The Fabled Woods

 

 

 

 

 

Genre: Adventure    

Developer & Publisher: CyperPunch Studios/Headup              

Released: March 25, 2021               

Requirements: Operating System: Windows 7, 8.1, 10 64-bit

Processor: Minimum, 3.2 Ghtz Dual Core CPU; Recommended, 3.2 Ghtz

Memory: Minimum, 6 MB RAM; Recommended 12 GB RAM

Graphics: Minimum, GeForce RTX 1060/Raedon RX 580; Recommended, GeForce

2060/AMD RTX 5600XT

DirectX: Minimum, Version 11; Recommended, Version 12

Storage: 10 GB available space

 

 

 

 

 

 

 

By flotsam

 

About an hour long, this didn’t really do it for me, but there are certainly aspects to enjoy.

The length is a bit of an issue. It might take you longer, but I reckon about 90 minutes is the absolute extreme. My hour was increased by an initial working out of how the game functioned, most notably the “remember” function. Once that was sorted, it was a gentle walking experience.

To be fair, I played to get to the end. You could certainly walk around in the woods to your heart’s content, looking and listening, taking in the feel of the woods. You won’t find animals or birds, or anyone else, but you might decide to linger now and then, as opposed to pushing straight on.

Self described as puzzle free, it really is a walking story. You might be held up for a short while finding the keys to open doors, or the item to trigger the narrative progression (predominantly inside the remember function), but not for long. It’s a guided story, where the story is the thing.

The telling of which was well done. The voice acting was excellent, and there are three threads that intertwine to create the tale. Explore the woods to generate those threads, and uncover the dark secrets beneath the trees.

While you will find and read some things, the tale unfolds through voiceovers, each thread told by a different character. It ebbs and flows, cutting in and out as you move through the woods.

As indicated, the “remember” function was a tad confusing at the start, primarily because of a lack of information. It’s a critical function, allowing you to see items you need to interact with in order to progress. It’s a bit like night vision, operating for a limited period of time before resuming the “real” world view. The game will tell you when to use it, and so whilst you can activate it at other times, there is no need to walk around wondering what you might be missing. Just activate when advised.

That hand holding happens at other times. You will be told when there is a new path open to you, which will be a way forward that was previously barred. Its another aspect of the tale being the thing.

Played in the first person, you use the WASD keys to move, and the mouse to explore the world. While you can examine a variety of items, and some seem to be triggers, there is very little you will take with you. By and large those things will be keys, and having them will enable you to unlock the relevant door.  There is no inventory management whatsoever.

The game autosaves, but you can save anytime you like. Just click in the main menu to resume the most recent save.

It looks good and sounds good. The woods can be a little static, but there is enough motion to create a sense of reality. The lighting effects help, as does the ambient sound. Not everything is musically accompanied (which I liked) but when used it is effective.

You will access other worlds or realms, memories perhaps, that can be rather surreal. Paths might hang in a red sky, pieces floating around you, as you pick your way forward. Enter a door, come out somewhere or somewhen else. Wherever you go, you will always come back to the woods. All the while the tale unfolds.

You can’t run, accentuating the game’s measured pace. Tweak some settings should you want to.

A choice awaits you at the end. I will let you discover that aspect for yourself.

I played on:

OS: Windows 10, 64 Bit

Processor: Intel i7-9700K 3.7GHz

RAM: Corsair Dominator Platinum RGB DDR4 32GB

Video card: AMD Radeon RX 580 8192MB

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