Another day, another angry western developer throws a hissy fit over the fact that their game got outsold.
Since its launch, Palworld has been under intense scrutiny, with Western game developers from Naughty Dog and Sumo Digital bastardizing the game. Additionally, there have been exaggerated claims from Nintendo fanboys, attempting to label the game as an AI asset flip or directly ripping assets from Pokemon.
Retarded game journalists, such as Chris Tapsell from Eurogamer added his piece to the outrage by giving the $30 indie game a negative review by proclaiming it to be a game designed to “sell”, with its customers feeling like “marks”.
And now, the latest critique stems from a Dead by Daylight developer, who commented that the game “lacks a sense of warmth.” apparently.
In a LinkedIn post, Nathan S, Chief of Staff of Dead by Daylight, delivered a scathing critique of Palworld. He begins by stating, “I don’t think Palworld is very good,” and goes on to enumerate criticisms including its buggy nature, “boring and repetitive combat,” inadequate balancing, and an empty open world.
Clearly someone didn’t have a good time. However if you’re actually familiar with his game you’ll understand why his critiques are hilarious. Dead by Daylight is a multiplayer focused survival horror game that was entirely band wagoned by social media influencers such as YouTubers covering the game and of course online Streamers.
Developed by Behaviour Interactive, Dead by Daylight has a much larger budget than Pocket Pair’s Palworld and is of no shortage of glitches and or bugs despite only having the capacity to withstand five total players per given round / match.
Dead by Daylight’s core gameplay loop is relatively simple, there are four survivors and there’s one killer. Survivors aim to flee the map by repairing generators to activate exit gates, all while evading the killer and their abilities. They collaborate on generator repairs, provide healing support, and strategize their collective escape.
In contrast, the killer’s mission is to pursue and eliminate the survivors before they succeed in escaping. Killers wield unique powers and skills to locate, capture, and ultimately sacrifice the survivors, thwarting their attempts at survival.
The game itself is extremely bland in terms of its gameplay, that’s because its main draw and attraction besides the constant flow of social media influencers playing the game during its initial “hype phases” but rather the constant string of tie-in content and collaborations Dead by Daylight has with other franchises.
From Resident Evil, Attack on Titan, PUBG, Stranger Things to even Naughty Bear, Dead by Daylight is basically an asset flipping machine when it comes to the survival horror genre.
So I personally find it fucking hysterical for Nathan, the chief of Dead by Daylight, a game plagued by bugs and has no actual relevance outside of constant collaborations with other franchises to proclaim that Palworld is repetitive and boring.
It’s a statement that rings true. The survival crafting genre can often feel tediously repetitive and grindy, yet it’s somewhat amusing to see creators of uninspired content, which often piggybacks off established franchises, criticizing similar practices in other games.
Palworld emerges as a “feel good story” amongst indie developers. While the open-world survival crafting genre may lack “imagination”, it still offers hours of gameplay and entertainment for those who appreciate its familiar tropes.
Palworld, created by a lesser-known Japanese studio, has achieved sales in the millions. The game fulfills a long-standing desire among gamers for a genuine open-world survival adventure, a genre that consistently garners significant sales.
It incorporates elements from the world’s most renowned intellectual property, namely the monster-capturing features reminiscent of Pokemon.
It’s evident that there’s a significant audience for the open-world survival crafting monster capture game, as witnessed by its impressive achievement of over twelve million sales on Steam alone.
This success can be attributed to its “innovative” approach to the genre, incorporating mechanics and elements from the world’s most popular game franchise.
Another criticism made by Nathan is apparently how the monster taming aspect of Palworld apparently falls flat due to supposed lack of a bond players have with their “pals” as opposed to the alleged bond you create with your digital monsters in Pokemon by battling, leveling and evolving them.
This is absolutely outstanding, given the whole premise of Palworld is to effectively utilize the various “Pals” around you for SURVIVAL you can form much more deeper bonds with your “pals” than you could ever imagine versus Pokemon.
In Palworld, you can compel captured “Pals” to work themselves to death. They must either comply with your demands or face the severing of the bond they share with the player and ultimately ending their suffering. You feed them, you raise them, you can pet them or ride them.
In Palworld, “Pals” can either fuel your progression or serve as sustenance for energy consumption. There seems to be a much stronger bond and attachment to Pals compared to Pokémon, in my personal opinion. But, you do you, Nathan, you greedy cunt.
You can call it basic. You can call it lazy. What it isn’t however is an “AI generated asset flip” nor does Palworld take advantage of its player base for years on end with microtransactional tie-ins to get you to buy a fucking Michael Myers costume.
Palworld doesn’t include any microtransactions. While its premise may seem repetitive on paper, it offers a different experience. After playing around five full matches of Dead by Daylight, one can feel they’ve experienced its entire content. The game’s focus is primarily on its multiplayer aspect, which is limited to a total of five players.
Over the past five years, Dead by Daylight hasn’t introduced any significant updates besides microtransactional tie-in bullshit aimed at maximizing profits from their player base. Its core mechanics and generic gameplay loop are as basic as Team Deathmatch in Call of Duty.
The only sort of “innovation” the rejects at Behaviour Interactive have made to Dead by Daylight is comission a cringeworthy dating simulator in the form of “Hooked on You”
When a developer feels envious of another’s success, perhaps it’s best if they refrain from discussing how many of their criticisms towards Palworld could be applied to their own game tenfold.