“This program sends witches of age to peaks across the high ranges, with the goal of establishing homesteads that can supply crops, goods, and potions back home. Your character, the farming witch, has been dispatched by her town as part of the Homestead Arcana program,” they explain. The precise history of this world has been lost, but it is rumoured that long ago, great magical cities spanned the landscape, and that the witches who lived there, along with their familiars, could mould the environment almost at will. The last human towns are built on high peaks, where air is still clean, water still flows clear, and crops still grow without blight. Yang and Grossman tell us more: “In Homestead Arcana, the world as you know it is nigh uninhabitable. I think, if nothing else, this game opens a door to a new witchy premise in another game that can maybe take what this game gets right (a few things) and fix or avoid what it got wrong (most everything else) and build on all of it to give a more cohesive gaming experience.What’s it about?So, we play as Billie, a witch farmer who wants to save the land from the corruption of the Miasma, with the help of her cat familiar Huckleberry. The stealth stuff is so infuriatingly tedious and though I'm not tired of farming yet, i can see that happening in the near future.īut I LOVE discovering how fun it is to play as a more "homegrown" rustic witch (rather than the over-the-top magic witch/wizard trope in most games) and I love the premise that you're doing all this work to help people who really need it back home. It is time-gated, though, and meant to be played 30 minutes a day, though I'm pretty thorough every day and it usually takes an hour and a half or two. Cozy Grove checks several of those boxes, but you're not a witch, you're a scout and it's not exactly magic based, though there are ghosts and spooky/witchy items.
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