The Good Life is going to put you through your paces. A fascinating issue is raised as a result of this: whether or whether hurrying through life makes it a worse-off, more demanding experience overall. It is possible to make even the most routine activities seem overwhelming by incorporating real-life, seemingly random punishments on top of seemingly innocuous activities and tasks in The Good Life, which can make even the most routine activities seem overwhelming through small annoyances that accumulate over time. It leaves you wondering whether or not each system or meter built into its combination of life simulation and RPG gameplay is purposefully designed to generate as many obstacles as possible for the player to overcome. Finally, the solution to the question posed is unsatisfying in its own right.
It is players who take on the role of Naomi Hayward, a photographer who has amassed a pile of debt and has been charged by her company with exploring a bizarre English hamlet that has been dubbed “the happiest” location on the planet. Upon arriving, she discovers that she is not only tasked with unraveling the mystery of the village, but she also finds herself at the center of a murder investigation. She also has to find out why she has the ability to change into animals while also uploading images to social media and earning as much money as she can in order to pay back her debt while also taking care of her daily necessities.
There’s a lot to keep track of here. The Good Life has the appearance of being very similar to a real-life experience in that you are always required to juggle a large number of concerns at the same time. They vary from very significant metrics such as famine, tiredness, and stamina to covertly consequential metrics such as charisma (which Naomi maintains via washing and following a “beauty” routine on a daily basis) and stress. Even while it isn’t too complicated when you’re in the middle of things, it isn’t as sophisticated as some of the more advanced real-life simulators available. However, failing to pay attention to any of these meters may make the whole experience less enjoyable.
It is possible for Naomi to collapse due to hunger or sickness (resulting in a “game over” that results in expensive medical costs), or for goods in town to cost more since people are less inclined to be near you. Trying to pay attention to all of them at the same time has the disadvantage of not being especially clearly described in many instances. It is not enough to just watch Naomi’s food intake; it is also necessary to monitor what she consumes, since the improper sorts of foods may cause toothaches apparently at random. Aside from the fact that there isn’t much, you can do to prevent illnesses, they also seem random (and will significantly reduce Naomi’s already low stamina). The same may be said about controlling her hunger and weariness at the appropriate times.
Making things even more uncomfortable is the fact that it is quite difficult to travel about town. It’s an open-world setting, but it has the sensation of being purposely restricted by barriers that make Naomi to travel enormous distances to go from one spot to another. When you acquire the Cat transformation, you will be able to finally leap over them, although this will be inconvenient since the cat will not be able to jump over every sort of wall. And, after you’ve unlocked the Dog change, you’ll have to turn back into Naomi before you’ll be able to unlock the Cat transformation. There are certain barriers that the dog cannot leap over, thus if you wanted to cut through a specific area, you’d have to change into Naomi first, then into the cat, with a little period of waiting in between each transition.
It becomes much more problematic while attempting to complete the actual RPG portion of the game because of the real-life simulation components. There are major missions and side quests (of which you may only do one at a time), and the difficulty of the tasks increases the further you go into the game. However, there are numerous fetch quests to complete. Naomi is in need of a certain garment, thus she must locate specific elements for it across the city, for example. However, each of those components requires the retrieval of a separate object before you may get the first piece in the series. During all of this, you must walk or sprint (slowly and on a stamina bar that requires a cool-down time) across large parts of the town while your different meters are running out of juice and need to be recharged.
Naomi had to go all the way back to her house to sleep on more than one time, causing me to lose the streak on a big objective. There is an option to warp Naomi back home, but doing so will cost you energy. Although you may wander throughout the town and activate different shrines (which cost a dollar each), there is also a warping option available. However, warping is only available at certain shrines and costs money each time you use it. As a result, it seems as if The Good Life is penalizing you for attempting to complete the major objectives at your own leisure. When you combine this with the fact that the townsfolk and their services are unavailable during the night hours, you’ll find yourself trapped inside the rhythm of the game.
It’s an RPG that moves at the speed of a life simulator, and it’s made worse by annoyances that are either poorly explained or punishingly handled by the developers. In addition, there are some evident technical faults with the Nintendo Switch edition of this release, which is just in the gameplay (which was played for review). As a result of the rougher edges, there are some slowdown times, and the game itself isn’t especially attractive to look at. The visual style is adorable, and the character designs are amusing, however, parts of the writing may be difficult to see since it is tiny and unintelligible (either playing in handheld or docked modes). Taking photographs becomes less gratifying as a result of the murky appearance of everything in the shots.
Additionally to its numerous flaws, The Good Life suffers from a lack of intriguing plot aspects, which is a major disappointment. The character development is thin (although Naomi is a charming lead for this kind of experience), and the zany narrative tactics aren’t really compelling enough to keep you engaged through all of the deliberate and inadvertent difficulties. To solve the fundamental mystery, there are three different storylines to follow. Because you may take them in any order, they are not mutually exclusive with one another. There is at least a climax for those who are truly involved and those who want to entirely immerse themselves in the game’s primary mission mystery while coping with the awkward life-simulation parts, but it is a tall order.
The Good Life, whether for the better or for the worse, is a series of trials and tribulations. if you’re seeking for a reflection of exactly how difficult life can be at times, this could be the type of experience you’re looking for. That, on the other hand, could not make for a very pleasant existence.