Review

Grounded Review - Mountains Out Of Molehills

  • First Released Jul 28, 2020
    released
  • XBSX
Mark Delaney on Google+

Grounded doesn't revolutionize its genre, but it does imbue it with the endearing heart of a child.

The survival-crafting genre is famous for a few things: steep learning curves, a bit of jank in its systems, and a sense of seriousness that, to be fair, is to be expected in an experience that starts you off hungry, thirsty, cold, and defenseless. Obsidian's Grounded, launching into its 1.0 state after two years in Xbox Game Preview, delightfully rejects these tropes, by and large. Instead, it takes the best bits of these games, polishes them, and offers a childlike spin, giving it all a charming sense of place and a unique point of view.

The premise of the game's setup is simple: You take on the role of one of four kids inexplicably shrunken down to the size of an ant and must fend for yourself (and up to three co-op partners) in The Backyard, a typical residential space that would be less than notable if not for your sudden change in stature.

In The Backyard, dinner is a tadpole cooked over campfire, or perhaps some gooey "gnatchos," and your biggest concerns are no longer homework and bedtimes, but wolf spiders and bees. It's the sort of thought experiment no one leaves childhood without having dwelled on--what if I was really small?--and as such, the game filters every weapon, potion, safe haven, and more through the eyes of its kids.

For Hoops and her friends, a few steps across The Backyard become a trek through a dense and dangerous forest.
For Hoops and her friends, a few steps across The Backyard become a trek through a dense and dangerous forest.

The early hours aren't as steep a climb as these games tend to be, and that's a credit to the team that made it. Normally in a survival-crafting game, just the simple act of building a campfire or crafting an axe can lead to severe head-scratching due to a game's poor manner of explaining its world. Grounded's well-reasoned early onboarding and menu guidance helps clarify what you need and, oftentimes, exactly how to get it.

This doesn't directly make combat easier or base-building less time-consuming, but indirectly, it feels like absorbing the game's codex to the extent that you always know what you should be doing. Combined with the game's steady progression toward making your character formidable in their own right, Grounded is certainly one of the more welcoming games of its type.

Because of the game's '90s sci-fi overtones--your sudden status as a miniscule pre-teen is the result of an experiment you'll uncover as the story progresses--there are many field stations set up around the dense backyard which you can use to study materials such as plant fibers, spider legs, and dandelion stems. As you study them, you'll discover all you need to know about the item, including the crafting recipes that demand it.

This helps lift up Grounded in those critical first few sessions, because though you still won't have much of what you need to craft some of the more elaborate items, you'll discover them--and thus understand their place in the world--much sooner than games like this tend to allow. This starts to explain The Backyard at a much more welcoming pace than I've gotten used to by playing similar games over the years.

The early hours are still tough though, especially when played solo. Most encounters and even non-combative activities seem designed for multiple players. Taking on an orb weaver spider within the first hour is a death sentence for you, but more manageable with a few friends. Similarly, building a really elaborate home base takes a lot of assembly line-like maneuvering, like lugging grass planks from the wilds back to home. Each additional set of hands makes the game more enjoyable, which is usually the case when co-op is an option, but also more digestible.

When night falls, it's best to have a clear plan of action, or else just sleep through it.
When night falls, it's best to have a clear plan of action, or else just sleep through it.

Speaking of base-building, Grounded presents its many craftable objects in fun ways. The kids at the center of the story think of base-building and weapon-crafting the same way Kevin McCallister thinks of booby-trapping his house from burglars in Home Alone. Like leaving Micro Machines scattered on the hardwood floor for the brutish intruders to slip on, building up a safe haven for yourself in Grounded means not only filling the space with important survival tools like a workbench or a tent, but also the stuff that kids would hope to have on hand, like a trampoline and a basketball hoop.

Much of the story is doled out through audio logs and the occasional cutscene, but the characters routinely comment on things as you're exploring, like how the weevils, with their hose-like noses, sound like they're congested, or how they've always been taught not to waste food. These are kids experiencing some incredible circumstances, but they still manage to behave and talk like kids. They'll explore landmarks unique to their world too, like discarded hot dogs, spilled-over juice boxes, and ant hills full of secret passageways.

