In total, there are four unique truths, which involve the world’s inhabitants and its mythological weapons, and finding each one is the key to unlocking the true path. It’s an interesting set-up, and one that will be remembered, although it’s not without its faults.Īs you play through Stories‘ different pathways, you’ll find new beginning and new endings, which are called truths. Whichever option you choose will propel your story forward, until it reaches a conclusion based on the choices you make whenever you’re presented with branching paths like these. The other choice, though, is much more selfless and has the chance to be far more dangerous, given that it involves searching for the first part of a long lost, god-killing weapon. It’s there where a short introduction gives way to two different choices, one of which involves saving an old friend from assumed danger and evokes the human need to help. The way this all works is rather simple: After the first level concludes, players are taken to the book’s first pages. While it may look like a book, it’s actually a portal into the future, and one that allows Reynardo to choose his own destiny as he attempts to stop the crazed emperor from destroying his kingdom. What the kid was holding will forever change our hero’s life, you see, and there’s a reason why the world’s evildoers want to get their hands on it. A brave, hardheaded and generally helpful being, he finds himself in the middle of things after failing to save a friend’s son from danger. The result is an enjoyable experience that, despite some repetition and technical problems, is worth your time and money.ĭropping us into a conflict between an emperor whose megalomania has taken him off of the deep end, and the rebellion that wishes to stop him, Stories: The Path of Destinies centres upon a young and adventurous fox named Reynardo. With Stories: The Path of Destinies, Montreal-based Spearhead Games has attempted to bring the choose-your-own-adventure formula to video games in a rather direct way. They were full of mystery, intrigue and choice, you see, and that added up to a lot of fun. I’d borrow them ad nauseam from my elementary school’s little library, and would look forward to getting home and digging into what each one had to offer. Growing up, choose-your-own-adventure books were a mainstay on my library account.
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