Wandering Sword Review
Wandering Sword is a fantastic shell of a game. The world is absolutely beautiful, the premise of being a growing swordmaster with a friend to rescue is immediately gripping, and the gameplay, on the surface, seems deep and complex.
Then you actually play the game.
Wandering Sword is
plagued by perhaps too many ideas. An RPG stat progression system is perfectly
lovely, until you introduce stats with vague use. What exactly does my
ever-growing Sword Mastery stat do for me? Raising it never seems to affect my
ability (or inability, as I’ll touch on later) to mow down enemies. So why
should I be concerned with it?
The main progression system of striking chakras(?) (I
forget what they’re called) seems simple enough, until you realize that you
don’t know what exactly would be most beneficial for you. Stats like Strength
and Constitution being raised in increments of two or more are fairly
self-explanatory, but what does it mean to raise my Evasion by 0.3 or my
Internal Power by 2? Nothing I found in the game could properly explain this to
me.
In fairness, this might be because the game has an
absolutely lackluster translation. Grammatical errors abound, and whatever
character might have existed in the original dialogue has been stripped away
such that each character comes across more or less the same. Tutorials for
various mechanics that pop up from time to time can be difficult to parse, as
well.
Not helping matters is Wandering Sword’s miserable UI.
There are 6-8 massive clickable buttons that eat up the upper right hand corner
of your screen, each of which opens up the map, one of several completely
different menus, and an archive of all recent dialogue. Trying to find the
right menu in the early hours is an exercise in clicking these unlabeled
buttons and exiting out of the first couple because they weren’t what you were
looking for. On the left hand side of the screen, real estate is bought up by
quest descriptions, both for your current main quest and whichever side quest
it has arbitrarily decided to focus on (usually the most recent one you started
or updated, but if you go in the sidequest menu and click around, it can get
set to almost anything).
That terrible UI carries over into the combat as well.
Hovering over the skills at the bottom of the screen shows a massive box giving
you the details for that skill, but this can obscure the other skills that show
up above (for example, if you have two Mighty skills, a box for the second
appears when you hover over the first) such that you fail to notice you have
additional skills at all. Much of that information in the box is unnecessary,
as well, making this problem stick out far more than it might otherwise.
Combat itself is where this game shines the most, and is
most let down by pacing issues and poor story decisions. Wandering Sword
is a grid-based tactics game where you move your party around to position them
to better defeat as many enemies as possible as quickly as possible. Simple,
fun, but with depth. Weapons all act differently, so if you’re a sword wielder,
for instance, you’ll be attacking columns of enemies in front of you, whereas
with a saber, you’ll attack rows instead. By forming your party with characters
who use different types of weapons, you’ll be able to handily take out your
foes.
At least, that seems to be the idea, and I’ve no doubt
you get there eventually. Unfortunately, in my time in the game, I had access
to only one permanent party member who was incredibly lackluster. Others would
come and go, but they were clearly guests, not new additions to my team. More
frustrating is how these guests are used. Essentially, the early game pits you
against two kinds of bosses; one you cannot defeat, and therefore must lose
against to progress the story, or one you cannot defeat, and must use the
significantly stronger guest character to handle. I’m of the opinion unwinnable
battles should be rare in video games, preferably reserved for the main villain
of your game or a significant rival, but Yowen just demonstrably sucks for the
majority of the opening hours of his game.
Other more minor issues plague the game as well. You’ll
be sifting through an endless stream of loot, resources, and materials as you
play the game, comparing the stats on helms to see if something you just picked
up will add 5 more HP to your pool. Not that it matters anyway, as you’re
quickly expected to manage HP and MP numbers reaching into the thousands.
There’s an entire crafting system that I was barely introduced to in my time
playing, but still seemed superfluous, as I was only finding recipe books
for equipment types I had already outgrown. The major differences between sword
skills are usually the debuff or buff it applies to either the enemy or you,
but there is nothing on any of the characters to indicate if they are suffering
a debuff or what it could be if they are.
Wandering Sword is
a game with a lot of potential, that much is clear. The core concept of being a
traveling martial artist, finding manuals and learning skills from the people
you met is one I was interested in at once, and the world map which you use to
travel to all the different locales is quite possibly one of my favorite
overworlds in any video game. It’s a shame that I don’t feel I can recommend
this game, because there is a lot of good here, buried just underneath the
layers of confusing and hostile design and poor translation. If you find
yourself loving this game, I don’t fault you. I just couldn’t love it myself.
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