Buff-giving potions are smoothies, furniture includes things like a big squishy couch made of blueberries; everything in the world clearly comes from the mind of a child. The kids' perspective may be dramatically shifted, but they don't lose their youthful eye for the world, and this aesthetic difference is Grounded's greatest attribute. The colors pop off the screen like a modern Disney movie, and even the game's most dangerous enemies have a cartoonishness about them. This is not the sort of dark and dire survival-crafting game you may be used to. If Minecraft is a game for kids with the mind of an adult, Grounded is a game for adults with the heart of a child.

That's meant as a compliment, but it does also start to explain one of the game's downsides: Though the crafting menu is impressive in size, especially its complete weapons list that includes different dozens of bludgeons, swords, bows, and bombs, some parts of the crafting menu feel noticeably sparse. I played much of this game within the survival mode where all threats are real, but I did find myself enjoying the freedom of creative mode and its instantly-unlocked recipes, which becomes the post-game's main draw after the story is concluded. Seeing all the game's possibilities in one place made me realize that, beyond a few clever furnishings and several critical crafting objects like the workbench, the game doesn't have a ton of things to decorate your home with.

This isn't The Sims, of course, but in every category except for its interior decor, the base-building menu is robust. If you need protection, Grounded's weapons locker and defensive blueprints are awesome. If you're craving fashion over function, however, Grounded is more than a few cool chairs and dressers short of the world's smallest IKEA.

Some enemies are meant to be avoided for a while.
Some enemies are meant to be avoided for a while.

Along those lines, the game also isn't as reactive and experimental as you might want. Everything has a strict purpose, and there's usually no way to skirt its rules. You can counter some effects of armor with potions, and vice versa, but these are pretty basic RPG-style elements that Obsidian and others have worked with before. The way that you can create a chain-reaction of events to solve problems in games like Minecraft, Project Zomboid, and other titans of the genre is all but absent here, though I have routinely enjoyed eliminating a spider problem by drawing them into conflict with the sneaky-tough ladybugs.

If its whimsical aesthetic is its greatest feat, Grounded's level of polish is its biggest surprise. In my experience, survival-crafting games are more prone to messiness than most other genres. Maybe it's the ample tools players are given to reshape their world, or the trend that demands so many of these games launch in early access, thus giving players a jankier experience more of the time, but I went into Grounded expecting to live with some of that messiness, but didn't really find much of it.

Combat feels good in first- or third-person, platforming can be a bit imprecise at times due to how floaty it is, but for the most part, Grounded seems to enjoy its status as both a game that comes in a long lineage of like-minded experiences and the latest project from an established, expert team like Obsidian. This is fortunate too, because the game's many traversal elements--from floating to earth on a dandelion stem, to parkouring across bent-over grass and exploring the depths of the koi pond--require some polish that ensure your mistakes are your own, not the game's. With the exception of some missed leaps across tree branches, I never had any issues with the game's controls and its overall feel.

Grounded isn't the biggest game of its kind, and most of its moment-to-moment gameplay moments have been seen before in other games. Still, the fantastical setup makes for an immediately intriguing setup, and to further stylize it as a uniquely child-like adventure, polish it beyond most of its peers, and set it in a world full of familiar sights to see in startling new ways makes Grounded no small feat.

Mark Delaney on Google+
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The Good

  • Child-like sense of adventure is the makeover the genre needed
  • Deep and inventive list of weapons and items to craft
  • A normal world made fantastical thanks to its miniature heroes
  • Polished more than most games like it

The Bad

  • Fashion items and furnishings are lacking
  • Some platforming issues

About the Author

Mark played 30 hours of Grounded across the story and creative modes. He learned early on to ally himself with the ladybugs if he wanted to get anything done. An Xbox Series X review code was provided by the publisher.
11 Comments  RefreshSorted By 
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Louis

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I love this game! I enjoy survival games like Subnautica, Ark, etc... and Grounded is a great game to add to that list. In your summation to your score it's mentioned the lack of furnishings and fashion items. I think that's very minor. Sure, more furnishing can be fun (loved it in Subnautica) but the game shines with what it has and is not diminished in whatever they are missing now.

