Paralives EA review
Just posted a review to Steam, posting here as well cuz why not.
Recommending with caveats. The game is really rough but also really promising, so don't buy in at this point unless you understand this and can be patient and willing to laugh things off as you submit bug reports.
If you have the money to spare and wanna support a legitimate competitor in the Life Sim space as it develops, you should pick up Paralives during the EA period. It is absolutely a work in progress and really rough in a lot of places (some basics are super under-developed, some other parts are unique innovations of their own with a lot of potential) but it's also got a HUGE amount of potential and I'm very excited to see where things go from here. There's obvious passion here and you can also see the influence other games have had on the features and direction of the game.
There's a lot of potential and flexibility in build mode. Not being limited to 3 floors is awesome, the way that rooms cut into steep terrain is neat, 3d terrain paint is sick as hell (3d grass!). Parametric controls on most of the furniture and building tools is really cool. Being able to make custom color palettes or change out materials is really cool. While the number of assets to work with currently is a bit limited, there's still a ton of stuff that can be built and the system seems flexible enough to accommodate a lot of custom content as well. Paramaker mode is also super flexible. Gender and body type being disconnected is great and I love that you can pick between having breasts or pecs and feminine or masculine hips. Custom colors on hair and clothes? Also great.
I spent like 6 hours just looking at everything in the Paramaker yesterday and what is there currently is pretty astonishing. There's also a huge amount of potential for modding between what parameters are exposed to us to tweak in the Control Panel (most? all of it?) and I spent a while going through that and unrolling different options. People who are already familiar with modding for Unity games will probably have an easier time figuring this stuff out. I was trying to add some custom patterns yesterday and crashed the game a few times which was annoying - modding documentation could use some fleshing out. I've been reporting bugs and making suggestions as I hit issues and the bug reporting flow is very easy. I hope the team has a good method of wrangling and organizing all that data (off topic but I think this is a good usecase for LLM tool assistance that reduces labor without replacing jobs).
The negatives: Performance needs a lot of tuning (the game makes my fans run pretty hard but I don't think anything is particularly taxing so it might be the draw distance and possible lack of LODs so everything onscreen is being rendered at all times? just guessing here). I think the gameplay is still very underbaked (understandably) but the character creation and build mode are complex enough to make up for that, and this is fine for me as someone who primarily makes characters and builds in other games of this kind anyway. Camera control and movement need a lot of work and getting the camera to stay on the right floor with you is tricky, lots of bouncing out of place. Terrain cutting seems to just fail sometimes - my paras were eating together at the dining table, next thing I see is the terrain is now halfway into the room and the para closer to the wall is now standing on top of the terrain and still talking to the other sitting para. There doesn't seem like a lot To Do in live mode currently. Fires can start but there's no way to really deal with them outside of using a cheat. If your motives are critically low, you get blocked from even doing anything to resolve that. Routing is buggy as hell, objects are missing collisions (a para will stand inside of a bookshelf as they're reading, autonomous pushups clipping halfway out the wall), NPCs don't seem to have a lot to do and seem to just stand around for you to talk to them, group behavior is odd (tell a para to use the toilet and everyone else in the group will also try to use a toilet). Lighting needs work, especially interior lighting. I'm glad that ceilings were added as a toggle to keep rooms from being lit by the sun but placing lights is odd and they don't always turn on. Materials seem to be missing bumpmapping and specular/roughness and look very flat currently, out of place next to the relatively detailed paras.
I need to spend more time in live mode to really get a feel for it but I like what I've seen otherwise. I have been playing the Sims games since 2000 and I really want other games to succeed as well.
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Anyway, Paralives is REALLY rough right now but there's a ton of potential and I think it can eventually be something really good. I think if the team is able to keep on task, get their priorities right, & are truly open to feedback and players can keep their expectations fair and honest, Paralives could be really awesome in a couple of years. Buying the game in early access is an investment in that future potential and not something I do often (I do recommend picking up Fields of Mistria for anyone who likes Stardew Valley, super solid in spite of also being early access).















