IN A WORD: UNMISSABLE
IN A NUTSHELL:
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WHAT TO EXPECT: Untraditional fantasy themed RPG. With roguelike structure. Has strategy elements & turn-based tactical battles. Party-based assignments with selectable characters. Great character customisation. Numerous multi-chapter campaigns. Seed generated world maps. Personalised character driven; scripted and randomly occurring story-rich events in a comic book format. Very polished artisanal level production values. Papercraft stylised combat locations. Card-based enemy generating roster. Environment-based, infusion-geared magic system. Restrictive perma-assigned inventory. Multi-generational adventuring. Bona-filed legacy system allows recruitment across campaigns. Physical transformations for character. Growing Steam workshop support. Single-player & multiplayer coop.
ACHIEVEMENTS: TIME INVESTMENT REQUIRED.
STATUS: COMPLETE. STILL BEING SUPPORTED.
WHEN TO BUY: ASAP. ITS A NO BRAINER.
More info below....
https://steamcommunity.com/sharedfiles/filedetails/?id=2565333350
THE LOWDOWN:
Wildermyth delivers its own highly stylised take on the fantasy-themed strategy RPG genre. Among it core aims is to impart a real sense of party-based, table-top roleplaying. Producing an intimate experience, across several multi-chapter campaigns. One that is very replayable due to its design philosophy. It attempts to achieve this by incorporating a host of elegantly crafted features with party-based mechanics. Wrapped within elements of a roguelike structure. All infused with artisanal quality, hand-drawn artwork and a soundtrack that provides adds to the general ambience.
Players take on a small but highly customisable, party of characters. Helping them rise from humble beginnings. To aspire and become authentic legends. Along their journeys, characters will take part in scripted adventures crammed with a mix of colourfully represented stories, triggered by scripted and random events. Requiring important choices to be made. Resulting in a range of bonuses or penalties; boosting combat factors, strategic rewards, or deliverying a range of setbacks. Even death.
Wildermyth is a world of occupied lands, on a procedurally seed-generated map. Full of provinces in need of liberation. So they can be upgraded when freed, with limited infrastructure to protect them from incursions while also generating valuable resources. The collection of which will allow the crafting or upgrading of perma-assigned inventory. Boosting character stats, essential when fighting a host of tactical turn-based battles against a growing roster of five unique enemy species. Fought upon a selection of pre-generated combat encounter maps.
Where victory can only be achieved by using a combination of weapon attacks, character abilities, environment dependent magic and a handful of tactical factors to overcome the current crop of dynamically assigned foes. To level characters and ready them to face and defeat an end of level boss. In order to progress to the next chapter in the campaign. Enabling them to reach the end of their current journey and propel them towards inimitable legacies of their own. Eventually joining a heroes pantheon. Thus reaching the accolade of true legends and becoming recruit-able in future campaigns.
The game currently contains a sizeable amount of content to play and replay. Given a design philosophy geared towards randomisation and the use of RNG, it has good replayable qualities. Comprehensive workshop support, already provides a good number of player made mods. Resulting in a game with good longevity ahead of it.
Key features explored in greater detail below:
https://steamcommunity.com/sharedfiles/filedetails/?id=2565335955
THE GOOD:
+ Delivers a very strong pen & paper/tabletop roleplaying experience. Especially through the superimposition of characters into the story elements.
+ Personal and purposeful story-telling in a detail-filled comic book style. Told from character viewpoints.
+ Eminently customisable characters with an intimate quality that live 'lives' and can be used in future adventures.
+ Robust turn-based tactical combat battles with an emphasis on character abilities.
+ Distinct magic system relying on infusing with the environment to allow different spells to be cast.
+ Five distinct enemy races with an encounter determining roster that includes upgrades to stats and model types.
+ Lots of beautifully crafted artisanal quality artwork. In all aspects of its visual aesthetics.
+ Supporting instrumental soundtrack. Adds to the overall ambience.
+ Strong replayable qualities embedded throughout its design.
+ Hands death, near-death and retirement in a refreshing and fair way.
THE BAD:
- Stories can take a lot of time to read slowing progress down.
- The personal and intimate nature of inventory and looting may prove to be overly restrictive.
- Missing complete dungeon master and character voice-overs. To give that extra special aesthetic.
- Cannot craft upgrades for equipped accessories.
- Campaigns played are somewhat different but the potential for feeling samey if played for long enough is real.
- No other interaction within tactical combat, except for movement, combat and abilities.
- Would love to have seen the ability to choose the company flag/banner.
AND THE REST:
* Uncomplicated overland strategy elements. Research sites to generate resources to craft items.
* Variety in battle is provided by some compact tactical factors; positioning, flanking & stealth, cover providing scenery, limited overwatch. Can undo actions 2x per encounter.
* Simplified looting and inventory management.
* Post chapter utilisation of resources and legacy points to craft and upgrade inventory.
* 5x distinct enemy species with a number of sub-classes. A good start.
* Periodic incursion keep a player on the toes as it does keep the world map relevant.
* Character transformations are a neat touch.
* Magic spells are basic but varied.
https://steamcommunity.com/sharedfiles/filedetails/?id=2565337077
ANALYSIS:
Wildermyth's biggest aim looks to have been to provide an RPG experience as akin to pen & paper/table-top roleplaying, as could be achieved in a video game. With that in mind a close inspection of its features and gameplay indicated many successes. Even if some of these were lukewarm in their delivery. From the very beginning it was impossible to ignore just how wonderful the visuals in this game were. The hand-drawn nature of the comic book storyboards, the detailed character sheets, strategic maps, papercraft looking combat locations and the heroes pantheon; everything produced appeared polished and crafted to an artisanal level. All complemented by a suitably fable-esque aesthetic generated by some similarly artisanal quality sounding audio.
VERDICT:
Wildermyth proved to be very enjoyable. Bewitching with it hand-crafted visuals, which were great to look at. The papercraft battle maps invoked a sense of theatre. While gameplay was straightforward to get into. It was fun to play and very addictive at the start. It surpassed its aim of delivering a bon-a-fide pen and paper/table-top experience with aplomb.
FULL REVIEW:
For the full review (All 5,000 words of it) in all its glorious details, go off-Steam to:
TurnbasedLover.com.
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