
In terms of content, Wildermyth offers five main campaigns, including one that serves as a tutorial of sorts. It’s quite remarkable how the game manages to add so much substance to characters that started as nobodies. There are just as many sad moments as there are happy ones and, whatever might happen, the game still manages to plug a bit of humour here and there. They’ll often question their life choices, if fighting evil is all there is to life, or if they’ll ever find someone to love. They can have children who will become a part of your group once they’ve become of age. In Wildermyth, heroes can fall in love and develop bitter rivalries with each other. One of the greatest things about Wildermyth, is the fact that your heroes age, and during their lifetime, they’ll experience events and make choices that can completely change who they are. In this aspect, Wildermyth is excellent, because your heroes grow and learn just as you do, as a player. But who are these characters? Well, they start as ordinary people, but they eventually become folklore legends, known to all across the land and throughout several decades. It’s procedural storytelling done right, and it manages to bring to life some of the most engaging characters that I’ve ever had the chance of meeting in a video game. Wildermyth is a multi-party RPG with tactical turn-based combat and an impressive array of stories. Wildermyth is the kind of game that I’ve been craving for years, without even knowing, and I’m sure that I’m not the only one in that situation. Unfortunately, even going through these interactions can feel cookie-cutter.Have you ever wished for an RPG with a near-limitless pool of stories that you could play through? An RPG where every run would feel unique and grounded, despite relying heavily on random procedural events? If the answer is yes, then I congratulate you for finally finding that RPG. Companions will react to each other’s demise throughout the adventure, which is part of the allure of Wildermyth - players are expected to lose a companion or two and maim a few more than that. Players will be offered a choice to permanently maim the character or kill them off to do a super effect in combat, whether that be buffing a companion or assaulting the enemy. In case characters fall in combat, don’t expect to phoenix down or resurrect them. In this way, character customization is tiring and laborious with few surprises. Sometimes abilities can be upgraded, but it’s easy to fall into a trap of going with the same thing over and over with each character because some abilities just won’t fit your playstyle. Putting a pretty flower in front of “bog” doesn’t make it any more appealing.Ĭharacters level up with three or four ability choices on top of stat growth, and the abilities are presented in typical roguelike fashion. Combat flows in typical strategy RPG fashion with tight balance and decent map design. The formula is sufficient to maintain one’s attention in fact, I would say everything about this game is “good enough.” I never felt disinterested nor took breaks too frequently, but I didn’t get lost in the game, either. This is the game’s general flow: overworld exploration with a pause/active feature that leads to a webcomic and then combat.



They oftentimes begin with idle chatter between your characters or villagers, followed by some sort of discovery and then a decision to either transform a character or gain an advantage over the enemy in the coming battle. Most encounters have little to do with the core campaign. Not only do the visuals emulate webcomics, but the style of dialogue feels akin to something like “The Order of the Stick.” Lighthearted banter mixed with do-goodery makes for a calm sort of immersion, but nothing to ever put me at the edge of my seat. Players are introduced to panels similar to that of a webcomic. The story pops up each time a place is discovered or an enemy is approached. Once the campaign begins, relationships develop between the chosen characters with a simple decision: are they rivals, friends, or lovers? Various hazards befall the denizens of these fantasy-driven villages, whether they be gorgons terrorizing the lands or mystical technologies long forgotten making an unexpected return to sunbathed earth.
WILDERMYTH CAMPAIGNS SERIES
Taking place over a series of campaigns, Wildermyth follows characters that are customizable in terms of visuals. I had my doubts, but the promise was too alluring to pass up. Applying randomization and procedural generation to numbers - gameplay - is an easy task, comparatively speaking. A simple idea, but one that requires a wealth of work and intricacy. Wildermyth attempts what roguelikes haven’t even thought to do yet: use roguelike mechanics for storytelling.
