet for a few second, making me unable to see far enough ahead when i tried to progress further in any direction, causing me to often take a hit from some source or fall down a fair bit. This wasn't a dealbreaker but i'd have liked an option to disable local coop to prevent this from happening. However these weren't the only moments i took a screenshot as the game was suprisingly beautiful. The pixel art on display is masterful, featuring simple designs that are very readible and make for an immersive world bustling with life. The parallax adds a lot of depth to the scenes and the animations for the sprites are excellent. The whole world feels alive with an impressive variety of dinosaurs inhabiting the world of primal planet. To further boost this immersive quality the sound design helped to really sell this prehistoric setting. The ambient sound effects were literally perfect, actually making you feel like you're in some prehistoric forest with all the bugs, birds and other creatures' mating calls resounding through the trees. This paired with the creature behaviours to make it feel like a proper ecosystem, which gave it an almost rainworld like quality. And just like that game, primal planet featured a dynamic music system that switched depending on the context. For example whenever a bigger creature like a spinosaurus or T-rex was near the music switched to upbeat drums that felt very tribal. However when things were calmer and safer the OST was generally majestic, with a beautiful score that gave a majestic flair to it all. I'm actually gonna pick up this OST as it's genuinly a good listen with nearly 40 minutes of music. Finally there's the aforementioned plot which felt so strange to me. The addition of aliens does add some intrigue but it sorta pulled me out of the experience, i think i would have prefered a more grounded setting. However the addition of the new ending did make it more satisfying to complete the game though. It's not a crazy story but that's not the point here, as i think the game should be seen as a sandbox game. It doesn't do the whole MV thing particularly well as exploration and level design are a bit lacking but neither does it do survival mechanics very well. Yes there is some crafting and surviving but there's not the required depth of these systems to make it have a satisfying progression. In the end this game lands a bit akwardly between those two genres but its immersive qualities, impeccable visuals and good music make it fair enough. Worth picking up on a sale in the bundle with the OST as it's a bit steep for its lenght at base value.
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