Wanderstop Gameplay - Uma visão geral
Wanderstop Gameplay - Uma visão geral
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No matter how much I want to barge into Ivy Road’s office and demand an epilogue, no matter how much I want them to tell me something—anything—about how it all ends, I can’t.
There are a lot of open-ended dialogues in this game. That’s because the story moves in chapters, and with each chapter, we meet new customers while the ones from the previous one are simply… gone.
Wanderstop is a cozy management sim about a burned-out warrior who'd much rather be fighting than running a tea shop
As Boro reminds Alta at one point, just because you can’t take the decorations you love with you, is that any reason not to make your surroundings more beautiful while you’re here? Isn’t decorating for the sake of enjoying your own personal space enough on its own?
It’s all fairly straightforward, but gardening is still a fun little challenge as you puzzle out which color combinations are required for each plant variety.
My own frustration. My own desperate need for closure. And you know what Boro said that got me choked up? "Can I ask for your patience if our paths do not happen to cross with his again?" That’s it. Such a simple sentence. Such an easy thing to say. But it holds so much weight.
Here’s the thing: Wanderstop doesn’t give you the satisfaction of tying everything up in a neat little bow. It doesn’t Wanderstop Gameplay offer you an epilogue that tells you where everyone ended up. Even Alta’s own story doesn’t get a traditional resolution. And that’s the point.
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The customers who visit Wanderstop are impressively diverse, and I’m not just talking about ethnicity or gender. Each visitor has their own unique design, drinking animation, and personality, all of which shine. Even the customers who are initially just as abrasive as Elevada eventually stand out as quirky, complex people with their own deep and emotional reasons for having stumbled into Wanderstop.
Next, you climb back up, kick a lever, and the water drains into the next pot. Swing that ladder around, and it’s time to throw your tea and other ingredients in. Then all that’s left is to kick the lever to release it and pour it into a mug. The movement is so fun that you start to feel like a pro by the end, even though the tea making itself is otherwise quite simple.
I want to know that they all reunite in the real world. I want to know that Elevada gets to see Gerald again, and the Demon Hunter, and Nana and Monster, and Zenith, and Boro. I want to know what happens to them. But it’s out of my hands. And that’s the whole point.
Some teas make her reminisce about her best friend. Some make her dwell on the people who have wronged her. And through all of them, one truth becomes painfully, unmistakably clear: Elevada has been alone.
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.