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tHis “comfortable game” is what appeals to one of our two responses, the ones who typically engage in regular video game play. It beckons you with its promise of soothing, resource management-focused gameplay that offers a leisurely pace, providing a gentle escape from the intense action and high-stress adventures. Alternatively, it may repel you – certainly, it repelled me. “Cozy” often serves as a code for a twee aesthetic, avoiding drama in favor of repetitive tasks aimed at creating comfort, reminiscent of resource management sims like Stardew Valley and Animal Crossing.
So when I encountered WonderStop, a vibrant game where a fallen warrior transitions to running a tea shop, I felt hesitant. However, this is Davey Wreden’s third project, following the success of Stanley Parable and Beginner’s Guide. If it’s anything like its predecessors, it’s bound to be full of surprises and crafted with meticulous attention to detail and artistic vision. Wreden is an auteur, known for exploring challenging postmodern themes in his work. His creations push the boundaries of what video game mediums can achieve, and luckily, this latest offering is no exception.
WonderStop excels at blending gameplay with a narrative about the perils of burnout. The game embodies what it preaches – it isn’t merely paying lip service to a serene lifestyle. Instead, it constructs one around the player, whether they embrace it willingly or not.
The protagonist, Alta, the fallen warrior, clearly resists this change. Constantly losing battles, she ends up in the woods, seeking solace under the tutelage of her hero. Boro, a kind gentleman running Wonderstop Tea Shop, takes Alta in and encourages her to brew tea and engage in light chores to aid her recuperation. As players brew tea and tend to the colorful, perilous Ghibli-style garden, characters come and go. Apart from brewing tea, players can care for whimsical creatures, collect items, read books, cultivate plants, and enjoy the beautiful scenery.
This scenario may not be entirely new. Games like Wytchwood, Spiritfarer, Spirittea, and Moonstone Island also involve combining ingredients to fulfill the whims of fantastical creatures. What sets Wonderstop apart is its refusal to focus on progress or resolution. There is no optimization, no ticking clock, no pressure. You won’t “win.” This game resists the gratification of grinding, clicking, and ticking boxes. The manner in which the story unfolds may unravel the game’s enchanting sleight of hand, but suffice it to say, I was pleasantly surprised by the narrative’s poignant harmony. Addressing burnout in both its dialogue and storyline is a noteworthy aspect of the game. While it’s easy to extol the virtues of rest, actively showcasing surrender and healing is a whole other level.
From a technical standpoint, WonderStop offers a seamless experience. The controls are user-friendly, the music is soothing, and voice acting, though minimal, is impactful. The game mechanics are finely tuned, with dialogues and incidental texts proving engaging, surprising, and poignant when necessary. There are no arbitrary obstacles hindering the immersive experience.
Completing WonderStop typically takes around 12 hours, but for me, the game beckoned for an immediate replay. I yearned to return to the tea shop’s gardens and uncover as many secrets as possible. It lingers, prompting reflection on the relentless pace that consumes us all. Arguably, the frustration experienced by seasoned resource management enthusiasts due to the game’s slippery and enigmatic nature is precisely the point – play with surrender.
Wanderstop’s cozy and charming facade conceals something far more profound and clever than I’ve encountered in a long while. It’s a disguised masterpiece that offers players a sanctuary worth visiting, lingering in, and engaging with.
Source: www.theguardian.com