Wildermyth:
Wildermyth: Setting Off On A Troubling Adventure
Story lines define and sharpen the features of the heroes. Wildermyth uses “hooks”, innate to each character, to guide their plot. The system develops surprisingly deep characters. Real personalities blossom out of events and the interaction between characters. Lanse was always silly despite the menacing threat. Calick couldn't help being serious, but wry. Melcus was always very straight to the point, as he tracked down his foes. Dru felt unapproachable due to her pride and power, until she mellowed. Belar, in wolf form, was always eager for adventure to help others. Their stories are engaging, in a vague, epic sort of way. Opportunity events, where a character has their own unique story beat, expand the characters. Calick confronted a demonic creature which had killed his parents when he was only a child, while Yuka traveled through wood and dale to put her master to rest.
Battles are interspersed with stories. Aside from the generic Chapter campaigns, campaigns have an overarching plot. Campaigns either have three or five Acts. Between each battle, short stories advance the grand plot, the Act plot, or just a random event. Initially dull, the campaign and Act plots improve in later campaigns. Generic events are engaging, until the player sees them again and again. By the end of the fourth campaign I had encountered at least ten repeat events (I didn't start counting until I had already encountered multiple repeat events). A story loses its epic mythos when different characters encounter the same exact circumstances. The music, which is sufficient initially, further undermines the epic nature, repeating a limited set of songs endlessly.
Interludes separate Acts from each
other. During interludes the team gathers resources, crafts items,
and ages. The developer makes aging look realistic (for cardboard
cut out characters). Aging also leads to retirement. Heroes retire
when they reach their retirement age. Interludes show interlude
events, which are unique to this part of the game, but also suffer
from a similar problem of repetition. After the interlude the heroes
return to the map. It stays the same across Acts, except that each
Act expands the level.
Wildermyth tracks all the legacy
heroes. The opening screen of the game shows them on a rotating
basis. A separate Legacy screen allows the player to access the
heroes and review them in detail. But there are two aspects to the
legacy system that aren't satisfactory. Legacy heroes feel
under-powered, unappreciated, and disconnected. They don't differ
from other characters, except for a slight power increase. Secondly,
the connection between heroes and their children is very tenuous.
Calick and Symni fell in love, and from their union was born Mulvoth.
But, Mulvoth is only considered Calick's child, not Symni's.
Sometimes the child would only recognize their mother, but never
their father. Nor do children receive anything from their parent.
They don't have any story connection, they don't acquire any
abilities; they get nothing. They might as well have no connection.
The player can't build a dynasty because Wildermyth doesn't
validate the idea. Massive Chalice had bloodlines
comprising a connective tissue, but Wildermyth has nothing
comparable.
In Conclusion, Wildermyth portrays itself as a game where the player guides a collection of heroes and their enduring legacy. Instead it feels limited in length. The combat is too simple, with only three character classes, and not enough abilities. The abilities that exist are basic and unexciting. While visually Wildermyth contains a variety of enemies, these, like the abilities, feel too similar to each other, lacking in imagination. By the second campaign the player has experienced the full extent of combat. The story is well written, but the repetition of numerous side quests and events jars the player from their immersion. The Chapter campaigns (with a semi-random story), waste the player's time. I did them to build my collection of heroes, but my advice; skip them and complete the main story campaigns. I found the game too easy on the recommended difficulty, but increasing the difficulty level makes combat into a laborious, yet deadly, drudgery. My most serious complaint is that the legacy system doesn't make characters feel special. Heroes don't build a legacy and hand it off in the form of children, deeds, or artifacts. Instead the Legacy heroes return to battle, again and again. It's been three months since I played Wildermyth and writing this review makes me want to return and try it again, because it sounds fun (despite the criticism). Then I remember it was boring. Wildermyth sounds worthwhile, but isn't, like the hearing of an epic tale, rather than experiencing its dangers for oneself.
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