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Admittedly, by the time I got to Go Alone, I had been playing Wretched and Alone games for a good little while, so I knew the twists and turns well. However, that impact on my enjoyment of the system did precious little to effect my enjoyment of the game. (Also, I should make clear, I do really like Wretched and Alone as a system!) Go Alone is fantastically written, and I love the angle of playing as a legendary weapon rather than the one who's wielding it, for once. The opening setup in which you design your weapon is left intentionally vague, in such a way that I'd heartily suggest picking up a different game/way to make magic items to fill out what your player character looks and acts like. That being said, once you dive into the prompts, there's plenty of room to tell the story of a sword wielded, sundered, and reforged many times over within. The focus on the toll that the cycle of war and prophecy has taken on the weapon, and how that can lean on the wielder, is a fantastic point to lean on, especially given the tendency for Wretched and Alones to lean dark and heavy. Long story short? If you're curious about how say, Fi from The Legend of Zelda feels by the time of Breath of the Wild, this game could give you some insight!