We not only see them act and banter in the various stories, but our choices effect their futures. But apart from that each story vignette features some of your characters. This means the story choices have a “push your luck” mechanism we see in some board games. There is also often a chance to avoid taking a risk altogether. The flip side of the coin means failure yield a short or long term negative effect. Second, we often can see what chance certain choices have to turn out successfully, which normally results in a beneficial gain. First, the story is told in comic book form. But Wildermyth does two things a bit differently. When you uncover a new tile on the map, there is a short story. In many of these, there is a map and when you arrive at a location there is a short self-contained story, which often ends in a choice for the player. Other procedurally generated games have told stories. Wildermyth’s sound is limited to some well performed music and audio effects, mostly battle sounds. And that’s in addition to the cover terrain can provide. Fire can be spread to burn, wood can be exploded, stone can be cracked and launched at opponents, plants can strangle, cloth can suffocate. Light sources can be used to blind opponents. And since the magic wielding mystic is one of the game’s 3 classes, you will be dependent on the magic system constantly. Wildermyth’s magic system is entirely tied to manipulating terrain. I’ve never played a game where terrain is so terribly important. That gives the battles a tabletop feel, while at the same time being fairly primitive visually. Wildermyth’s battlefields look like someone set up a bunch of cardboard scenery on a square battle mat. Over the course of the campaign she somehow managed to lose a hand and grow raven wings. My heroine Seldana started out as a normal farm girl. And they capture the vast physical differences and emotions of your characters, For those reasons I think it would have been difficult to go with a more realistic art style. Wildermyth presents its story in comic book like cut scenes with choose your own adventure type elements. Another lost her hair and got her head tattooed. ![]() One of my heroes had one of his eyes replaced by a crystal. In addition, your heroes can undergo other drastic physical changes as the campaign progresses. Heroes also age as a campaign advances and some even will becomes so old that they will retire. Whatever heroes are alive in your group play an important part in the story. ![]() ![]() Heroes can also die or be sacrificed, and therefore the game is not fixated on a set character. There are 5 story campaigns in the game (in addition, you can also choose to play an entirely randomly generated one) and you will be recruiting a decent number of heroes in each one (I think I had well over 40 heroes in the 5 campaigns) so its important they look different from one another. However, the choice of art in Wildermyth is closely tied to its gameplay. Wildermyth has a fairly primitive comic art style that won’t appeal to everyone. I’ve played a number of forgettably boring games that were beautiful to look at. In a review I usually leave this section to the end, because I think good gameplay is far more important than how a game looks or sounds. Still, I picked up Wildermyth, because it was advertised as story and character heavy, as well as capturing the feel of a tabletop game, which I found intriguing at the same time as I found it hard to believe. ![]() I’ve found procedural generation in more classic rpgs almost always inferior to hand placed material, though. I’ve played some roguelikes I’ve enjoyed for 20 hours or so, but others invest hundreds of hours in these games. Random treasure works in some games, like Diablo for instance. In theory it sounds great, in practice I usually find it disappointing. Procedural generation is one of those things with me.
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