This has been nagging at me since I played this (I eventually dropped it, quite far in).
Spiritfarer was lauded fairly universally when it came out in 2020, with many commenters becoming openly overwhelmed with emotion when discussing it. But my experience was a jumble of extremely shallow game play systems arranged around what might as well have been a visual novel game. Shallow game play is what it is, and this title is hardly the worst offender by a long shot; what really turned me of was the narrative threads, which all seem meanderingly tangential (boring in most cases, top be honest) until it's time to cast out the net and fish for any memories of grief and loss the player might have.
I have Asperger's pretty hard, so I admittedly see this emotively engaging stuff through a somewhat skewed window, but I wasn't buying what Spiritfarer was selling here at all. All the people discussing the game as some profoundly effecting thing seemed to be driven by a past episode of personal loss that Spiritfarer had dredged up, rather than anything that materially occurs within the game itself.
I guess my thesis statement here is that Spiritfarer is effective the same way that showing arachnophobes pictures of spiders is effective, only we are all susceptible to the grief of losing loved ones. I think the actual narrative it spins is self-indulgent and lazy, but gets away with it because it strikes at a place where so many people are so open for manipulation.
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