Alta was a warrior champion. Now he can’t even raise the sword. After falling in the forest, the owner of a hleza named Boro invites her to join him. Maybe a spell of cozy gardening, cleaning and making tea for customers will aid her feel better? But this is only an offer. You can go back to the forest at any time.
Of course I tried to leave. First of all, because I know how to play stress exactly, excessively devoted professional burnout, which attaches all its value in his calling. And secondly, that’s why, come. This game was written by Davey Wrereden, the creator of the parable of Stanley. There must be a secret to ignore the clear invitation of the game, right?
Not to say, as I can say. The first few times from Boro you have some extra conversation, but then only looped thoughts of Alta, and then her inevitable fall. And look, I’m ready to laugh at it if it turns out that there is a secret ending 100 times. But, although at first it may sound contradictory, Wanderstop’s care for details makes me think there is no.
For example, the production of tea includes climbing from a third person up and bottom a complicated device, DIY all kinds of doodads and gadgets, and then, at the end, pouring the right amount into the cup. It is not straightforward, at least at the beginning. One of my early notes is: “Oh God, is there a punishment for spilling this tea?”
NO! In fact, the whole additional feeding tree, after which the machine is wrapped. You know, as when you write and it is nettle, and people say: don’t worry, you’ll be able to come back to him later and inform what actually makes it a publication, so it’s still worth, and you don’t believe them, but unfortunately it is true every time and you have to learn to relax and trust this process.
Maybe my somewhat specific reading of this particular metaphor gives me up. But the point is that the game mechanics are constantly under the basis of its main theme. Another example: you can’t choose fruit from the same tree forever. In addition: basically every character is for customers that are consistently dense, tiny rods. So no, I think Alta really has no other choice but to stay and make tea. You can’t overtake burnout.

It turns out that there is really a lot to do to run a tea shop. First of all, you need to collect and arid tea leaves, which randomly grow around the forest clearing. Then you need to gardens, producing certain fruit by hybridizing various colorful seeds. Then the device is mentioned. Service of customer demands is given, but it may include elaborate multi -stage recipes or hybridizing fruit again by feeding mushrooms. In addition, there is cleaning that you can keep up with and decorate the store with your own photos and planting flowers in the garden. The radio will even be stationary if you don’t reset it from time to time.
If I have a complaint, sometimes it works against one of the key claims of the game: that you have the opportunity to stop here. You can make a cup of tea and sit down and enjoy it whenever you want. Yes – I almost wrote “valuable” or do you see the problem here? – Pleasant because you can learn more about the history of Alta. And from time to time there will be nothing else to do, basically forcing you to do it. But besides, maybe three moments during the 10 -hour game, almost always someone demands CUPPA. There is no counting time or anything, but it is still hard to feel that you are resting and recovering and you can not do anything when someone is waiting.


The biggest advantage of this is so much to do, is that each of them is charming. The outstanding design design and voice writing make every customer a joy of conversation. I would die for Boro, so of course I want him to have something to say at the moment. And something as plain as sweeping of piles of leaves, it is possible to give an alca a hilarious violent animation in case you forget that he does not know how to do something other than defeating people.
You really won’t want to forget about it. The statement that Wanderstop simply relies on burning is to unrecognized the more elaborate struggles through which Alta goes through. I will not give any spoilers, but the game is ready to sit in this complexity without flattening its edges. There are things for which there are no straightforward corrections, and it does not shun it from presenting this fact.
Wanderstop is meticulously thought out in both a vast and tiny way, and this means that this is not a plain game of a girl who put her hands in the soil and lead a charming tiny cafe and magically fix. It is a game that openly admits that there are no answers. It’s a game that seems to be a work process on something.