Even if you can't seem to find any items around, there's thankfully a merchant that comes along with you and your newly met crew, who also happens to show up sporadically in various places of the woods to help you along the way. Regardless of what you find or uncover, just about everything you do through exploration will be helpful and rewarding, so it helps the overall comfort and progression of the game design as well.ĭevespresso has an interesting way of making their games feel simultaneously fun and seamless while being frustrating and tedious, and though this was hugely the case with The Coma and Vambrace: Cold Soul - as great as those games were - Scarlet Hood and the Wicked Wood doesn't tend to have as much of this, though on occasion you'll still find yourself cursing at the annoyances of poison and bleeding and the sort that will chip away at your health, and interestingly any replenishment items feel a lot more scarce this time around than an actual survival game like The Coma, which seems to be backwards for a game like this even if the frequency of death may be significantly less than their prior works. to get that next big item to help progress. The design of these puzzles can be done in a variety of ways that include key items but of course use of the environment to help find answers to unlock a door, chest, etc. Even though this one has more of an emphasis on puzzle design over Devespresso's previous efforts, Scarlet Hood and the Wicked Wood does them in a fitting way that never feels like you need to think much more than what you would expect each respective puzzle to take, making good use of the time and, so long as you think logically, are all feasible that never feels overly easy or more tedious than one would appreciate. The biggest difference, however, is undoubtedly the emphasis on puzzles that help drive Scarlet Hood and the Wicked Wood forward by adding further gameplay elements rather than just running and hiding with backtracking almost working against the overall design of the game, and instead feels a lot more reasonable and seamless, causing for a more fluid structure so people don't get as frustrated, though there's more of a Metroidvania approach in you'll weave through the map to find key items and obstacles to overcome and bypass other blocks in various areas. Gameplay may *look* different but ultimately functions similarly to The Coma with other words and replacements effectively serving as the same thing with similar mechanics. Icons and other cues are easy to read and perceive, and the overall design of both its HUD and menus is beautifully structured and easy to read. Along the way you'll meet plenty of allies and foes as you try to come to terms with your new role while simultaneously trying to find your way back home from this fantasy land.Īs you make your way through, Devespresso's design will intuitively take you through your button inputs as well as a nice touch of Easter eggs for past titles that show up through clever visual cues and helpful but brief tutorials that get right to the point so you can get back in on the adventure. Dazed and confused, she comes to terms being in this new land as you take the role of the new red witch and help the elves, some known as munchkins, to repair the bridge from the damage you caused via the teleporting tornado and heading to the castle of their land to attend a prince's coronation. Unsure of herself, she decides to think on it after an unsurprising falling out with the band, but on the way back home gets caught in a tornado where she's suddenly transported to a location she's completely unfamiliar with. Scarlet Hood and the Wicked Wood sees Scarlet and her band going to try out for a chance at being signed to a new record label and living their dreams, but when the otherwise stellar performance gets targeted towards the favor of Scarlet herself, where the agent would prefer to have her a solo artist focusing on a solo career rather than be behind the guise of a band to "drag her down", she's left with a tough decision to make.
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