Spiritfarer is a saily-aroundy game like Merchant of the Skies, but it doesn’t have the base building mechanic that Merchant of the Skies sold itself on (no surprise there), still doesn’t have any combat, and also there is almost no trading. Instead, while you do sail around places exploring a map of the world and unlocking prows that can break through increasingly implausible barriers is a major game mechanic, the gameplay rests almost entirely on resource and time management. Your boat is sort of a Stardew Valley farm that floats, and while certain resources are only gotten from specific locations – you can’t grow extra wood or ore from your boat, so you’ll need to visit islands for them – others, like fish and farm crops, come mainly from messing around on your boat while waiting to sail from one place to another.
But all those mechanics are basically just to give you stuff to do so that your boat will feel like a community with a daily routine and errands to run and stuff, which is vital, because the basic premise of the game is that you are Charon’s replacement ferrying souls to the afterlife and these souls hang out on your boat between when you pick them up and when you resolve their subplot so that they’re ready to pass on. Since you’ve got things to do on the boat, watering crops, sawing wood at the mill, weaving thread into cloth and so forth, you see them wandering around. You’re in charge of handing out food for them and there is a dedicated hug button, both of which improve their mood (among other, more character-specific things that help give them individual personality), and if their mood is high enough they’ll do certain things automatically. For example, the union leader lioness (oh, all the departed spirits become animals on your boat for some reason – they were clearly human in life, though, so I think it’s just an excuse to have a giant cartoon toad hopping around the game) will harvest ore on her own when you visit an ore island, then process it into ingots, and then give you the result, so long as she’s not in a depressive funk. So you wander around the boat processing raw materials into whatever resources you need more of for whatever quest you’re focused on right now, and you bump into a couple of people who are busy contributing in their own way or just wandering around talking to each other or interacting with objects on the ship like a lazy lion (the lionesses’ husband) who likes to lounge on a couch.
I dimly recall that this game made Yahtzee cry, so I went into it with pretty high expectations. It’s good, but not that good. Yahtzee’s literally-cried moment was with the aging hedgehog named Alice. She died of old age and develops dementia over the course of the game. Now, I wasn’t totally unmoved by this. The tangled snarl of memories in her shattered mind is pretty realistic to how dementia works, and that’s a real thing that happens to real people which means Alice was an effective reminder of what it looks like when someone’s body and mind are slowly worn away until, when I finally led the gibbering corpse to eternal rest, I felt like it was probably for the best. She didn’t deserve to die, but she deserved to go on like that even less, so lesser of two evils, I guess.
I like these characters, but it doesn’t particularly feel like anything is getting resolved. They don’t seem to come to a personal realization about their backstories, they just share them with me and then move on through the Everdoor to whatever lies beyond. It does a good job converting the ship slowly but steadily into a floating graveyard of empty houses that were once occupied by people I knew and cared about, but the emotional climax falls flat. Gwen reaches the Evergate and is bitter about her awful father, but I already knew that. She also talks about how lucky she is to know Stella, the protagonist (they knew each other before Gwen died), but it feels kind of hollow because I was just ticking quest objectives off. Alice awakens from her dementia for half a second at the Everdoor, but only half a second, and barely has time to focus before the fog is back. Summer worked for a major agribusiness and the chemicals she used gave her cancer, which ultimately killed her, symbolized by a giant dragon. The one that made the most impact on me by far was Atul, who simply vanishes after you finish his last quest, in the way of an abrupt death that you didn’t see coming (although even then, only partly – I very much expected that Atul’s final quest would be his last unique quest, and the last one would be the visit to the Everdoor).
All of these characters work well before their emotional climax at the Evergate, and their absence afterwards is felt, but the actual Evergate text feels like aimless rumination on things they’ve already told me. I enjoy the game’s vibe but its emotional climaxes are the part that fall flat for me, and nowhere is this more true than the game’s actual ending, where it turns out it was all just a dream. This is not as hackneyed as it usually would be, because the whole game is about coming to terms with death, so it’s not thematically out of left field when it turns out that the whole thing is a dying dream and the death you’re coming to terms with is your own.
But that still leaves the problem that none of what you’re doing actually matters. The whole magic trick of fictional narrative is that we pretend to believe something we know is false in order to feel emotions about it. Strip away the false reality and make Spiritfarer a purely abstract game and it’s interminably dull – the gameplay is there to provide space for your boat full of departed spirits to feel like a community, because giving you things to do means there are things you do with other characters. The gameplay on its own is extremely basic platforming, usually of the babby’s first Unity game variety. It’s the animation and the characters that make the game engaging, but then half-ish way through it’s revealed there are actually exactly two characters: Stella, the protagonist, who is every single character except Lily, her sister, whose words from reality occasionally penetrate the dream. In that context, the only thing that matters at all are those conversations and the rare occasions when Stella is having a conversation that advances her own arc. Gwen and Atul and Astrid are all just mirages who matter only to the extent they influence Stella, and while each of them do, they do so very rarely.
The game is also just not as good at being a metaphor for accepting your own death as it is a metaphor for dealing with the loss of others. In large part this is because you are (I assume) a conscious, thinking being who is going to react to death in some sort of way, but corpses are not and do not. The game is very good at depicting life going on without the jovial toad man who taught you how to saw wood or the cynical deer woman who taught you how to weave cloth, gating progression through newer spirits’ stories and higher tier upgrades behind upgrades that require spirit flowers, a resource acquired exclusively from spirits passing through the Everdoor. You can choose exactly when Gwen passes on, but you can’t get through the ice barrier into the winter parts of the map with her still on board.
For your own death, though, the point when you pass on is the point when you’re done playing this video game. You choose to die when you’re all alone (there is, for some reason, one spirit who never passes through the Everdoor, but he still runs out of unique dialogue pretty quickly and fades into the background, so he may as well have left) and have nothing left to do. That’s not how most people experience death at all! That’s the experience of a biologically immortal being who’s outlived the entire human species!
On the other hand, if you completely ignore that frame and pretend the game never abandons its original premise, then it matters a lot whether the departed spirits have a mediocre versus ecstatic time on your boat in the couple of weeks they spend between this life and whatever lies beyond. I spent a lot of time with and had a lot of fun in Spiritfarer, but only by ignoring the twist and pretending the game was really, genuinely about faring spirits, that Stella isn’t dying, she’s dead, and Charon, an actual magical god of passage from this life to the next, selected her departed spirit to take over his job.