![]() ![]() On the other hand, the character The Fish goes down in a way that made me feel totally uninvolved. Eight of the 12 punishments are great, capitalizing on that offender’s wrongdoings, while three of the deaths are fine but don’t live up to the others. Each one meets their doom through some ironic punishment cooked up by the Witch. The offenders include archetypes of people I genuinely love to see made miserable, including xenophobic cult leaders, corrupt officials, and predatory “alpha” males. To free the maiden’s soul, the Witch must secure the souls of the twelve villains who are responsible for the maiden’s current state. The game’s titular Witch is an amnesiac who has previously bargained with a devil to save the soul of a maiden the Witch allegedly cares for. As I’ve previously alluded to, the plot of Wytchwood stars a witch on a quest for vengeance, but with a twist familiar to many gamers. Though the crafting is excessive, at least it is in service of a quality story. I’d be happy to see these spells work like the hatchet or sheers with unlimited durability and uses. ![]() Also, there are a few spells, such as the pluckpocket and soothing rune, for which limited durability doesn’t make sense. It’s reasonable that I can’t make more than one sewing kit from a single proboscis, as it serves as the needle, but if the recipe for smoke pellets rendered more than one pellet, that would cut down on busy work and my frustration by a huge degree. I think a change that would’ve altered my opinion of this game for the better would be reducing how often I am crafting the lower level spells and reagents where it makes sense. On top of that, because every alchemic spell is single-use, I found myself stressing about being as efficient as possible with each use, which further dampened my mood. There are a few items like the sewing kit that need to be crafted repeatedly and going through all of these steps got me really frustrated at times. Personally, I think if the developers want to keep the crafting process as grisly as it is, that wouldn’t bother me as much as the tedium of it. None of this process is difficult but it’s time consuming and left me feeling like I was worse than the villains the game wanted me to punish for their wicked deeds. ![]() While the mosquitos are asleep, the player hacks them apart with a hatchet to secure their proboscis, which is paired with some reed twine to create the desired sewing kit. ![]() The smoke pellet is then used against the massive swamp mosquitos, which puts them to sleep. Players must then combine that slime with a special herb found in only one location and some clay to make a smoke pellet. For example, in order for the player to make a sewing kit, an item needed with infuriating frequency, players must first hunt down a frog and wring the slime, and life, out of it. To get all of these ingredients, the Witch will kill, mutilate, or torment natural and supernatural creatures of all kinds. Instead of classic magic like shooting fire or flying, the Witch is more of an alchemist, which means the game is all about searching for ingredients and crafting them into concoctions. The Witch from Wytchwood, on the other hand, isn’t all that magical and is an absolute terror to the flora and fauna around her. In my mind, a witch is someone who has magical powers and has a reverence, or at least respect, for the natural world. Maybe it comes down to the kinds of media I consume, but my one issue with Wytchwood coincides with a disconnect about what I think a witch is. ![]()
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