Hi everyone
I tried the game and played a bit around for a total of about 20 hours or so. I haven't read much on the wiki, and tried to figure things out myself, so obviously my experience was probably needlessly slow and cumbersome. As a reference, I have now built my first Homested, as well as 3 Baskets and collected about 4 abandoned containers and tools. I learned about 10 Skills adn have a shovel, an axe and a fishing rod.
First impressions, or technical hardships
I was unable to get the game to work. This probably stems from Java not being installed on my machine, I guess a small hint about why that could become a problem anywhere on the download site would be nice. I used Java from the portable apps site, to avoid it being available to my browsers, and got the game to run that way. Ignoring all the security popups was frightening, so they worked as intended. If this game is supposed to be sold, it needs to streamline the installation process of Java, either by shipping with a runtime, or by running a windows installer.
Startup, and first forays into a new world
The game is ugly. That is of course just my opinion. But I think the weird mix of comic characters with unhealthy skin tones and weirdly flat textures makes this the ugliest game I've played for more then one sitting since at least a year. Dwarf fortress in comparison doesn't pretend to be nice to look at, while comparable games like Minecraft or Indy-RPG's either chose much more abstract representation or hyper realism to avoid looking bland or weird. In the visuals I also observed the first lack of focus. Some things look as if they're geared towards high detailed reality, while other objects and especially humanoid characters look like a Tex Avery cartoon. I don't mind simple graphics, or even jaggies and low polygon count. But there seems to be a colossal lack of graphical vision in the representation, which bothered me a bit.
This game needs a wiki, and I'm not agreeable that that's a good thing. As is, the game could be made in a way that does not need outside hints and guides, just by clearing up the GUI and maybe some of the ways it deviates from the real world (Killer bunnies, leaves as a scarce resource, making fire is weird).
Setting and the expectation schism
There is no way to describe my loss of enthusiasm about how the game plays, compared to what I expected. It's of course my fault for expecting the wrong things, so I'll try to explain. This starts with the title and setting. Salem. Salem is about the settling of a new world. Or so I expected. Instead, it's about being a trapper. On first glance this might seem to be the same thing. But actually, They're almost antagonistic. Settling as I expected it to be, is foremost about cooperation. No field can be tilted in a wild wood, and without machines it's impossible to create a clearing.
Therefore a game about settlers ought to be about creating a field, farming, killing everything that moves onto your newly acquired crops by using superiour firepower, and most importantly: Working with others. Creating such an environment would create a game decidedly different from any other MMO game that ever existed. Incidentally, only such an environment could lead to the second part that a name like Salem implies for me: The total collapse of society due to excessive rumourmongers, negative-socialising and fear of the unknown and weird, also known as "the witch hunt". So much for my false expectations, So how does the game actually play?
This game is 08/15 fare. It plays like Eve Online, Ultima Online, or other decidedly sameish other games that have none or weak built in countermeasures against PvP gameplay. It's a game about going into the wild, lots of roaming and buildup of your decidedly concluded and hidden personal house/ship/backyard. A game that is dominated by grinding and micropayments. A game that makes me as the player want to play alone, despite being a game type that should entice cooperation. It also reminds me of the bad parts of how "A tale in the desert" used to be, where crafting stuff and collecting random stuff is not there to entice creativity, but instead to entice crafting even more stuff.
Using the game, the perils of GUI and documentation
This game is uninviting. The controls are weird, moving is slow, and the Tutorial does not cover the necessary basics. One thing that is weird is the plethora of different tasks that are similar but need right clicking or left clicking. For example, Stumps are opened by left clicking them, while baskets need right clicking. Some of the buttons on the task pannel are toggles, but others are multiple choice, while most open a dialogue, and there's no way to know which is which. The top four types of energy are all un-numberted, while the research bars are foremost about exact integers. Incidentally the research bars are buttons, a highly unusual choice, even more aggravating is the fact that the numbers and names in front of the bars are not clickable. Finally, the build popups reset the task panel, making searching for that one food type I can craft with my current inventory an unnecessary chore. I wish the GUI would work the other way around: a button on the inventory would reveal currently creatable items. of course titled and sorted by type, and including currently open containers.
Positive points
I like the way crafting works on basic, non-replenishable goods. I wish non-replenishable goods would exclude tree leaves, grasshoppers and bushels of grass, but that's probably some insider joke that I don't get. I like the way one has to learn stuff, and that learning a skill takes several steps by building up core proficiencies like "fire". The GUI could be more self explanatory for learning skills. I like that learning one skill depletes all of them, and how the crafting directly leads to a kind of knowledge game, where I need to guess which crafted toy increases which bar the most. I like the idea of old fashioned phlegms, maybe more if they'd be less gross, and more meaningful. As is, it seems as if a single bar would have worked just as well as four or eight of them. I like the different walk modes, if they'd have a bigger impact, because at my low experience level, they're way too costly, especially foraging. I think running is fine, if it'd be in a more emergent-accessible spot (annoying to wade trough all those sub-menus when you're trying to escape from a rattlesnake). I like the deadliness of the surrounding, heck, I'd even like the surroundings to be much more deadly with poisonous foods and indians etc. In a similar vein, I wish that harmless insects and cute bunnies could be exchanged for actual dangerous animals, to make the experience less silly. I also liked that the worlds river and vegetation cover changed considerably between logins, altho I'm not sure if that was a one-time server change thing, or a regular feature of the world. I like that I barely met anyone, considering that this is a game about trappers.
Not made for me
This game doesn't like me, and I don't like it. A large part of that is my expectation of a new sort of game, and my expectations of a very realistic approach to settling a new world. Meanwhile, the game wants to be like other games, just with dark coats and hats. In addition, the GUI is too obnoxious for my taste, but of course that is only important if I would actually want to play the game. Visual shortcomings are theoretically unimportant to me; But to sell a game, it needs to have a single visual style.
Conclusion
I Would not recommend Salem to genre agnostics, maybe it's worth a short trip for MMORPG roughnecks and people who want to try every game out.