![]() I actually like that they didn't go for the obvious ‘wand firing bolts of lighting’ cliche and instead you deal with enemies in a more thoughtful way. Also watching fluffy forest critters explode into meaty chunks as they prod your trap never gets old. ![]() Often your spells will leave creatures incapacitated allowing you to shave their hair off or bop them over the bonce with your axe. While you cannot attack enemies in the conventional sense, you do have many ways to deal with the beings that would do you harm. Even the task of finding out where to go is revealed on the game's map with icons indicating where to go. One way developers often compensate for a lack of action is with puzzle-solving but here the game also is very light on the ground, being more of a memory test as to where to find specific items. It would have been a really cool feature to add a choice about how you dispatch the owners of the souls you must reap. Where the game does absolutely exclude charm from every pixel it does lack any real agency over how the story progresses, which I thought was a shame. Whether Wytchwood is for you depends on what you value in a game and how you like to play. So I will say this game is not for everyone as the gameplay loop is very tame, relying on a strong narrative and aesthetic personality to keep players engaged. A few basic tools will add another stage to this with digging up clay or cutting down reeds. ![]() When you first arrive in the forest collecting twigs and leaves in a simple as picking them up. If I can give you one piece of advice is always gather more than you need because you will inevitably require more down the road. Most of the main quests will involve you concocting a new item or recipe that will involve previously acquired items. ![]() You essentially gather items from each of the various areas, craft them into other items or use them directly. If I jot the structure of the game down, on paper it does sound like one long fetch quest but that honesty doesn’t do the title justice. The many spell effects are also great with unique animations that light up the screen as you dish out misfortune and death. Even in the opening scene I just love how atmospheric the Witch’s house is with cauldrons, books and a whole manner of spooky paraphernalia. What is impressive is the detail the artists have gone into with many of the areas, which can often be lacking with these stylised types of visuals. I love how the quests play on the many children’s fables such as the Big Bad Wolf or Little Red Riding Hood. It all looks very much like a children’s pop up book enchanted to life and very much reminds me of the visuals in Don’t Starve. The angle isn’t fully top-down, more side on than anything and assets appear to spring up off the ground like animated cardboard props. The whole game is presented in a beautiful side on aesthetic with exquisitely hand-drawn assets. As you progress the story, more of these will unlock and thus adding more portals to the hub. Each of the zones has its own assortment of creatures, characters and mystical beasts to interact with. This is a godsend as you will be doing a lot of hopping back and forth gathering ingredients from other areas. Soon after meeting the devious Goat you prise open a portal that leads to a hub where you can teleport to the other areas of the game. Within a short amount of time, you will be embarking on a soul gathering quest to wake a mysterious sleeping beauty and possibly expand your knowledge on modern herbal remedies. Those of you who are observant will have noticed, you have a cauldron for a head and bird feet but that is all explained as the story progresses. As it turns out this fiendish Capra Hircus knows a bit more about your situation than he was initially letting on. To make matters worse a goat has used your spellbook as an hors d'oeuvre which leaves you a little light on recipes. You awake in your hovel with little memory of recent events. In Wytchwood, surprisingly you play as a Witch in a fantasy-inspired world, or at least I think you do.
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