Wanderstop review: Tea and wisdom in the woods

In contrast to many other video games, Wanderstop stands out. The developers at Ivy Road don’t just talk the talk, they walk the walk, turning their words into significant actions and preventing them from becoming mere decorative phrases. It’s a shining example of deep meaning woven into every detail, making even mundane tasks like washing a teacup carry Wanderstop’s core themes. Wanderstop is far more than just a charming, vibrant tea shop simulator; it subtly and modestly pushes the boundaries of video game storytelling.

It happened on the way from the forum

Wanderstop commences at what Alta believes is the finale; however, it’s simply a turning point. Alta, renowned as the world’s premier fighter, has dedicated much of her life to rigorous training, pushing herself relentlessly without regard for personal cost until she became invincible – momentarily. A series of defeats ensued: first one, then another, and finally another. Convinced that intense training is the key to reclaiming her former identity, Alta abandons the arena in search of her old mentor, venturing deep into the forest.

In this part, Wanderstop momentarily delves into common sayings, as Atla recites a series of phrases that seem tailored to cover every aspect of overworking – the need for extra effort, pushing oneself beyond limits, striving for perfection, refusing to quit, and so forth. The constant repetition of these statements, coupled with our lack of insight into who Atla is, gives the initial segment a superficial feel. However, this impression doesn’t linger for long. As Atla can no longer bear her sword, she drops it – a symbolic act representing her inability to handle the weight of her past life, as well as a nod to the physical toll of burnout. Before Atla has a chance to understand these implications, she collapses unconsciously, suggesting that the narrative will delve deeper into these themes soon.

In a serene, slightly dreamlike forest clearing, adorned with purple tree tops against a pastel sunset backdrop, Alta finds herself resting on a bench. Beside her lies Boro, a jovial, bald man of considerable size, who invites Alta to take some time off at his tranquil establishment, Wanderstop, prior to resuming her journey. She may choose to comply or explore further into the woods, but the latter leads only to repetition of the same scenario. Ultimately, whether Alta wishes to or not (and she most certainly does not), she finds herself obliged to assist Boro. Running Wanderstop is not particularly demanding; in fact, it was established by Boro as a sanctuary for weary travelers and his associates to find peace and rejuvenation.

As a gamer, I’d say Boro is like the venerable sage from folklore tales, my game’s equivalent of Gandalf. Though he appears an average Joe, not much older than Alta, there’s a depth to him that suggests years of wisdom about life, people, and heart-wrenching experiences that have left their mark on his soul. In the midst of Alta’s tumultuous journey, Boro stands as a beacon of tranquility, the one who empowers her to contemplate the improbable and make the brave decision to abandon her old life for a new adventure.

Boro, as well as Wanderstop, doesn’t claim to know every solution, nor does it provide specific guidance on how Alta should mend her life. Instead of a structured roadmap for overcoming burnout, Boro offers a more laid-back approach not typically found on LinkedIn. He explicitly states that working at the shop might not be the cure for Alta, but rather, he believes she requires rest and staying there could facilitate healing.

In the realm of Wanderstop, there are no set regulations. Instead, you have the liberty to explore and pursue your desires at your own pace, without any time constraints or pressure. Quests don’t come with deadlines, resources are abundant, and money is non-existent in Boro’s grove unless an external entity establishes a business. The success or failure of such businesses doesn’t matter much. Wanderstop isn’t about intense shop management; it’s a tranquil allegory, designed to inspire you to create a peaceful corner for yourself in reality, no matter what form that takes.

Why? Why not!

One standout aspect of Wanderstop is how its less spoken elements align beautifully with Ivy Road’s vision, much like the narrative does. Unlike Boro’s tea shop, which is quirky for its own sake, features a train dishwasher that moves dirty mugs up a waterfall, into a sudsy pond, and then dries them off. It boasts an oversized tea station, adorned with massive beakers and wavy straw-like tubes transporting water and tea. Its waste management system is unique, as overflowing tea supposedly makes the flowers surrounding the machine bloom even more vibrantly. This isn’t necessary or efficient, but that’s the intention. Wanderstop aims to help Alta, and the player, value tranquility, amusement, and imagination for themselves rather than their potential productivity. As Boro puts it, “These things won’t cure you, but they can, in modest ways, aid your healing.

The process of brewing tea, similar to tasks undertaken by Wanderstop, involves a simple sequence of steps designed to be engaging yet not overly complex or monotonous – perfect for individuals recovering from burnout. You ascend a tall ladder to grasp a pull-rope, giving it a yank to draw as much water as needed. Once heated until boiling, you maneuver along the ladder to activate a valve, allowing the water to rush and whirl into a massive jug, where you incorporate your desired ingredients. Finally, you dispense and serve the tea.

Your choice of ingredients is based on your customers’ preferences. The goal is to align their desired taste, such as a nostalgic flavor, with an ingredient listed in Boro’s fieldbook. However, if you make a mistake, don’t worry! They will let you know and remind you of what they actually wanted. If you find yourself lost, Wanderstop provides a guidebook in the loft of the shop, which contains the correct ingredients for each request.

Spending a significant amount of your time outside the shop will be dedicated to procuring the unique ingredients for Wanderstop, which is a mix of gardening simulation and experimentation. The majority of these ingredients are exotic fruits that don’t naturally grow, instead requiring careful plant placement in a certain pattern to form a ‘plant egg.’ This egg hatches after watering, transforming into a fruit-bearing plant that will yield several times before it can no longer produce. However, once the plants stop bearing fruit, they should not be neglected. Boro’s garden is filled with planters, and he might even request your assistance in beautifying the landscape by tending to pots and empty spaces – always optional, of course.

You can brew tea for Alta, either with extra elements or none at all, and find a peaceful spot for her to enjoy it. This simple act triggers memories she’s forgotten over time, offering insights into her character that may not directly affect the game’s progression but make Wanderstop’s theme more relatable. Alta isn’t merely an acclaimed fighter or someone exceptional; she’s a typical person who’s lost her path and must decide what to do next – a scenario that could easily apply to anyone else.

How can I help you?

In the realm of Wanderstop, a common occurrence unfolds for all, in various shapes and forms. Visitors pass through, spending time before resuming their individual odysseys, only to return eventually. Each one embodies aspects of exhaustion or similar struggles – a man pushing himself against unrealistic expectations; a bureaucrat whose role defines them entirely; even an erstwhile admirer of Alta’s, whose presence stirs memories of unfulfilled aspirations and serves as a lure to revert to previous patterns.

In its unique manner, Wanderstop challenges typical video game norms regarding character development while delivering insightful observations on establishing boundaries. You play the hero, but the NPCs are the ones with tasks to complete. However, you can’t solve their problems, even when you provide them exactly what they ask for, and it’s not your role to do so in the first place. All you can do is assist where possible, be a supportive presence if they return to your shop, and look after yourself during this process. Despite its weighty themes, Wanderstop doesn’t avoid tackling serious ideas; it balances these heavy topics with plenty of humor, drawing from the eccentric personalities of Boro’s customers and Alta’s witty, nonchalant dialogue options.

Wanderstop is similar to Spiritfarer, but tailored for individuals experiencing burnout or overachievers. Its main aspect stands out on its own merit, yet it’s the meticulous care taken in every other facet that truly sets Wanderstop apart. The developers at Ivy Road have a keen understanding of what makes this game special, and even simple tasks like planting flowers add depth to the overall experience. In essence, they really get it right with Wanderstop.

This evaluation is derived from an advance PC version of Wanderstop, which will be released on March 11, 2025, for PC platforms, as well as the Xbox Series X|S and PlayStation 5.

Read More

2025-03-10 16:28