![]() They may, in between chapters of the story, have a child. Your starting warrior and hunter may fall in love with each other, giving them the ability to have higher crit chance if their lover is damaged in combat. That’s where Widlermyth shines, in creating and telling these stories. Every battle, every event has an opportunity to cause something new to happen, to fundamentally change your party members’ relationships with each other, or to change them physically. In between these scraps, your characters will march around the procedurally generated country, rooting out monster infestations in some provinces, leading a defense against a horde of monsters in another. ![]() The list goes on, but you can see that there’s depth behind the initially simple system. If it’s made of wood, they can have it explode on the enemy with a shower of splinters. If it’s a plant, they can have it grapple an enemy with vines. If it’s a fire, they can throw the fire at enemies. Rather than just blasting enemies with magic from their hands, magic in Widlermyth is centered around the environment, so your spellcasters will “interfuse” an object with their magic, and can then use their magic to make said object do a thing. Mystics are perhaps some of the most interesting magic users I’ve seen in a game like this. In late-game battles, there’s a lot going on all at onceĮach class has their own line of abilities that make them special, essentially boiling down to warriors hitting things and having melee overwatch abilities to hold the line, hunters are rogues that can sneak, lay traps, and ambush enemies, while mystics… well. This is a game that you can have your non-wargame-y friends play, even if you’re a glutton for punishment, things can get brutal on the higher difficulties. The system isn’t too complicated to initially understand, and its accessibility does the game great credit. You can move your guy and then act, or move him twice as far, and use a “free action” during your turn. The combat, to elaborate a bit further, is captured in a relatively familiar dual-action system, in the vein of XCOM. However, the balancing in Wildermyth is superb, and towards the end of a campaign, enemies can and will be absolute menaces to deal with, and your super soldier that’s been with you since the beginning can end up monster-chow. Your three base classes, warriors, hunters, and mystics, can acquire all sorts of crazy abilities that in any other game might make them feel overpowered. It feels sort of like a fantasy XCOM, but that wouldn’t do the system justice, as it is its own unique beast. Here, the game enters a turn-based tactics game, where you can throw present members of your party against the foe. The aforementioned map is divided into different provinces that can have buildings and resources that provide materials to your party between story chapters, and untamed wilds, where all sorts of nefarious enemies may lurk. That’s already a lot to take in, especially considering that there are branching dialogue options in some events. There’s a map you can move members of your party around on, and they have a chance to happen into events illustrated in a sort of comic book/ fairy tale style, with your party’s characters placed there, with different dialogue depending on their personalities and relationships with other characters. So, what exactly is Wildermyth? It’s a tough question, as the structures that make it up are familiar, but in practice everything is just a bit different. Ever, basically (I didn’t play Final Fantasy Tactics, don’t hate me). Wildermyth is an incredible game with some of the best character-based storytelling a tactics game has offered us since…. Somehow both Joe and I, both of us being big tabletop role-playing game fans, hadn’t played Wildermyth up until a short time ago. We were a bit late to this party, unfortunately.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |