After SoundCloud now itโs time fuck Fender and Reverb, too! Well thenโฆ
EXPECTATIONS
KIROKAZE
todays bird
Mike Driver
Not today Justin
tumblr dot com
๐ชผ

Love Begins
Game of Thrones Daily
No title available
h
occasionally subtle
RMH
The Stonewall Inn

โฃ Chile in a Photography โฃ

izzy's playlists!
Keni

titsay
"I'm Dorothy Gale from Kansas"
I'd rather be in outer space ๐ธ
seen from United Kingdom
seen from United States

seen from Tรผrkiye
seen from Malaysia

seen from Australia

seen from Portugal
seen from Tunisia
seen from Venezuela

seen from France
seen from France

seen from Bangladesh
seen from Oman
seen from Germany

seen from United States
seen from Ecuador

seen from Germany

seen from Tรผrkiye
seen from Belgium
seen from United States

seen from Czechia
@cactustonic
After SoundCloud now itโs time fuck Fender and Reverb, too! Well thenโฆ
I meanโฆ are even surprised at this point?
Our Future...
Spot on video by The Juice Media
F Firefox, then
BIG shame on you Mozilla! As if having AI in the first place wasn't bad enough!
Anthropic hired a Stanford economist who said that the economic growth AI will bring is worth a 33 percent chance of human extinction.
How lovelyโฆ.
When I first read about the Callback, I thought that this might be the single most exciting tech announcement in years.
According to the overwhelming negativity online, itโs too niche for most people. But thatโs good for those who appreciate this oddly specific phone and its โlimitationsโ, which are none.
Pre-order is open now, I canโt wait for mine to be delivered (and pray that customs will have mercy ๐ญ)
Meet Callback 8020: the perfect blend of functionality and privacy in a Flip-Phone, no social media or browser allowed.
Paralives: The First Round
The original plan was to post this piece after two multi-hour gaming sessions. Due to an unexpected change to my schedule, I am yet to find a time slot that will allow me to dive back. I want to have the time to fully immerse myself in this beautiful labour of love. This is why I decided to post my first impressions a month after Early Access release, instead. Please note that there's been updates since I last played the game, so what you will read here might already be solved/outdated. Depending on how much you already know about the game and genre, and your own preferences or play-style, this text might contain spoilers or completely contradict your experience.
Monday, 25th of May was a holiday in my part of the world, so I had a day off. It's a bit sad that the game was only scheduled to be released at 16:00 (4.00pm) my time.
This review will inevitably contain spoilers and quite a few elements that I didn't enjoy about the game. So before we begin, please let me state that any criticism comes from a place of care for this beautiful project!
I doubt that anyone from the team will read this review and I submitted my bug experiences and improvement suggestions directly and into the forum on release day. This piece is for the public and those of you who aren't yet sure about this purchase.
With that out of the way, let's get started!
Release, Surprises and Anticipation
The purchase itself didn't go as smoothly as planned. I needed to refresh the page a few times at release time to actually see the game.
At first, I was quite surprised by the price. By the looks of it, Steam didn't bother doing conversion rates and instead went for "purchasing power" of the country you're in. That's a pretty nasty move in my book. For me, it was more expensive than in North America and I read of people in other countries having the same problem. It's very sad that this forced some people to skip on the much-anticipated release day. Before I read the devs' price announcement, I expected a much higher price, so I had a slightly higher budget set aside already. I am kind of glad about that, as I'd otherwise be very pissed at Steam and would've potentially skipped the release day as well.
When entering my credit card information, I was met with this. Not unexpected, really.
After the purchase went through (a few seconds after this notification), I started the installation at exactly 16:05 local time (=4.05 pm). I absolutely love how fast the installation went. This was possibly my fastest game installation ever. I was ready to play at 16:08. Just like I suspected beforehand, Linux (CachyOS) had no problems with my game.
The game loaded very fast, too. In something like 30 seconds, I was in the start menu already. The Sims 3 could neverโฆ
The intro music was very pleasant and evoked a bit of a childlike feeling in me. I checked the credits, but they were slow and longer than anticipated, so I decided to skip those and check out the game settings instead.
At 16:20, finally, the black loading screen announced my journey to Melino.
The excitement was interestingly tame at this point. It was more like a peaceful experience, just maximal, internal relaxation and this almost-overwhelming cosiness.
The train ride intro is a really nice way to introduce you to the game and I loved the details in the scene already. I personally can't relate to the motion sickness complaints, even though I experience it sometimes in real life.
Then, finally, I was to enterโฆ
The Paramaker
As I stated previously, I tried to avoid too many "spoilers" when awaiting the release. One of the exceptions was the Paramaker and boy, this one looked NEAT! And isn't it just funny that in a recent Sims 4 update they added things that Paralives teased us with before? Maybe EA fears competition? I mean, competition is good for consumers, so I consider it a win. But this move also tells us a bit about EA, doesn't it?
Through this lovely train scene, I landed in the Paramaker myself. And here I actually got a tad bit irritated. Don't get me wrong! I like what I saw, but there's some details that made my personal experience a tad bit less exciting than I expected after seeing it in a video before. I hate to say this but before using it myself, I was convinced that this might be the part of the game that I'd love the most. Sadly, that's not true. Or, not yet. The Paramaker's current state is no doubt an excellent base for real greatness to come, but it needs to improve a some things for me to actually love and enjoy using it.
Let's start with some positives first: The sliders are amazing. Period. You can really customise a lot, even the size of hands and feet. Andโฆ you actually can select teeth for your Para?! Shut the fridgeโฆ The female hairstyles are really pretty! It was so hard to make a choiceโฆ You are quite free to select characteristics like can or cannot breastfeed, get pregnant, etc. This allows for a lot more storytelling game-play than what I know from The Sims series. One of my favourite options which I plan to use in the future is the possibility to add a 2nd last name or a nickname. The previously hyped clothes layering is a clear win and it doesn't end there; layering make up elements and piercings is also possible which is super cool. You can add long nails and modify colours of pretty much every element of both your Para and its clothing, hair and accessories. Choosing multiple outfit options within the character creation already is yet another cool feature that I appreciate a lot. The love for detail overall is one of its kind. I mean, can we talk about the fact that you can have two different socks? Or just one, for no other reason than "because you can"? Count me in!
But there's also aspects of the Paramaker that disappointed me and that need work before I can love the whole experience.
The smallest issue is the personality section, which could go deeper but I'm sure there will be some updates here so I don't worry too much about it. There's a lot you can do with what you have and the unique combinations you're able to create right now already make for some game-play changes, for example in inter-Para conversations. Something that kind of bothers me more are the lines on the face and especially body, which in my view are a bit extreme, almost unnaturally and comically so. Especially the collarbones icked me a bit. Somehow, the material I've seen prior to the release looked a bit more delicate than what I encountered in my first afternoon with the game. For now, I want to blame it on some graphic settings that I'm yet to figure out. The art style of the game was one of the things that low-key worried me beforehand and it showed in this exact moment.
The thing that I dislike most about the Paramaker and the Paras in general, is that all male Paras look extremely androgynous at best, if not totally female. It only struck me when I was in the game myself. Somehow I didn't see it (that much) in the pre-release material. Maybe it's a skill issue, maybe just a mood of my installation or a weird coincidence, but it took me a lot of tweaking for a male Para to actually look somewhat masculine. Instead of making him to my liking, I wasted time on trying to make him look like a man in the first place. The frustrating experience ended with me having to slap a beard on him. I then randomised a male Para who again looked too female for my liking and the tweaking game repeated. And again, and again. The default androgynous or female looks of all Paras both adds realism to the game and takes some away. Us being able to create all those unique individuals in our game is much better than the strict binary looks of Sims and adds realism we didn't see before. At least from what I remember. But when all males looking androgynous or female, it begs the question WHY it is a default and why is it so damn hard to change them?
When checking the forum on release day, I did find some comments that would confirm my sentiment. And some comments were a bit concerning. I for one wouldn't go as far as to accuse the game of being "targeted at girls" or "over-promoting DEI and queer stuff". Yet with much regret, I can understand why some people may think that way. Some games actually do force too much DEI just for its own sake and I also am not a fan of it. Regarding Paralives, I find the representation to be well-balanced and tasteful. I think my favourite bit of inclusivity is that without having to install mods, you can already add some devices for disabled Paras. I am sure they'll expand on those once they fixed the most urgent bugs.
This "feminine thing" continues with clothing. Both genders have the same clothing and many clothes look rather feminine. And that's a shame, because unisex clothes are a FANTASTIC idea. Sadly, most of the still limited options somehow look better on a curvier female body than on slimmer women or male Paras. As if they had "that cut". I am fully aware that this is a luxury problem, and that I probably am a bit too old school for modern fashion, so what do I know. I believe that it would be much more inclusive and realistic for a modern life simulator, if the game had both truly female and male clothes and the player could choose from both categories no matter the gender, with unisex options on top. Just like in real life. This unisex clothing has the potential to be another amazing feature to set the Paramaker apart from CAS and I want it to be great, so I am also hopeful that this too will get fixed. Or that there's going to be mods for this.
Speaking of mods, in case you wonder, they can be made directly via Steam Workshop by those who have a knack for this stuff and the devs encourage fan modding. At the time of writing this piece there's already countless options in the Steam Workshop alone, not to mention external mod pages!
Anyway, I tried not to spend too much time in the Paramaker when I first launched the game. My goal was to end my session at 11pm. Hahaโฆ For my first round, I chose to explore the game with a single person household, so I created one. Also here you can see this weird little bug where the preview of the Para is not matching the Para you've created.
The day after release, instead of tweaking this text for sharing, I jumped back into the game after coming home from work. Not for a proper gameplay session, just to try the Paramaker again. I so want to love this part of the game!
For funsies, I ended up doing a budget-John Wick. The beard somewhat did the trick again, because without it he looked more like a Johannaโฆ
The Gameplay
The first house Dalarna purchased was rather cheap, but big. I wasn't able to place any object in it and random other Paras were coming to sleep there?! So I think I unknowingly entered something like a cohabitation space of sorts. Or that it was a bug of some kind. I will try to find the house again and use it as my first house in my next game-play to see what's going on. In this game, I didn't waste much time on that detail as I was involuntarily playing against the clock. Still in that house, I had her pursue a Museum receptionist career and practising guitar for a bit, then I moved her around. I didn't properly get started on build mode just yet but when I got her an empty lot between two houses, I ran into wall placement issues. Bad start, but since building wasn't on my to do list for day one, I bought her a different house instead and continued with the game-play. The customisation of household objects makes up for the limited items available. I also just love how much pleasant and real-life-looking clutter you can place at your home, making it feel very alive. I hope that some of that stuff will become interactable in the future.
The cheat window is helpful and easy to use, though not all cheats worked for me. I really loved the cat cheat :)
After a while, my Para was a guitarist and started seeing a pre-created Para, Sebastian Marquez. And up until this point, I found the game to be intuitive. Then, the fun beganโฆ not.
The talking mechanic to get to know someone has its charm, but in the long run can feel rather tiring and I was more interested in building skills rather than improving the relationship. This is a big shame, because the relationships system is really interesting. Sadly, the moods came in between quite a lot, too, and reminded me a little bit of the infuriating Sims 4 emotions system. My Para was almost permanently stressed or sad. I hope this can be fixed, because it sometimes gave me the most ridiculous cards that just ruined the conversation and lacking other options, I inevitably had to steer the conversation in a direction I didn't want. You need to consider the mood, the situation, everything, which makes it more unpredictable, but there's this feeling of abruptly halting mid-flow every now and then. I am not a fan of that. As an idea, the cards are great, allowing the game to become somewhat of a roulette. Real-life relationships also get built in tons of different ways. In this specific game and at its current state, the relationship-building can become boring and even frustrating. Pair it with your Para's weird moods and you may ruin something that was about to be good. Also, some cards came up repeatedly and some others (arguably the more interesting ones) seemed rare. The limitation of this cards system made interactions feel very stripped down. I look forward to what's coming and I hope the next update will make things a bit more interesting in that regard. And in general, I hope we'll have more interactions to choose from. The current options feel poor and kinda diminish the game-play between characters. Especially when there's multiple Paras in a household, it can become overwhelming and you're forced to over-manage things in order for them to flow.
Paras talking together through walls or at weird distances is a bug that hopefully can get fixed easily. Interactions can be cool, like read together or watching TV together, but the true relationship building is still lacking.ย
Para autonomy is another topic but me focusing on one character first, didn't really let me feel this so much in the first few hours of game-play. When later my character got married, managing a household felt weird and a tad bit tedious.
I quite liked the Storyteller's cards at first, but the novelty quickly faded into boredom. Some cards felt off and I will just assume it's a bug or an early access issue as well, but one card was repeated almost every single time, the one that gives my Para a free computer. Even if the perk was already used once. For fun, I let my Para have that card every time I'd encounter it and it wouldn't stop being shown. How many identical computers does a Para need? Unlike in The Sims, I wasn't able to remove the computers from the inventory to sell them. In general, I wasn't able to use the inventory yet. When I tried, it didn't work for me and I suspect that's another bug. Overall, the storytellers can steer your game and that's a good thing. When you choose one of the three storytellers, you also make some last settings for the game, like aging. I opted for Stella the dog, which is supposed to make the game really easy. To discover it for the first time, I wanted the cosiest experience. I might repeat a single household game with the others to see if there's any difference (for me). Judging by the few opinions online that I've stumbled on, there's not a lot that differs between them (yet), though. Them steering the game in a way adds a structure that fills the Para's day while the general live mode is yet a massive work in progress.
For the time being, job places are rabbit holes, but the career advancing appeared insanely fast to me. This is refreshing but is complicating things at the same time. The fact that you can get higher ranks for your career even if you didn't meet the skill requirements of the previous level is rather special. I am not sure on which team I am just yet, but I liked the slightly different approach. If the schedules don't clash, you can also pursue two careers which I like a lot and made use of for my Para Dalarna and townie Sebastian. Next time, I want to test if I can somehow juggle three careers at the same time, just for funsies. The school system is also interesting. You get to see the grades in each individual subject and even update them based on the cards you receive.
I think the cards system helps the live mode in many ways, no matter if it's about your Para's personal development, career or interpersonal relationships. Thanks to those cards, you get some sort of structure and opportunities. The right card paired with your Para's wishes, progress at work or school, skill building and some in-town activities, you get to fill your Paras' days while the core of live mode isn't properly fleshed out yet. To some extent you get some RPG vibes when you collect items to donate to the museum or engage with citizen requests, like for example designing a website for Sebastian.
Skill-building is quite cool but comes with issues, as well. Some options were completely broken, like the triangle practice. An interesting addition to the skill-building is that skills can have dependencies. For example, you need to have a certain skill level in technology or you can't progress in learning the programming skill.
Once again, it could just be a bug or the system isn't completely finished yet. When the Para has a wish to level up 2 levels on guitar, for example, he or she will still feel bored after a while of practising and then can't continue. Same thing with learning skills on the computer or from a book. After a while, the Para is bored. As a being with almost never satisfied curiosity, I would argue that this only makes sense when the Para isn't interested in a topic. Why, for example, would a Para with talent and interest in art get bored as fast when diving deeper into their passion topic?
We humans prefer to learn more about the things that interest us, so this is a bit of a realism issue with the game in my book.
Most animations worked well for me so far, but there's been a few funny moments. And at some point during my game, it crashed due to lacking memory?! When I restarted it, there already was a patch update going on automatically. I had no crashes after that.
My Para, Dalarna, ended up marrying townie Sebastian and had a child with him. The genetics made the kid very androgynous. OK in baby stage, but it stayed that way when the boy aged up. Not surprised at this point. I will observe with future games if this was just "genetic lottery" or a general issue. I played until Dalarna died of old age. Unfortunately, this was a weird event, because she went to work in her last hour of life and I couldn't stop that. She just spawned in front of her home after the shift ended and instantly crashed and disappeared. The fact that you know when your Para will die (at least if it's of old age), is rather unusual and here I much prefer the unpredictability of The Sims.
My goal to stop playing at 11pm turned out to become more of a guideline.
Let's also talk about the town of Melino. Again, the love for the craft is oozing from every corner. There's some kind of lore with the families and whatnot, though I wasn't much interested in that on my first ride. That is something to check out when I have more time to spare. I love the fact that it's an open world with no loading screens for public spaces like restaurants or shops. Just a small loading notification while you can still make use of the world around your Para. The day to night cycle is really pretty and also the way the Paras grow older appears very smooth. I just wish that you could teach toddlers how to walk and talk. In a way, talking can be taught to toddlers with the correct together cards (language skill grows when you clicked the right ones), but other than that I see potential to improve.
Thoughts
Overall, Paralives evoked many long-forgotten feelings and memories of the game I loved when I was younger. Some things seemed familiar to some extent, some felt completely new. The game feels a bit like a more polished and matured version of a long-abandoned gem, that so happens to be a whimsical comic version of it at the same time.
So far, I enjoyed this oddly specific combination a lot, but there were some issues that prevent me from completely falling in love with the game.
I for one am happy that it was an indie studio that showed the big players how to get things done! Money can get you only that far, a thing many people should internalise. Now just lets hope that the team will be able to provide us with the promised updates and that nothing comes in between.
The game's early access was once postponed because the life was missing. Good decision if that was the case. Still, I think there could be more going on in life mode. The cards can only amend this to some degree. What I wonder is if a less advanced Paramaker would've given the team the necessary time to make the live mode more interesting. Sadly, the main point of a life sim is the weakest in this case. I put my hopes and also some expectations into the team at this point.
During my first play, I wanted to properly discover various aspects of the game and there simply was not enough time to complete my Paralives to do list. At least not if I wanted to be somewhat awake at work the next day.
With all its flaws and bugs, I must say it's an Early Access that sets the bar. If Alex Massรฉ and his lovely team can keep up their good work, I see a new heavyweight growing in the next few years. If I could ask the devs to do anything, I'd urge them to focus on the live mode, on expanding it. I am happy to wait longer for cars, pets and weather if only the base was really fun to play.
The hours spent in Melino were very delightful nevertheless. I might've been a bit more strategic with my approach and give into the published material to prepare for a more streamlined discovery, but just learning the mechanics "the slow way" had something meditative to it.
The love for details in Paralives is almost a little overwhelming, though I say that with utmost admiration.
Is Paralives the superior Sims 2?
Not yet.
The game actually feels a bit like old Sims but at the same time naturally is something completely different. And I absolutely hate to compare the games. Yet is there another game on the market that we can compare it to? The limitations of the genre, I guess, where the genre literally means "The Sims". I am happy that now there's true competition and maybe a bit egoistically, I do hope that many die-hard Sims 4 apologisers will wake up now. Not only when it comes to the colour wheel.
Not too long before release, I heard a Life Sim YouTuber say things like "Paralives may be the better Sims 2". In different ways, I thought that they could be on to something. If you ask me, it's a pretty good way to pitch the game to a Simmer, but I'd rather say it's a bit like The Sims 2's more mature, but still fun older brother. Well, if we look away from the things that need improvement, still.
Judging from my first contact with the game, I'd say that Paralives is not nearly as chaotic or unhinged as The Sims 2 or 3, and feels tame in a good way. If I think about it long enough, my conclusion is that besides the art style, Paralives is a bit like what I imagined Sims 4 to be. You know, before my demanding, well-wishing imagination clashed with the disgusting reality of corporate greed in creative recession. Paralives has the soul of The Sims 2 , yet feels upgraded. And that paired with the open world of The Sims 3 and the matured emotions and interactions system the game should have naturally progressed to. If the bugs can get fixed, so that they don't come in between the player and the Para, I think it's safe to say that we have a winner here. Directly comparing Paralives to an AAA-title is simply not fair, but lacking other things to compare to, I regrettably have to go that route. Some of the things that we can see in Paralives is undoubtedly reminiscent of Sims mechanics and the team proved that they love the genre and have what it takes to shake it up!
Purely from a game-play perspective, I do feel like Paralives has a chance to be the better, more modern Sims game that the franchise never received. And seeing the downfall of EA and the overall positivity of and around Paralives and its creators, I am fucking glad it's not a Sims title but its very own thing.
Buy now or wait?
The team informed us about all the things that are still missing and what we can expect throughout this two year stage.
The game is not yet finished and it's important to keep that in mind. Too high expectations will ruin your experience, going in with none will provide you with a lot of joy.
With that being said, I encourage everyone to give this game a chance. We received Early Access information for quite some time now and the team really went out of their way to be transparent with us and to manage our expectations. Still, many comments online suggest that people don't seem to comprehend what Early Access really means or they had, despite the team's efforts, expectations that can't be met anytime soon.
If you expect a ready game, a Sims copy of any kind and a flawless experience, let me discourage your from buying the game just now. But if you're open minded and want to help something big to grow, consider skipping a takeout meal to instead support the beautifully human art of creating games.
I'm looking forward to the coming updates and will dive deeper as soon as I can spare a few hours. I am definitely inclined to continue the journey, discover more about the world and its quirks and secrets, even if my playtime one month after release suggests otherwise.
Paralives didn't manage to dethrone The Sims 2 as my favourite simulator game. There's too many things that don't work well enough yet for me to fall in love completely. If the team continues the way they do, I can see it happen in the future and I already dig it!
Is nothing sacred anymore?!
Today's search for my perfect feature phone lead me to this discovery. This is so deliberate and sickening that you may finally stop calling tech bros tone deaf. They never were tone deaf. Thank you.
The people behind Nokia want to give your grandparents' phones mobile payments and AI.
The Music Industry is Broken
Not surprised and definitely delighted to see this based young man talk about some of the many problems with the music industry. I wish more musicians were aware and started unionising against this exploitative system.
A Change Of Plansโฆ
Well, sometimes life changes things around.
I started this blog to continue posting my yearly music reviews that I used to do on my Facebook page while I was active on there. Maybe it's silly, but those reviews meant a lot to me as a music-loving being. However, something has changed in me since I started and after a few posts, I lost my interest in continuing.
Don't worry, I didn't stop loving music or writing! My writing interests and goals simply changed.
After posting a few chapters of the review series, I figured that I could use my energy to write about things that matter more to the world than yet another online stranger's musical opinions. I can't really pinpoint the trigger for that change of mind, but what once was a passion project started feeling more like a chore to me. Trying to figure it out, I stopped posting about music and let it sit for a while. The posts were basically ready to share but I kept them back on purpose. I've observed and acknowledged the change of heart for a while and decided that waiting longer is basically trying to keep a dead project alive.
So today I write this post to end this failed project for good and embrace a new, less structured direction of this blog.
As with any other creative pursuit of mine, I work best when inspiration flows naturally. I don't enjoy writing under pressure. Whenever I try to bring a structure in any of my creative work, I loose momentum. And if it doesn't flow naturally, I have no chance to create something I'm happy with. This wasn't the case with the reviews until a few months ago, but the best I can do right now is to accept it and move on.
From now on, I shall write about whatever, whenever. I won't post regularly, but when it feels right. This goes quite against modern online standards, but I don't enjoy the over-scheduled algorithm pleasing and especially since I am writing as a hobby, I don't intend to put unnecessary pressure onto myself and my work. The web was so much more fun before all that and you can blame it on my nostalgia, but that is what I'll pursue from now on. As I am typing this, I have a yet unpublished review of my first Paralives session, which I might post after I had a chance to return to the game and make more experiences with it. There's also essays about things that matter more to a vast majority of people (I hope) and I can't wait to share those with you. When I feel inspired to write, I can spend hours on it. So I want to give in to my natural nudges and triggers. And post whenever I am happy with the outcome, not when I'm "supposed to". Just like in the olden days, when the web wasn't yet so algorithmic, but just fun.
As always, I will keep an eye on new releases and track my favourite discoveries to report to you in January, yet without pressure to listen to EVERYTHING that might be worth it. If I miss something, that's OK. I am pretty sure that after a break from that topic and focusing on other things, I'll be happy to make a post at the beginning of 2027, but it will be more compressed than this time. Keeping up with new music seriously is a bit of a job. And to be absolutely honest with you, for a few years now I observed that there's very few new favourites that remain on the radar long term. In that sense, I no longer want to put unnecessary pressure on myself, chasing all the important releases with an already full schedule. I will definitely post about music again, but I'll have to be more selective with it.
Hereby I officially end the failed music blog with a fast run through the final categories.
Here's how I ranked the 100+ Albums for this Review: WTF?! Horrible Disappointing meh Okay Pleasant Very Pleasant Very Nice! Must Listen Favourite
As my review is meant for new music released as albums and EPs, I have the honourable mentions section for all live albums, remasters, re-releases, cover albums, compilations and other categories.
The Biggest Disappointments of the Year: - Sabaton - Legends [17.10.2025, Heavy Metal] (+ the band's shift in general) - ALL the genAI used in otherwise amazing album covers and music production
Honourable Mentions: Antimatter - Parallel Matter (Rarities 2001-2024) [17.01.2025] Ryoji Shinomoto - Children of Bushido [08.04.2025] - ARIGATO FOR THIS TRIBUTE TO ALEXI Anna Lapwood - Fire Dove [30.05.2025] Leprous - An Evening of Atonement [24.10.2025]
Today, I'm skipping all the negative and lower categories.
Must Listen:
No Eye Has Seen - Impermanence [10.01.2025, Progressive Metalcore] Wardruna - Birna [24.01.2025, Ambient Folk] Century - Sign of the Storm [24.01.2025, Heavy Metal] The Great Old Ones - Kadath [24.01.2025, Post Black Metal] Saliva - Revelation: Retold [31.01.2025, Modern Metal] Sivert Hรธyem - Dancing Headlights [07.02.2025, Alternative Rock] Felix Krรถcher - HELION [21.02.2025, Techno] Candlemass - Black Star [09.05.2025, Epic Doom] Wednesday 13 - Mid Death Crisis [25.04.2025, Horror Punk/Glam Metal] Moonlight Haze - Beyond [23.05.2025, Symphonic Metal] Amy Macdonald - Is This What You've Been Waiting For? [11.07.2025, Singer - Songwriter] Green Carnation - A Dark Poem, Pt. I: The Shores of Melancholia [05.09.2025, Prog Metal] Katatonia - Nightmares at Extensions of the Waking State [06.06.2025, Prog Metal] Paradise Lost - Ascension [19.09.2025, Death-Doom Metal/Gothic/Progressive Metal] Gazpacho - Magic 8-Ball [Progressive Rock, 31.10.2025] Novembre - Words of Indigo [07.11.2025, Dark Metal/Gothic/Melodic Rock]
And finally, here's the 2025 FAVOURITES: Kveld - Eventyr I: Strid [04.01.2025, Ambient/Pagan Folk, Viking] The Halo Effect - March of the Unheard [10.01.2025, Melodic Death Metal] The Ferrymen - Iron Will [24.01.2025, Heavy Metal/Hard Rock] The Leavers - We Are The Leavers [10.02.2025, Post Rock / Math Rock] Hangman's Chair - Saddiction [14.02.2025, Stoner/Sludge/Post Rock] Mostly Autumn - Seawater [28.02.2025, Rock/Progressive Rock] Tiberius - Singing for Company [21.03.2025, Progressive Metal] Those Damn Crows - God Shaped Hole [11.04.2025, Rock/Hard Rock] Crow's Flight - The Dark Horizon [18.04.2025, Melodic Metal] Nightfall - Children of Eve [02.05.2025, Melodic Death Metal] Daal - Decoding the Emptiness [05.05.2025, Eclectic Prog] Amorphis - Borderland [26.09.2025, Progressive Metal] Orbit Culture - Death Above Life [03.10.2025, Melodic Death Metal] Havamal - Age of the Gods [21.11.2025, Viking Metal / Symphonic / Melodic Death Metal]
All included, even the ones that I ended up ranking as horrible, I went through more than 100 albums. That's a low number compared to previous years. I know for a fact that I missed a few important releases, as I learned about some only last month. I hope to catch up with those some time.
Still, feel free to drop recommendations for both 2025 and 2026 in any rock or metal subgenre. Other genres are welcome, too, even though I'm not much of a specialist there. If a cool band already announced something for 2027, I'm happy to hear about that, too!