The game provides a wonderful (light) story that has a nice charm to it, but the environment to explore is outstanding. One of the best. Each session I discover something new, an area, a bug that I can now kill, ... From the drops you get or resources you find again this leads to new recipes for the creation of new items. Rarely does a session end without me excited to return to try out some new found knowledge.

Right now I'd score this game a 9 but only because I have not finished it. (I'm not rushing, I want to enjoy every corner of that back yard I'm exploring.) But by the end it might be worthy of a 10!

I'm hoping for updates and more yards to explore as a miniaturized person.

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Nikky

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Played this on Game Pass with my friends last week. So much fun!

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Fortesque

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I don't usually comment much on these feeds, but the guys at Obsidian 100% deserve my time on this one!

This game is simply awesome. It may split opinion with its soft effects and graphics, but if this was upscaled to authentic real life graphics with gore, it would defo get the interest of everyone into Survival games. Dont let that deter you one bit.

The survival is fantastic. One of the best base building engines ive ever played. There is no limit. In my game i have industrialised all over the map and have mini factories for materials, food and rare parts, connected by pathways and ziplines.

There are different biomes all over the map. not wanting to spoil it, but as you can imagine, you have to be prepared for each eventuality. The same goes for the dungeons, found all over the garden.

There is a pseudo skill tree (molars) and attribute boosting tree (mutations).

There are always quirky hidden places to explore, should you dare to go in that dark hole in the ground, or wander underneath that stone, or the crack in the wall. Most with a unique prize hidden somewhere.

You have to learn bugs weakness' and resistances, along with their combat attack patterns (minor souls like). You can also manipulate the environment to work in your favour. You can build traps to deter and defend against bugs - or with clever architecture, can build a way to 'farm' bug parts. I myself managed to construct a bee trap that would harvest bee parts for me (good early game stuff).

The story is compelling as you go through. Even with its soft graphics, i still get startled when i turn to find a wolf spider stalking me, or find a cavern in the pond that bell spider jumps out at me. Not to mention the Stuka style dive bombing mosquitos! Everything is a threat in this game which really keeps you one edge. As soon as you hear that bassy drum beat kick in (threat detected!) you know that something is coming for you!!

I can't fault this game in any way. My main concern was that the host had to be online to play together on the same save/server. But they have addressed this and now there is a function that you can do a shared save. Meaning that it reacts exactly like a server in that your friends carry on the work in the shared save file while you are offline.

This review says that there is a lack of decoration stuff for your bases. I dont think there is a lack, as your priority is to utilise the industrial items to improve your gear/bases/weapons. I think this lack in the review is purposeful from the devs, in order to add more items as and when they expand the garden and other areas.

For me, this game is a 10/10. I find myself getting sidetracked all the time. 'Have to upgrade my axe', 'need to roof my base', 'need to find more technology', 'need to make new weapons', 'oooh building mini base there would be good', ' hmmm, i just need to set up a forward operating base', 'a zipline from there to there would save so much time'.

And all this was just playing solo.

When your friends join, it magnifies the fun. You then take on their ideas, or help them defeat a boss, or even take on a self preserving defensive base project with a kitchen, cannons, traps etc.

Oh, and one last thing........ don't annoy the bugs too much! i'll leave that there for you to find out on your own ;)

Enjoy!

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iloveyourface

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Edited By iloveyourface

looks like a fantastic addition to the controller friendly online co-op genre. me and my buds are currently busy with fo76 and call of the wild, but i'm gonna try to get them interested in this one. once it goes on sale i'm getting it.

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DoomsdayHell01

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Not really my type of game but looks to be a winner for anyone who's into this type of games, plus the game is Getting good reviews, IGN gave it a 9

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blaznwiipspman1

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fantastic game, sounds like a blast for the kids to enjoy and even adults too! Another win for gamepass.

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RELeon

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Only thing I can ever think of when I see this game is "Honey, I Shrunk The Kids."

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deactivated-64efdf49333c4

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Online only, sadly.

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johnny0779

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A very fun game indeed!

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Pyrosa

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Played this a lot with my kids during the first few EA releases, and it was a blast. It had some difficulty scaling (huge leaps), so we put it down until GA. Looking fwd to hop back in w/the whole fam!

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