Other characters in the game send you letters asking for help these letters contain certain lines you can swap the order of to change the game’s narrative. You play as an amnesiac girl who, as explained by her dog companion, owns what is essentially a fate-altering pen. It plays like a telenovela as you move through whiplash-fast tonal shifts: You’re just as soon gut-checked by a battery of melodrama as roving through a jester’s court of toilet jokes and whimsicality. ![]() “Then, start your adventure.” That adventure is packed with so much story that you can’t help playing a little more-even if it doesn’t all work.įrom the moment you turn the game on, WILL: A Wonderful World is full of truly wild shit. “Pick a dark night, make some hot coffee and have some tissues ready,” the next screen said. When shocked or surprised please scream loudly and disturb your neighbours.” The stars could refer to anything-botched assassinations, a dubious student/teacher relationship, the bloody politics of underworld gangs-but that’s the point. Then I saw this, set next to a red megaphone icon: “This game includes occasional **** plots. WILL is not the most visually innovative of the genre, but the way it gets you to engage with the events that unfold throughout its sprawling narrative is just enough to set it apart from its contemporaries.When I booted up the Switch port of WILL: A Wonderful World, the game told me about its autosave function. Whilst we still wait for the heavy hitters to arrive, now is the time for new titles to try and gain our attention. The Switch is somehow still underutilised as a destination for visual novel games. The ending ties things up but ironically manages to detract from the core of the experience as a result. However, the last couple of hours ramp up the complexity, requiring you to go back and alter the endings of specific acts to unlock the final acts for different stories. This core mechanic works well and keeps you engaged throughout, and given the dire consequences faced you do feel a need to help change things for the better, even if some of the male characters are idiots. Here you help Jimmy AND Carlos – but it would be great if you could let things fail here instead. The number of text elements that can be changed vary across the stories, and branch out surprisingly early on so that you deal with two stories simultaneously (and sometimes three later on) where events that initially seem specific to one story becomes more appropriate in another, helping to save the day. After reading a letter and discovering the unfortunate ending to the events described you are then provided with the opportunity to change the course of events. ![]() Oh wait, that’s me, my bad.Īs a god, you save these people through the main gameplay mechanic. ![]() As the different stories progress the default ending to each act will often either result in their death – in one of many excruciating ways – or something that will definitely result in long-term psychological trauma – this game gets dark, quick. Oh, how I wish this remained the case, for their sakes. Sure, these are things people will understandably want to change, but they aren’t a matter of life or death. You meet a somewhat international cast, albeit one predominately from East Asia, and whilst their problems differ, they each ultimately share the same dilemma: death.Īt first, the dilemmas are mostly trivial one person should’ve won a tennis match, another person wants to impress a girl he likes, and a cop accidentally sees his superior naked. These letters aren’t usually written by the individuals it’s better to think of them as wishes converted to letters that enable you to read and interact with them they’ve also been helpfully translated for you as well. Unfortunately, that also means helping Jimmy… ![]() Just some of the characters you will get to know and want to help. These letters come from the different individuals whose lives you’ll follow across the duration of the game. There is an overarching plot – albeit the loosest plot of the game – that provides the justification for the game itself and the actions that you as the player orchestrate. You play as a “god” whose job is to rectify the problems of those who write you letters asking for help. Some of these interconnect forming a wider narrative arc resulting in three main plots and a couple of ancillary plots. WILL: A Wonderful World is a collection of stories surrounding multiple individuals.
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