I want to preface that all of this may sound very unfair and nitpicky but please let me be flippant, this game is naff. Farming is a game genre that, much like the real-world application, is essentially all about math. I never did homework at school, and I don’t plan to start in my mid-twenties. https://i.imgur.com/P28ClZe.png
Hundred Days is the first victim of my Post-Sakuna: Of Rice & Ruin depression. Sakuna singlehandedly revitalised my interest in the farming genre because it was absolutely radiating in a level of reverence for its chosen craft that I’d otherwise never seen in a game of its kind. It took great strides to make sure that not only does the player have to partake in every step in the ricemaking process by hand, it also hid away much of the controllable and uncontrollable variables that contribute to the quality of the harvest until you finally hit that year-end stat page. It forced me to have a steady hand, examine my environment carefully and learn which cues require which actions to counteract. After handing the player a new tool, it took the time to explain their importance in the overall process, as well as a little of their history; each cog in the cultivation machine is shown to be as important as the other. Greedily, I think I NEEDED all of this to care.

I was hopeful about Hundred Days because it focuses entirely around the art and business of winemaking, to a level seemingly more detailed than Sakuna! The problem is that the very distinct dropoff in reverence to the craft almost hit me like a wet sponge - I’m willing to believe that the developers crafted this game out of genuine interest and passion for winemaking, but absolutely none of that verve made it to the final cut. You’re looking at your vineyard empire from a hot air balloon that only seems to become more distant as your empire expands. The higher up my perspective and scale of my empire got, the less the details mattered, beautiful fields of grapevines slowly camouflaging themselves into mere data points on a spreadsheet. The tutorialisation is as shoddy as the story, I barely knew how to navigate the UI, how to find all of the upgrades let alone know what each of them even did. Many of which are insanely expensive, so you just need to grind away to receive incremental boosts to production. Everything you can click on just brings up a new window filled with fucking numbers and percentages. Fun stuff man. Go outside and touch rice.

The rub is that the game starts with a Stardew Valley-esque “boring office life” introductory sequence, used to introduce the player to the basics of the core gameplay loop. Basically, placing cards with specific functions down onto your field grid. It then sends you to your winemaker’s paradise, an idyllic vineyard somewhere in the Tuscany hills or whatever, before making you do the exact same card-based grind. Guess the message here is that even your life’s dream can become a desk job if you aren't willing to give it some respect.

Reviewed on May 16, 2021


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