A big thank you to those who came on here early to follow my blogging. The next two pieces are rather nerdy and I hope they won't disappoint you.
Paralives: A Rocky Road to a Perfect Game
Sunday, 24th of May.
Tomorrow, Paralives enters Early Access.
I don't really know what I'm doing here. Why would a non-gamer even write about games? I always liked the idea of gaming and game design as an art form, but I never really did much to dive into this "fandom". So to speak, it's a fairly new hobby of mine, if I'm even allowed to call it that. Yet here I am, writing about a game. And what a game it is!
The reason for this unusual side quest is simple: this game and all it stands for is a very much needed breath of fresh air and gave me some hope for the broken gaming industry.
The journey to get to this moment was quite interesting, but the wait was more than worth it!
The Genre, the Lack of Competition and the Unrealistic Expectations
After the initial disappointment over The Sims 4, I returned to the older instalments of the franchise. Occasionally, I heard some news about upcoming competition for The Sims and started to loosely observe the Life Sim world. The fiasco that was The Sims 4 really tainted my overall experience with the franchise, so I was looking forward to try something else. A couple years back, I first heard about Life by You and that was the game I was looking forward to. Such a shame this was cancelled, I firmly believe it had a lot of potential. Inzoi's style never spoke to me and I'm so glad that I didn't jump on that train, having learned about their use of generative AI. And then, there was a third option that some people were talking about: Paralives. A game that didn't spark my interest at allโฆ
Yes, I admit it. At first, Paralives was not my jam. At the time, I was looking for something else. In my weird head, this was the art style you'd use for a point and click game, not a life simulator. What I saw was absolutely beautiful and lovely and it was a very different approach, but it was too different for me. Or, at least at the time it was. Simply put, I wasn't looking for anything artsy or innovative, I just wanted a better The Sims. But time can change everything, eventually, and this was also true for Paralives. The more I informed myself, the more I grew to like it. And when more and more crap about The Sims 4 was brought to light, I started realising that maybe a completely different game would actually be much better. And so I came back to this artsy indie proposition.
Once I learned a bit more about the game and the team behind it, I started rooting for the project and began to understand that this game is "a light in the dark", which is why I titled my anticipation post that way. Looking back at my somewhat slowly growing interest in the game, I think I can draw a parallel to some of my all-time favourite bands: in many cases, I was not in love with them at first listen, but the love that grew over time came out to be a lasting and strong one. In that sense, Paralives was grower.
Earlier this year (= way too late), I was finally sold on the idea and decided to join the Patreon. Man, I really want this project to succeed. I think that this endeavour deserves support, even if only symbolically. Looking at the now growing fan community, there's many like-minded people out there. This makes me a little hopeful, because the current state of the gaming industry is worrying. Towards the end of September 2025, there was a post on the Paralives website celebrating ONE MILLION wish-listings (is that a word?) of the game. I couldn't find any posts about the last number before release, but 26th position in the most wish-listed ranking isn't bad, is it? That's a wonderful thing to see, an indie studio being met with so much warmth, love and anticipation.
Since Autumn last year, I got a bit more interested in gaming in general and what I'm observing in the gaming world makes me almost hate it. Again, Paralives serves as a light in the dark here. I hear gaming YouTubers talk about it from all corners. But even this overall beloved project isn't safe from the toxicity that took over the gaming world. The toxicity is also - and perhaps especially - noticeable in the life sim community.
I've been shallowly observing everything for a few months now and it's really sad to see the negativity targeted at Paralives here. We are dealing with a few problems at once, and they neatly blend into each other: The Sims is a behemoth of a life simulator. It's almost the genre standard, really. Paired with the fact that it's an EA game, there's lots of money that was and still is being invested into the game. Be it in a good or bad way doesn't even matter. At this point it became more like content than game, but that's just my unimportant opinion. Still, the amount of DLC is a factor that keeps people tied to the it. It's an expensive game if you want to have all DLC, so you want to make use of the spent cash. Being an almost-aggressive Sims stan isn't quite the right way to deal with things if you ask me, but whatever. Otherwise, people are still invested due to nostalgia or expertise. And generally, you can do so much with this game that it never becomes boring (not talking about you, Sims 4). Some simmers give me the vibe of feeling a bit superior, if that makes sense. I don't like that. Then, there's change in general. Challenging a human with something new that might come with a learning curve or requires new adaptation is not going to be welcomed by everyone. Only those people who were actively waiting for something new will embrace a new game, especially in an unfinished state.
A really infuriating thing I saw were the dismissive comments after the postponing of the early access release. Some people felt betrayed or scammed. The really understandable explanation from the team was not enough, apparently. For me, that was when I first started to worry a little for the team, thought they might be properly struggling, and not gonna lie, I low-key counted on a cancellation. Glad that I've been proven wrong. But some people, at least in their comments, acted as though they were betrayed as customers. And lastly, people will inevitably compare the game to The Sims. A part of me thinks that's fine and I'll inevitably draw comparisons in my own first impressions post. The Sims is the game most Paralives players are coming from, after all. What I worry about is that many people will expect it to be the AAA-level "Sims-Killer" which it can't and shouldn't be. Yes, originally I didn't consider Paralives because wanted a Sims that is the better The Sims. Ignorant me couldn't make a connection with this "point and click" like art style for a life sim. And please don't get me wrong, I love point and click games! Today, I think that Paralives might give us just that, a better Sims. In their very own, unique, non-simmy way. And this, I think, is why it's so amazing. Today, something else is what I'm looking for.
