UMA ANáLISE DE WANDERSTOP GAMEPLAY

Uma análise de Wanderstop Gameplay

Uma análise de Wanderstop Gameplay

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Because these moments aren’t just about sipping tea and reflecting on the past. They’re about stepping inside Elevada’s mind, seeing how each blend evokes a different response.

Besides growing your own strange fruits and collecting tea leaves to brew new drinks, your stay at Wanderstop also equips you with a trusty broom and garden shears. You can use these to tidy up the clearing of little piles of leaves or gnarly, spiky weeds.

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.

It's an attitude I can relate to all too well, and I'm unashamed to say that Wanderstop sparked a tearful examination of my own habits. The trajectory of the game wasn't a simple curve of self-realization resulting in a clean and tidy triumph at the end – that's simply not how mental health works.

It’s almost too real. Because we’ve seen this before. We’ve lived this before. People fall ill every day because of overwork. We ignore the signs—pushing past fatigue, brushing off dizziness, swallowing the headaches—until our bodies finally give up on us.

With each new cup of tea she drinks, you’ll also learn about her past and how she reacts to strange new sensations, with every sip bringing you closer to understanding why Alta is the way she is.

Her savior is Boro, a kindly, somewhat spherical man with a tenuous grasp of the English language, who sits patiently with her as she comes to terms with her less-intense surroundings. What is initially an offer to make tea for Alta becomes an offer for a job at his cafe.

The field book outlines the patterns you need to sow your seeds so that “plant eggs” will form, with different combinations of seed colors (blue, pink, green, and yellow) causing different plants to emerge. Once you’ve discovered a new type of plant by growing it, you can use your field guide to read up on the unique tastes and even strange effects each fruit has when brewed in tea.

There's nothing wrong with this angle, of course, but Wanderstop offers a far more realistic approach to the process of change. It's still a cozy game for the most part, but one that isn't afraid to point out the challenges that come with slowing down. The farming, harvesting, and tea-making serve as actively therapeutic actions, rather than mindless wholesome gameplay in search of gifts for romanceable residents (or to pay back a merciless tanuki landlord).

Yes, players can make choices in dialogue and tea orders, which affect NPCs’ reactions to Elevada. However, in the grand 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 Wanderstop Gameplay the game: growing turnips.

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Wanderstop constantly put me up against situations that were not just uncomfortable, but that intentionally went against the grain of what you normally expect from these types of games in order to make its point.

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