![]() ![]() Sometimes goo enemies will protect themselves with hats, or sometimes acorns will spew goo – it’s basically a goo extravaganza. The different kinds of Rot enemies are pretty straightforward, with an array of goo-based enemies of different sizes, colours and aggroness. The Rot is personified by enemies in the overworld and within buildings or domains that have become overrun (which for all intents are your run-of-the-mill dungeons). Needing to use all of the tools does mean that you can’t just max out one and that’s that, you will need to spend time gaining resources to upgrade each, unless you want to end up hitting like a shrivelled raisin. The way you use your arsenal of tools to interact with the world and solve puzzles was really engaging and every time I unlocked something new it would pull me back in or make me revisit an area to utilise it. The dowsing rod can also be used to gather materials from within the water or far away and the scythe is required to gather certain kinds of materials, meaning that all items serve a purpose and you’re never just using one, which I quite like. My personal favourite was stabbing the gloopy Rot enemies with the parasol, umbrella-based warfare is criminally underrated in gaming. While you start with a simple pick (akin to a sword like-toothpick) and hammer you eventually can fight with a parasol, dowsing rod (fishing rod), scythe and more. The array of weapons (some of which also double as tools) is very unique. You also have quests tied to the main story that you work through quite naturally and you can stop and work on improving a town area for a while and then continue with the main story with no drawbacks. ![]() As you progress, daily quests that involve more than one area can occur which helped break some of the repetitiveness. Each area has three stats that gain experience as you do daily quests and net you some leafy moolah, and you can also unlock weapon upgrades. ![]() However, after reaching the third area in particular I found the game had much more going on. The combination of limited stamina, limited tutorials and the daily quest structure means that Garden Story is slow to start, and the repetition of small quests can make the first parts of the game drag when playing for extended periods. Concord can run or roll using the right trigger which will get you around a bit faster, but this is tied to your stamina which at the beginning is limited The Grove is really pretty though, which is good as you will be seeing most areas very often as fast travel isn’t unlocked until over halfway through the main story. There is not much in the way of tutorials, which you might initially think would be a good thing, but some informative pop-ups would have been really helpful as I found myself fumbling around trying to figure out what to do and how to find resources while trying to memorise my way around The Grove. The music is lovely throughout and has a range of tracks that match each beautiful area or grungy dungeon. The Grove is split into four main regions, one themed for each season with appropriately themed NPCs. If you’re not instantly enchanted by the characters and the beautiful visuals then you may want to look elsewhere as this is one of Garden Story’s best features. While you play as a humanoid grape, there is an array of NPCs that range from talking cacti to mushrooms, turnips, cherries and frogs. Garden Story combines elements of farming sims, dungeon crawlers and action RPGs in a delightful fruit and veg coating. ![]()
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