Rarely have I ever been so moved by a game to the point where I felt a wholly consuming desire to write a review. It is not to say that my standards are incredibly high, but rather that I've never felt the need to reiterate what thousands of other people have already echoed. But after completely devouring this game and spending hours poring over every detail, trying out dozens of choice combinations - I felt the need to also shout my praises into the echo chamber. Roadwarden is one of the most beautiful and detailed worlds I've encountered in a game. I admit, the sheer amount of text on the screen may not be for everyone. For many, it may be taxing to parse through so much on the screen. But as someone who loves media that necessitates using a notebook to keep track of information (Obra Dinn, Zero Escape, Myst, Case of the Golden Idol are up there in my favorites, with a shoutout to Zork for being the game to start it all), this was perfect. At times, this game was what I wanted Skyrim or The Witcher 3 to have. Don't get me wrong, I still absolutely love those two games -- they just scratch a different itch. I had gone into both of those incredibly large, open-world RPGs wanting to immerse myself in those universes. However, it was difficult with these grandiose, sweeping storylines that must keep moving. In Roadwarden there is no grand overarching adventure you are supposed to embark on, or any sort of Big Evil that you must slay-- unusual for this sort of fantasy setting. Instead, you just do what you can for 40 days. In Roadwarden you are not the "chosen one" running amuck in order to fulfill whatever quest given to you, ready to bend the world's will to your own. I enjoyed how interactions were not purely transactional, it's not as simple as collecting 5 carrots for a villager to give up their sword so you can kill the dragon and thus destroy the Mage's Guild (if anyone ever does put this questline in their game please do let me know). For the most part, change is slow-- characters have trauma and experiences that aren't told explicitly to you. As the outsider of this universe, you come into a place of established tribes and alliances. It often feels as if there is no place for you, the roadwarden. No town is itching to crown you their hero the moment you slay a beast nearby. Some characters don't even want to give you a quest in the first place. The one gripe I have is on the few chances the player is given to make relatively bigger world-changing events-- I do wish that there were more consequences or new dialogue/events that came from them. Instead, it felt as though the world in that particular location stopped in a moment of time until the epilogue. At the same time, many of these events necessitated tons of build up and was definitely more intended for the late game. I deeply enjoyed the inhospitable atmosphere of the game. You cannot go around mindlessly collecting friendship points with characters until everyone likes you-- inevitably, you burn some bridges or something you do inexplicably upsets someone. Information isn't given out freely either; you must come back to places and people as you build careful bonds, and the quests can sometimes be ambiguous. There is no shoehorned exposition or even any background to the world unless you explicitly ask about the topic (if they're even willing to answer). You can only focus on the conversation or event unfolding in front of you at that very second and use what you happened to find until that point. However, in return, you are given an almost overwhelming amount of choices. Every choice (maybe) matters. The lie you just told to one person might be held against you later, the dialogue you chose might lock you from part of the conversation, and fervently following your faith might pay off. With the litany of choices at your disposal, it is partially up to you and partially up to chance (I guess if we're being pedantic, whether the dev coded in a value change or not). That is the charm to me though-- you are both in more control of the world and the world is more in control of you. You're free in your approach to things. There are always options-- you can break down the door or you can use a key, your choice. Stoat in the woods? Sure, kill it if you want or just breeze right past, nobody cares. Or do they? This might be strange, but I loved how so many things did not matter. I enjoyed how exploring certain areas netted you little payoff but a description. It worked because there would constantly be new information to gleam-- useful or not. This is a game that is appeals to those who are simply curious because , and lacks grindy repetitive tasks. I particularly enjoyed Gale Rocks-- you have the choice to type in who you seek in the village. You could just make an educated guess, or you happened to catch mention of someone in a different conversation. Or if you're like me, you could throw anything you can think of at it and see if anyone accounted for it (I spent far too long here). I'm not sure if this was the intention, but it gave the feeling of being in a fairly large and developed place, where you can find so many services and places but most of them aren't relevant for your goals. From what I can scrounge up online, the game was mostly the work of Aureus-- someone who has a gift for painting vivid imagery clearly and a thoughtful observer of human interaction. The world of Roadwarden is incredibly fleshed out. I cannot imagine the immense amount of labor put into considering so many different aspects or possibilities and adding in endless little details. Their constant strive for perfection shines clearly, and I want to express my respect for this type of dogged artistry. For many games, text is often there to be there - to be used as a filler description in case someone actually went hunting for additional information and maybe to be rewarded with a small easter egg if lucky. To call anything in Roadwarden flavor text would almost be demeaning with how much quality there is to the writing. Admittedly, I'm not the best judge of aesthetics (I have been unofficially banned from any decor choices) but I absolutely loved the color palette and isometric art style of this game. It added to the detached experienced of being unwelcome in this world. I find it hard to believe that any other game will ever be able to come close the my experience with Roadwarden and it is a world I am loathe to admit I have finally throroughtly explored.
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