The expectations of some people had, do and will cause at least a bit of negativity for the game. Many people don't seem to understand the financial side of things, either. It's more than legitimate to hold EA or Krafton to higher standards. What was that, Krafton was worth 12 or so BILLION? And Electronic Arts even around 50 Billion? We should have high expectations there! They have the resources to create amazing games yet EA can't be arsed to release finished, functioning packs or properly fix old bugs before releasing more overpriced slop and Krafton can't be arsed to take pride in their craft and opt for generative AI in the creation of their game's elements. To add insult to injury, Krafton released their game as an Early Access. Many were unhappy with the unfinished game's limitation when it launched. Fair enough, though they clearly didn't understand what Early Access means. Yet the thing we should question is why exactly a multi-billion company even does Early Access? With the resources, we should be able to receive a finished game. Early Access, which is for indie studios that work without a publisher and need crowdfunding, is being abused by a greedy corporation. 'Nuff said.
Paralives has entered what resembles an arena with two heavy-weight opponents, but admittedly fairly incompetent ones. So, no matter how you turn it, I don't see a real competition. We can compare the gaming aspects but can't compare the game as a whole.
If someone had the chance to be a true competitor to The Sims, it was Inzoi. The old games, at least and if they valued human labour above slop. But as EA also works with AI now, they will at last be true competitors in the new era of The Sims, whatever that will be. Paralives is in a different league entirely and comes to offer their very unique thing that at least from what I have seen so far, has the potential to reach a cult status.
Anticipation, Values and Spoiler-Dodging
Can modern media evoke childlike anticipation? Never say never, but for the longest time, I was almost convinced that this is impossible. I mean, look at the media landscape today, the division and politics in every aspect of our lives. We can't have nice things anymore, because most good things get ruined at some point.
However, when I started supporting Paralives on Patreon earlier this year, my mindset had already shifted a bit. Still not knowing if I'll end up truly liking the game or not, I went into it. Because it is the right thing to do.
We arrived in very depressing times; human art is facing extinction at the scrapers of nasty clankers. More than half of the internet is bots these days and each new YouTube video needs to be examined for signs of AI before I feel comfortable watching it. We arrived in times where your mother sends YouTube links and you have to educate her that she once again sent you AI slop. Or, you have to check if the brilliant "new" 70's prog rock discovery isn't by any chance AI generated. Despite AI filters, looking up pictures of something online has become a nuisance. Even ditching Google for other search engines doesn't help sometimes. Each new game I discover requires research, whether someone already exposed AI use or if I can try it at the risk of involuntarily supporting slopspreaders. Which circle of hell is that, exactly?! Maybe it's time to dig up Dante's Infernoโฆ
I am a firm believer of supporting artists. REAL artists. If we believe in a passion-driven, human-made project and have the funds to spare (or are willing to make it work), we should. Just like you should support your favourite band by buying merch and going to their concerts, you should pay indie studios if you feel like their game could bring joy into your life. Before playing the game on Monday, all I knew was that whether I will end up liking the game or not, it was the right thing to support Alex Massรฉ and his team. This game is a breath of fresh air in a AAA-dominated genre.The biggest franchise in the genre got maximally enshittified through endless greed. Paralives offers a healthy alternative that has a very rich soul and the devs' love for the genre is visible in every corner of the game. If this isn't enough, then I don't know what else could be.
Despite having access to the Patreon, I didn't make much use of it. I browsed some stuff, occasionally watched a video, read a few of the posts. Most of the time, however, I didn't engage. I decided that similar to diving into a Sims game back in my youth, I will approach this game with no info. Or, taken the fact that I heard a lot about it already, with as little info as possible. It was hard not giving into the temptation of all the videos. And then, there were all the YouTubers talking about the newly shared stuff. I wanted to feel that childlike wonder, something that I considered impossible in this day and age. And you know what? With the things I've seen so far, heavily self-limited at that, Paralives already gave me something that felt a bit similar to that.
When the gameplay trailer dropped, I only watched a couple minutes of it. At the time of watching that trailer, I realised that this game might be a bit too good to be true. In that sense, I saw too much. But holy shit did I like what I saw. I may have dropped a very loud F-bomb, possibly to the amusement of my (gamer) neighbour. Cheers.
I didn't engage with any YouTubers showing their early access game play, either. I want to wait for my turn, because after years of being robbed of the soul of a game I used to love, I sense the potential to feel like back in the day one more time.
So far, I enjoyed my few peaks into Melino. I might need to learn more about the game in order to get myself immersed, so that it becomes second nature and I can just go with the flow, get into the zone. But what I can say already is that I get somewhat similar vibes to when I first discovered The Sims 2. Simply from watching. That's a good sign in my book. It's not the same, clearly, but objectively, it is a comparable sensation. Who knows, maybe it'll be stronger once I'm in the game. Of course, me being older, having more time restrictions (aka an adult life) and also being in completely different life circumstances, will impact how I react to such triggers. But the anticipation for this game makes me feel younger and the only other time I had a similar experience was in fact when waiting for The Sims 2 after I first saw it, and the following expansion packs.
Is it a Grower or just Acquired Taste?
It's safe to say that I was pretty narrow minded. While there were other reasons why I didn't get into Second Life, the non-simmy visuals were a thing for me. And it almost happened again with Paralives. I was just so used to this game but luckily, a shift in my mind was triggered when I lost my love for my all-time favourite game. The Sims 4 disgruntled me (which I wrote about in my preview post) and it tainted the previous games irreversibly. And mind you, that was before I knew of all the BS going on at EA.
When I'd still play Sims, I would no longer have as much fun with it as I used to. Part of it would of course be due to me being older and playing less. In younger days, I'd spend entire weekends playing, but this started changing in my late teens. I wasn't invested anymore, I'd occasionally spend a weekend or two per year to give in to the nostalgia, but it wasn't as strong as it used to be.
They say that the older you get, the more you stick to what's known and proven. This might be part of why I initially didn't feel interested in Paralives. But the need for novelty won and I am glad about that.
