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Stories: The Path of Destinies

Stories: The Path of Destinies
Swing. Die. And again

Stories: When you re-read a book or review a movie, the question often arises in your head: what would have happened if the hero had acted differently? What would happen if you had the opportunity to advise Carrie not to go to the school prom, Robb not to attend the Freys’ wedding, and Jack not to board the Titanic under any circumstances? Perhaps you would take a chance and change the plot. Moreover, they would have pulled off such a trick even knowing that the fate of the heroes would turn out sadly in any case. But the attempt is not torture, especially since it is always interesting to look at a familiar story from a different angle.

Using the principle “Choose your own path to your liking”, the authors of Stories: The Path of Destinies invite us to become a pointer to a crossroads that will lead the hero from some fun adventures to completely different, but also fun ones. And even if the focus of the story is not a man, but a talking one-eyed fox, his modest story is simply bound to become at least legendary. We find ourselves in a world where magic goes hand in hand with technology, where intelligent animals live with quite human problems, where revolutionary sentiments corrode the empire from the inside. Blood flows like water, and the rebels are driven so deep into the underground that they rarely show their nose from there. And when hope fades, tragedy pushes our fox to action, on which the success of the entire revolutionary enterprise will depend.

Usually this is what happens: the hero loses everything, gathers his last strength, comes to the castle to his enemy, cuts down the guards and overthrows the hated tyrant. But in Stories, everything is a little different: doing such a trick, the main character will certainly die a terrible and painful death. The local narrative reminds us of films like Groundhog Day or Edge of Tomorrow, when the protagonist at the end of the day necessarily returns to the place where the turning point of his life happened. His task is to live the day so as not to die at the very end, otherwise the day will restart. During each playthrough, you will have to make a choice of two or three options four times, directing the hero’s story in the desired direction. But no matter where you turn, the first movement towards the desired happy ending will certainly not end in the most pleasant way. To get a good ending you need to go through The Path of Destinies at least five times, but there are more than two dozen story options in it. The narrative is so alive that you’ll probably want to look at a lot more plot developments than you need to reveal all the truths that pave the way to the “correct” ending. Moreover, the deplorable endings in Stories are also valuable in their own way. And some are downright amazing. And funny. It would seem that in a dramatic story, replete with betrayals, insanity and massacres, there is no place for humor, but the game is full of them to the eyeballs. The good storyteller constantly jokes, sometimes almost mocking his heroes, and in his arsenal he has jokes for every taste – from subtle jokes to the most straightforward quotes from other games. but there are more than two dozen plot options in it. The narrative is so alive that you’ll probably want to look at a lot more plot developments than you need to reveal all the truths that pave the way to the “correct” ending. Moreover, the deplorable endings in Stories are also valuable in their own way. And some are downright amazing. And funny. It would seem that in a dramatic story, replete with betrayals, insanity and massacres, there is no place for humor, but the game is full of them to the eyeballs. The good storyteller constantly jokes, sometimes almost mocking his heroes, and in his arsenal he has jokes for every taste – from subtle jokes to the most straightforward quotes from other games. but there are more than two dozen plot options in it. The narrative is so alive that you’ll probably want to look at a lot more plot developments than you need to reveal all the truths that pave the way to the “correct” ending. Moreover, the deplorable endings in Stories are also valuable in their own way. And some are downright amazing. And funny. It would seem that in a dramatic story, replete with betrayals, insanity and massacres, there is no place for humor, but the game is full of them to the eyeballs. The good storyteller constantly jokes, sometimes almost mocking his heroes, and in his arsenal he has jokes for every taste – from subtle jokes to the most straightforward quotes from other games. than is necessary to reveal all the truths that open the way to the “correct” ending. Moreover, the deplorable endings in Stories are also valuable in their own way. And some are downright amazing. And funny. It would seem that in a dramatic story, replete with betrayals, insanity and massacres, there is no place for humor, but the game is full of them to the eyeballs. The good storyteller constantly jokes, sometimes almost mocking his heroes, and in his arsenal he has jokes for every taste – from subtle jokes to the most straightforward quotes from other games. than is necessary to reveal all the truths that open the way to the “correct” ending. Moreover, the deplorable endings in Stories are also valuable in their own way. And some are downright amazing. And funny. It would seem that in a dramatic story, replete with betrayals, insanity and massacres, there is no place for humor, but the game is full of them to the eyeballs. The good storyteller constantly jokes, sometimes almost mocking his heroes, and in his arsenal he has jokes for every taste – from subtle jokes to the most straightforward quotes from other games. there is no place for humor, but the game is packed with it to the eyeballs. The good storyteller constantly jokes, sometimes almost mocking his heroes, and in his arsenal he has jokes for every taste – from subtle jokes to the most straightforward quotes from other games. there is no place for humor, but the game is packed with it to the eyeballs. The good storyteller constantly jokes, sometimes almost mocking his heroes, and in his arsenal he has jokes for every taste – from subtle jokes to the most straightforward quotes from other games.

Alas, the plot variety is locked in the tight confines of a very modest number of locations. Play through the game three times with different starting choices, and you’ll likely see all the places where the remaining story options unfold. Similar claims have to be made to the gameplay, which almost entirely consists of carnage in empty closed arenas of various shapes and sizes. Initially, the authors delight, on each passage throwing enemies more powerful and more dangerous, adding new abilities and talents to them, forcing the player to forget about the initial simplicity of passing. But then it turns out that the developers did not take care of those players who decide to stay in the game longer than the required minimum. The flow of new content quickly dries up, and killing monsters by the fifth or sixth time turns from an exciting pastime into a routine,

It’s the same with pumping. The hero can create magical swords, look for crystals that provide permanent buffs, and upgrade his immediate talents. But swords are pumped to the maximum by the fifth passage, and all available crystals, if desired, are collected even earlier. As a result, from a certain point, searching for chests with amplifiers and crafting materials becomes a waste of time. All that remains for you is to upgrade the protagonist’s personal skills after each level increase: add life or energy, increase the force of impact or upgrade abilities, of which the hero has fewer than the fingers on his hand. Maybe this would make sense, increase the game’s difficulty to match, but why develop a character who already crumbles enemies into cabbage, especially since for the player this process becomes almost automatic by the fifth playthrough? In addition, the distances between the “level-ups” at a certain moment become so huge that it is easier to get a leveling point for the next passage than for experience in battle. Enemies, as already mentioned, do not change, their strength does not grow, which means that the ceiling of experience for each battle also stops changing at a certain moment – and no multipliers will fix this.

But the listed disadvantages will be noticed only by those who want to get everything from the game, that is, go through it dozens of times. Yes, the gameplay should be diversified so that it continues to delight not only to the bitter end, but also to one hundred percent clearing. But, apparently, the developers did not want to stretch the pleasure for the players in such a way: they went through five times, collected all the loot, and you will be. Well, at least gradually boring gameplay does not worsen the story, for the sake of which everything was obviously started. And the length, again, pleases: one passage lasts a maximum of an hour and a half, so even exploring all the paths of fate will not take you too much time.

However, whether you need a ten-fold passage, you will have to decide for yourself. But that Stories is worth going through at least a minimum of five times – that’s for sure.

 

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