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Wildermyth the heart7/6/2023 ![]() ![]() There are as of writing 4 different kinds of enemies (Drauven, reptillian people who often raid and burn down human villages Morthagi who are fantasy automatons made partly from machinery powered by human blood, bone and flesh Gorgons who take the form of many infected wildlife and turn people to stone and finally Thrixl, mysterious magic infused insects who live in the realm of dreams and are connected with the game's unique system of magic, more on this later). Through these trials and tribulations that your band of heroes will face, as well as rivalries, friendship, comaradery, romance and heart break they face these otherworldly threats to bring a period of peace to the realm. ![]() Campaigns normally are in the form of 3 to 5 chapters, and each chapter is ended with a form of boss battle followed by ~10 years of peace (varies in the story campaigns). ![]() By the end of a very long campaign, many of your original band of heroes will have often died or retired and their children take up their parent's sword, staff or bow to continue their struggle and see it through.Īnd that brings the review to Wildermyth's greatest strengths, it's story telling ability. The theme of the game is to have your heroes be akin to folk heroes, the greek heroes of old or for a more modern example, Mad Max. The 5 story campaigns alone (especially Eluna and the Moth, or All the Bones of Summer) have fairly engrossing writing that keeps you entertained and attached to your band of heroes, and is overall a pretty wholesome experience. Every hero can be saved to your legacy, and used and recruited and future stories and campaigns. You get to see your characters age, grow old during peace, retire, and their own children become heroes as well in a sort of multi-generational struggle against whatever threat in the campaign And that's where the replayability comes in. The stories and writing themselves are structured in a way like many of the aforementioned fable/folk tale examples, it's the same hero in different circumstances sort of like a slice of life or what if scenario, certain details are lost to history and the player is only seeing what is remembered (in a very meta sort of way the writing addresses this). Your favourite heroes can die, but it's not the end, there is always the next adventure and the next trials and tribulations. Every campaign is a new experience with different circumstances, and seeing your own heroes having different interactions with those in different campaigns makes for a great experience.Īnd finally, the gameplay. It's turn based with a grid, but there is a lot of fairly nuanced mechanics that aren't noticeable at first. For example, lovers placed next to each other have blocking bonuses, when someone's rival scores a critical hit they will be motivated and have a higher chance to do a critical hit themselves etc. Lovers taking each other's place for the final blow from a towering Gorgon, or sacrificing themselves to take down the beast with them.Įven in the game's death system, this comes to play. And death itself is fairly punishing, every chapter a hero can only suffer a fatal hit once and still live, but much worse for wear. Either losing an arm, a leg, lasting wounds etc. The second blow in a chapter however and they're gone for good (well, until they show up through your legacy to the next campaign that is). And the game's magic system is worth a mention as well. The magic that mystics use is through something called 'interfusion', where the mystic connects with various objects in the room or conjure their own and use these effects. ![]()
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