The process was slow and now, after seeing some material and being this close to playing it myself, I think I'll find myself somewhere in the middle. As of today, I don't know yet if the game is made for me at all. But I don't overthink spending 40 bucks to find out.
For me, Paralives was a grower in the sense that I originally wasn't interested and then ended up chipping in with a Patreon subscription for the last few months. Seeing how fond I've become of this game already, I regret not having seen its potential much earlier. But hey, the best I can do now to continue supporting the team is to leave a positive word here and elsewhere in the depths of the WWW and hope that my brain dump will help people find Paralives.
As far as the acquired taste goes, it might be the case for me, too. And if my musical journey is any reference, I do see myself playing this game with the same conviction ten years from now.
My Approach to the very first Paralives Session
As I grew more proficient in the simming world, I developed a bit of a habit to play my games in two ways:
In The Sims 2, I'd populate the neighbourhood with a mix of four household types:
Single person household
Small Family with one child created by myself, growing during game play
Two single households I merged together and started families with
Bigger families with 2-4 children, with more coming during gameplay
In The Sims 3 on the other hand, I rarely did the "population thing" and opted for a cosier game, focusing on a main household in a save, occasionally blending with another self-created household down the road.
I vividly remember having my first ever Sim-family's children being taken away about an hour into the game. This would not happen again. So, despite having a sense of the intuitive-looking game and my Sims experience, I decided to dive into the Paralives in four steps:
Discover and learn the basic game mechanics and possibilities with a single person household. No end goal, hopefully with as many epic fails as possible, just a testing ground. Cheats allowed.
Create a small family with one child to discover aging, maybe progress the family to a financial status where I can build them a house. No cheats.
Create two separate households to merge down the road, dive deeper into the game without cheats.
Create a bigger family and try to play a few generations. Not yet sure about them cheats.
I ย genuinely wonder how far I'll come on Monday, since for me the game comes out at 4 pm. It's handy having the day off (holiday), but on Tuesday it's back to work and I can't play far into the night.
Specs:
You can, of course, find the specs on Steam. But for completion's sake, let me add the requirements here:
Windows
Mac
Can you play Paralives on Linux?
TL;DR: I think yes!
The game comes for Windows and Mac. So far, there is no Linux version. Now, this is so far my biggest disappointment about the game. Linux gaming is growing and is arguably a nicer experience than on overbloated Windows. A piece on switching to Linux is also coming on my blog soon ish.
Especially in times of digital surveillance by the major tech companies, it would be beautiful to see this game being directly and natively accessible to those who chose a better solution for themselves, therefore I really hope that this will be added sooner than later.
But I am rather optimistic about it still working on my machine, if my Steam experience so far is any indicator. Thanks Proton layers! I genuinely love the Steam experience on Linux so far. Since my switch to Linux in November 2025, I was able to run every single one of my Steam titles without any issues on various distros.
If it however is necessary, I'll try using my Steam account via Lutris and in the very worst case scenario, I'll have my old Win10 laptop plugged in.
Final Thoughts
I look forward to this game like I haven't been looking forward to anything in a long time.
Hell, I even look forward to to bugs that might occur and hope that they're hilarious! The taster we got recently on Patreon promised a few potential giggles.
To all you fellow anticipators and potential future players who aren't yet sure, I am convinced that things will go amazing.
Yes, the game is not perfect just yet, as it's in Early Access. If you have a problem with that, perhaps wait for the game to launch officially instead to spreading your misplaced criticism prematurely. And even when the base game is finished, it won't be perfect, because it's created by human beings who all aren't perfect either. And that's wonderful.
There are a few things the team needs to work on, just like they announced long ago. They are aware of the issues and potential problems we will encounter. They also know that transparency is key and provided us with a detailed list of fixes and updates they'll be working on going forward. What convinces me most about Paralives is that the devs are open in their communication and their biggest aim is to create a working base game to build on. When they postponed, it was mostly because the life sim aspect of the game didn't feel quite alive yet. And this, Ladies and Gentlemen, is how you know that they take their job very seriously.
If you care for games created with love for the craft and entirely by passionate human beings, please give a chance to this beautiful new light on the grim horizon. The gaming industry is broken and the genre is in a bad state. Paralives lifts the spirits and is a silver lining in this greed-damaged sphere.
Realistically speaking, it might be an uphill battle for Paralives to reach the same player base as Sims, at least in its first few years of existence. But I am convinced that this game has the potential to reach its very own cult status and I love this thought.
So please, if you can spare 40 bucks, consider skipping a takeout dinner or another AAA title in favour of a beautiful game that will make you believe in modern life sim gaming again. Always, but especially when buying indie titles, go through the official purchasing channels (in this case Steam) so the money goes to the devs and they can continue working on this promising piece of art.
Wishing every new Paralives player a ton of fun tomorrow!๐ฅณ
And if you still weren't sure about it, I hope that my little ramble got you a bit more curious.
Peace โ๐ป
Really looking forward to try this game!
A wonderful passion project is about to be released and I hope some peopleโs inevitable, unrealistic expectations wonโt ruin the success it deservesโฆ.
UK ramps up censorship & surveillance. Mullvad's critical TV ad "And Then?" was banned. Watch it here.
Wow, THIS is how you make an ad and THIS is proper activism for humanity!
#mullvad #mullvadvpn #andthen #stopmasssurveillance #ad #activism #righttoprivacy #privacyisnotacrime #privacy #surveillance #vpn #masssurveillance #perfectmarketing
Publishers are permanently destroying the video games you paid for. Join a global coalition of 2M+ supporters demanding legislation to prote
Support this important movement!
The problem goes far beyond gaming itself, but I suppose you need to be able to read between the lines.
Sigh. At least I have this.
yep, pretty much
Certified. Because it matters