Os Princípios Básicos de Wanderstop Gameplay
Os Princípios Básicos de Wanderstop Gameplay
Blog Article
The joy I found in stumbling across these little kleptomaniacs, picking them up and shaking them around to drop whatever package or seed they’d stolen, was immense. And yes, you can
If you go into it expecting a narrative-driven game that explores difficult themes with care and honesty, you'll be genuinely touched by what Wanderstop has to offer. If you just want to make tea, farm collectables, and vibe – you'll find some of what you seek here, but it might not quite hit the mark.
Each fruit has its own flavour and often comes with a quirk, such as making you say the word triangle a lot, or reminding you of your first best friend. These tasks are methodical and meditative without being creatively stifling. The game leaves room for you to fall into your
It’s about finally breaking free and starting something of our own, whether it’s a coffee shop, a bakery, a bookstore, a flower shop, or some delightful hybrid of all of the above. Something that’s ours, away from the relentless grip of shareholders and quarterly profit margins.
That kind of ingenuity, of tying mechanics and narrative together in such a seamless way, is something I wish more games would do.
If you've ever worked yourself to the point of exhaustion, blamed yourself for just "not trying hard enough" when you know full well your resources are depleted, or felt like a failure for not being the best in the world at something – you might need to put some time aside for Wanderstop.
Wanderstop never actually names it, so I won’t either. But if you know, you know. If you’re living with it, if you’ve watched someone struggle with it, you’ll recognize it in Alta before she does.
When going to therapy (or indeed starting any hobby or self-improvement pursuit) you'll often be told "you get out of this what you put in". The same is true of Wanderstop. The game offers a varied and largely self-guided experience, but it asks you to engage in its journey with an open heart.
(I’m looking at you, “cozy gamers.”) I felt incredibly called out by this, personally, and it helped me realize this cycle is just not sustainable. By the end of Elevada’s journey, I felt like I not only understood her a little better, but understood a part of myself I hadn’t listened to in a long time. I might even owe developer Ivy Road a therapist’s fee.
Yes, players can make choices in dialogue and tea orders, which affect NPCs’ reactions to Elevada. However, in the grand Wanderstop Gameplay scheme of things, these choices do not significantly alter the game’s outcome.
I’m not promoting self-diagnosis, by the way. But I do appreciate that we finally have the resources to learn about these things, to put words to feelings we never knew how to articulate.
This colossal lifestyle change usually takes place within a simple opening cutscene, a quick dusting of lore before we get to the real meat of the game: growing turnips.
Wanderstop is a cafe management sim where you’ll master the art of brewing tea by mixing ingredients, serving customers, and handling daily tasks like cleaning, decorating, and gardening.
You can feel it in the pacing, in the way the game quietly, deliberately slows you down. I should have expected this from Ivy Road, the creators of The Stanley Parable, but I was still surprised by just how masterfully the game navigates these themes.