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Notes -
To be fair, one man's early access is another man's complete package, in my opinion Early Access titles vastly vary in quality and can be as good as complete games even when still in "beta" (though I do agree open-world survival crafting games have a higher risk factor, it's a meme for a reason). The trick is mostly in sniffing out gems from the piles and piles of shit. The most egregious example is probably 7 Days to Die, it's in "alpha" for over 10 years at this point but it's a complete game for all intents and purposes and I've gotten a lot of hours out of it. Backpack Battles isn't even technically out yet, there's only a demo, but it's deceptively addictive and has surprisingly deep mechanics, which you can put to the test against other players in ranked matches. Chrono Ark keeps delaying its final update but everything else is basically complete, it's extremely impressive mechanics-wise and I genuinely consider it one of the best roguelike deckbuilders out there, above even Slay the Spire. My personal recommendation.
Palworld is... eeeh, 50/50 in this regard I'd say, the core is already incredibly solid and the base building is surprisingly fleshed out, but the AI and especially pathfinding is dreadful and needs immediate fixes, and the midgame onwards needs to be more fleshed out. Copper ore is absolutely central to your progression but you can never get enough of it, it's way too heavy to mine and carry home, and it cannot be reliably automated - ore nodes respawn, but even if you build a base on top of them, your pals will somehow only mine when you are there with them (I once left a base for an hour and came back to 12 pieces of ore, a single node is worth at least 20). Chalk it up to general pathfinding jank, my base pals regularly end up stuck on top of trees, rocks, whatever the fuck and simply give up until I throw them off or they pass out from starvation.
"It was revealed to me in a dream"
Seconding gattsuru below in that Palworld absolutely does scratch an itch that nothing else scratches, for me it was the long-awaited open-world Pokemon game, with real-time combat and a good system of
pokemonpal interactions to boot. I emulated Legends: Arceus before and thought it was pretty decent, but it wasn't until a week ago that it really sank in just how barebones Arceus is, it's arguably even jankier than Palworld, interactions are nonexistent (your ride/glider mons are all fixed unlike Palworld too) and the boss fights are just hilarity, it's basically a normal pokemon battle but occasionally you run around the boss and throw tranqs at it for half a minute so it goes into a battle phase again.Palworld's boss fights, even basic as they are, are so far above in comparison it's not even funny - almost purely by virtue of you the player actively dodging and participating. Even things as simple as the trick of recalling your pal to avoid hard-hitting attacks aimed at it add so much to the perception of yourself as a trainer working in tandem with your team. In my opinion this is exactly what is missing from Pokemon.
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