![]() This campaign structure is a solid, if occasionally repetitive foundation for a game – and that repetition is probably my single biggest criticism of Wildermyth. After enough of those, it's back to a plot mission to the end chapter. There's then a rhythm of exploring a new zone, participating in a randomly selected and procedurally flexible short story that develops the characters and the world, a combat mission assaulting the enemies you find there, and then consolidation of your gains in a way that grants the party upgrades. ![]() Wildermyth is one of those games that captures that lightning in a bottle. After that, they pick their classes, learn to fight, and roll into the main campaign map. These origin stories are usually well-told the intro in the tutorial with the character who became my spellcasting Mystic, Fern, reading a book and then having that book become part of her life stuck with me through the entire campaign and beyond. This opens with a party of three or four randomized or customizable characters being launched on the path to adventure. First, you pick from one of a small set of campaigns, which can either be randomly generated or have a pre-written main plot. Roll, Heroes, Rollĭescribing Wildermyth in broad strokes can make it sound like a conventional RPG. It's one of those games that captures that lightning in a bottle. ![]() Worldwalker Games' story-centered tactical RPG Wildermyth is as ambitious as games like Pathfinder: Kingmaker or Alpha Protocol – but with far fewer glaring flaws to look past. It's also a dream that can never be achieved (barring some terrifying breakthrough in AI), but that makes the ambitious attempts all the more exciting when they make baby steps of progress.
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