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Stories: The Path of Destinies wastes its branching tale on weak combat

A review of Stories: The Path of Destinies, the 2016 action RPG about a fox, a magic book, and 24 endings. Score: 7.1/10.

By mitch·7 min read
A lone adventurer stands before a branching path, each road marked by the memory of a fallen friend.

Stories: The Path of Destinies gives you a fox, a magic book, and twenty-four ways to lose a war. Spearhead Games released it for PC and PlayStation 4 on April 12, 2016, with an Xbox One version following on March 22, 2019. You play Reynardo, a retired corsair pulled back into a rebellion after the Empire burns his hometown. The hook is not the swordplay. It is the book, which shows you what your choices might do and then lets you walk back and pick again.

Trailer, via IGDBcom.

Reynardo and the Book That Lies Honestly

Reynardo is a fox who thought he was done. He retired because his mother asked him to on her deathbed. Then ravens came — musclebound soldiers of Emperor Isengrim III — and destroyed everything he had. He escaped on his airship with a book he did not understand.

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The book turns out to be magic. It does not show a fixed future. It shows a possible one. When a path ends badly, Reynardo can turn back and try another, keeping every skill and upgrade he earned along the way.

That is the whole design in one sentence. The game is a story about stories, and it is honest about what that means. Some paths are dark. Some are romantic. All of them are action-packed. The game’s own framing insists each one is true in its way.

Isengrim III and the Elder Gods

The villain is a toad. Isengrim III was once humble and shy, a scholar. Now he is a mad Emperor hunting ancient artifacts and forbidden magic to reach the banished elder gods, beings who nearly destroyed the world once already.

This is a steampunk world of talking animals on islands floating in the sky. It sounds like a joke. The game mostly does not treat it as one. The stakes are cosmic even when the characters have feathers.

Reynardo joins the Rebellion as a freelance vanguard, the last line of defense against the imperial armada. He is clever, but the game is clear he is not as clever as he thinks. That gap is where the comedy lives.

Zenobia, Lapino, and the People You Keep Failing

The supporting cast does the emotional work. Lapino is Reynardo’s oldest friend, a cowardly, goofy rabbit spy for the Rebellion. In some paths, Lapino turns out to be a traitor working for the Empire. The book lets you see that. It does not let you fix it easily.

Zenobia is the other half. A feline woman Reynardo knew in youth and still loves, she is Isengrim’s adopted daughter and his best general. She has feelings for Reynardo too, and she is torn between those feelings and her loyalty to the father who raised her.

This is the strongest material in Stories: The Path of Destinies. A rebellion story where your best friend might sell you out and your lover commands the army against you is a rebellion story with teeth.

Twenty-Four Endings and Four Truths

The game sets twenty-four endings. Your job is to find the best one. Not the happiest — the best available.

The structure is a meta-game. Four “truths” about the narrative stay fixed no matter which path you take. You are not collecting endings like stamps. You are assembling a picture of what is actually happening in this world, underneath the versions Reynardo lives through.

Choices come in twos and threes. A level may have one endpoint or several. Sometimes a choice kills Reynardo immediately — capture or death, story over. Usually you get four or five choices before a final level and a conclusion.

Then the book shows you how that ending fits the larger picture. You go again.

Grappling Hooks, Altars, and Swords That Open Doors

The combat is an action RPG. You move Reynardo across floating islands and use a grappling hook to cross open gaps. Enemies block progress until you fight through them.

You start with basic attacks and blocks. Experience from combat unlocks more advanced techniques. Skills are bought at altars scattered across the landscape once you have enough points. If Reynardo loses his health, he respawns at a recent checkpoint and the fight starts over.

Treasure chests hold materials. You craft and improve several sword types at a workbench. The swords hit harder, and they also unlock certain doors on a level. That second function matters more than it sounds. It ties gear to navigation, so crafting is not just a stat chase.

The camera sits in bird’s-eye or isometric view. You see the fight and the ground around it. It is a clean way to run a game that is partly about seeing where you are going.

Where the Repetition Bites

Here is the problem. The game asks you to replay. That is the point. The book sends you back, you keep your upgrades, you take a different branch. But a branch is still a branch, and you will fight through the same ground more than once.

The combat is competent. It is not deep enough to carry the repetition on its own. Attack combos, blocks, a few skills, a handful of swords — that is a solid kit, not a great one. When a path ends in disaster and you have to walk it again, the fighting becomes the toll you pay to get back to the choices.

The writing is what pulls you forward. The swordplay is what stands between you and the next page.

Ranking What Actually Matters

If you are deciding whether to play Stories: The Path of Destinies, here is the order I would put things in:

  1. The book and the twenty-four-ending structure. This is the reason the game exists and the reason to play it. Nothing else here is as interesting as the loop.
  2. Zenobia and Lapino. The two relationships give the branching a cost. Without them, the choices would be puzzles. With them, they are betrayals and loyalties.
  3. The four truths. The meta-narrative rewards attention. If you are not paying attention, you will miss what the game is actually doing.
  4. The crafting and swords. Functional, occasionally clever, never the draw.
  5. The combat. Fine. Repetitive. The weakest link in a game built on repetition.

That ranking is the review. The parts that are strange and specific are the parts worth your time. The parts that are standard action-RPG furniture are not.

What Spearhead Built Afterward

Spearhead Games followed Stories: The Path of Destinies with Omensight, set in the same world with a similar premise. That is a telling move. The studio found something in this structure — a world you revisit, a story you reassemble — and went back to it.

It makes sense. The best idea in Stories: The Path of Destinies is not Reynardo or Isengrim or the floating islands. It is the book. A narrative device that lets a character see the consequences of a choice and then unmake it is a machine for generating stories cheaply and honestly. You do not need new levels. You need new decisions.

The game does not fully solve the problem it creates. Replaying branches to reach twenty-four endings means seeing a lot of the same art and fighting a lot of the same enemies. The magic book is a clever excuse for reuse, and it is still reuse.

But the excuse is good enough. The four truths give the repetition a destination. You are not grinding endings. You are narrowing down what is real.

The Verdict on Stories: The Path of Destinies

Stories: The Path of Destinies is a 2016 action RPG with a genuinely good idea and a combat system that cannot quite keep up with it. The writing carries the loop. The loop justifies the writing. That is a rarer combination than it sounds.

The game is at its best when it is cruel. Lapino’s betrayal lands because you liked him. Zenobia’s divided loyalty lands because neither side is wrong. Isengrim is a scholar who became a monster chasing gods, and the game never lets you forget the world already survived those gods once.

It is at its weakest when you are crossing the same island for the fourth time, sword in hand, waiting for the next choice screen. The grappling hook is fun. The fourth trip across the same gap is not.

Seven point one out of ten is about right. This is a game worth playing for its structure and its characters, not for its combat. If you want a tight action game, look elsewhere. If you want a story that argues with itself across two dozen endings and four fixed truths, Stories: The Path of Destinies is doing something few games attempt and fewer pull off.

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