Whitethorn Games describes its team as “believers in accessibility, inclusion, and widening the audience that gets to play,” with a focus on “easy games” that anyone can pick up and enjoy. It’s a real shame, because one of the main things that appealed to me about Wytchwood came from its publisher’s mission statement. Suddenly, Wytchwood lost any potential to be a flare game, because if I’m struggling with the mechanics on a good day, there’s no way I’ll be able to manage during a flare up. While I found the excessive travelling boring, the crafting system is Wytchwood’s biggest flaw to me, someone with executive dysfunction. I worked backwards as much as possible, but it was draining and unnecessarily complicated. You can’t organise your grimoire, and there are no built-in subsections to help you out. Unfortunately, this quality of life issue is compounded further by the matryoshka-esque crafting system, which asks you to remember several recipes and harvest locations, in the correct order, with no in-game method for tracking your progress or even marking the recipes you’re currently working on. However, with no fast travel, you could easily spend ten of those twenty minutes running between harvest locations. This sort of repetition is calming and ideal for short, twenty-minute bursts of gameplay, which is great for pacing during a flare or just passing time on a commute. Occasionally, you might need to use a tool like a pair of shears or a trowel. In Wytchwood, when collecting resources off the ground, like nuts and plants, you press a single button. Gentle repetition, like in Animal Crossing or Cozy Grove, can be soothing or almost meditative, which is ideal when experiencing increased brain fog during a flare. The game is gorgeous, with a beautiful, vaguely gothic storybook aesthetic that makes exploring each level a treat, but it’s not enough to make up for how tedious all this traveling feels.Īs a crafting game, I was expecting repetition-in fact, I was looking forward to embracing it. However, each level is generously sized and only holds a single portal to the hub world and a couple more paths at the edge of the screen. Each area is also connected to one or two others-for example, The Forest is connected to The Swamp and The Fields. Each area has a portal to a simple hub level, where you can travel between regions or return to your home area when the story requires it. A more complex recipe might ask you to craft two other recipes, which may themselves need you to craft a recipe!Īs a result, you spend a lot of time running around different regions to collect materials. Early recipes are simple, requiring a couple of different raw materials found in the wild, but soon enough they require you to craft other recipes alongside a raw material or two. At the start of Wytchwood, your grimoire has been torn up by that pesky goat over the course of the game, you’ll rebuild your recipe collection through exploration. Each environment is home to different resources, which must be harvested to craft potions, spells, and charms. To collect each soul, the player must first complete a series of smaller quests, all of which revolve around collecting or crafting specific items. She must collect twelve souls across the game’s many sprawling environments, like The Forest, The Swamp, and The Village. The goat tells the Witch that, once upon a time, they made a deal, and now it’s time to uphold her end of the bargain. She’s awoken from a nap by a troublesome black goat and finds that she’s unable to remember much of her pre-nap world. Set in a dark, fairytale-style world filled with anthropomorphic creatures and questionable morals, you play the Witch, dressed in feathers and a strange helmet. PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch
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