Wildermyth:
Wildermyth: Setting Off On A Troubling Adventure
Time to Beat: 27 Hours
Age of Ulstryx
Three Chapter Campaign
The Enduring War
Three Chapter Legacy Campaign
And, partially, Monarch Under Mountain
I remember in 2015 when Double Fine announced the Kickstarter for Massive Chalice. It sounded like Tim Schafer and his team had developed an innovative concept; a tactical RPG where the heroes aged, had children, were succeeded by their children who would grow up to be heroes themselves and continue the fight. Epic heroes would leave behind fantastic deeds and powerful relics. Children would learn skills associated with their parents. Unfortunately, Massive Chalice was a flop. A phenomenal concept, but subpar execution. I was supremely excited when indie studio, Worldwalker Games, released Wildermyth to acclaim.
Wildermyth is a procedurally
generated RPG (like Massive Chalice), where the player
controls a gaggle of adventurers. The game packages together six
unique campaigns, plus an unlimited number of generic campaigns.
Difficulty settings include Storyteller, Adventurer, Tragic Hero, and
Walking Lunch. Custom is another choice. Difficulty is split along
two different elements; the Strategic Map and the Tactical Battles.
With Custom, the player can design a Storyteller Strategy Map (Easy)
with a Walking Lunch Battle (Impossible). Wildermyth also
offers a Carved in Stone option (Iron Man). I played the first four
campaigns at Adventurer difficulty, and the final one with a Tragic
Hero difficulty for battles.Each campaign introduces three new
starting characters. Every campaign is divided into either three or
five chapters. In every chapter the player adds another character or
two to the team. After a short story introduction, the player
accesses the world map. The map is divided into regions. The player
orders the characters to travel between regions. Time passes as the
player's heroes move, and enemies (along with events) move as well.
Some regions are bordered by rivers or other difficult terrain. The
heroes spend time constructing a bridge to cross. In most
circumstances, the heroes move to a new area, the player sees a short
story (sometimes connected to the larger plot, sometimes not) and the
heroes fight a tactical battle. Victory rewards the characters with
equipment, experience, and resources. Victory allows the player to
secure a region for additional resources. All heroes are inspired by
their own unique quest. Temporarily diverted they wander off to
resolve a character hook. Normally, heroes do not wander as a single
unit. A maximum of five heroes participate in an activity at a time.
Once I had six heroes, I would separate them into two groups of
three. Before splitting the party, consider how difficult the
challenges are. Splitting into smaller groups allows the player to
explore double, or triple, the territory.
The main mechanic of Wildermyth
is combat. Combat is continuous, broken only by the brief story
interludes. Every combat occurs on a grid. Most battles begin with
no enemies in sight, just the heroes. An introductory screen shows
the exact enemies to be encountered on the battlefield. These cards
don't provide any data about the monsters. The player must learn
about their foes through repeated encounters. Every unit has two
actions per turn, and the player takes all their turns before the
computer. But characters often take more or less than their full
actions. Some actions end the turn automatically, while other
actions are Swift (1st one free) or Free (costs zero
action points). Actions include move, attack, or use an ability.
Some attacks deal physical damage, while other's inflict magical
damage. Correspondingly, units have two types of damage block, armor
to block physical damage, and warding which deflects magic damage.
If an attack is entirely negated by damage block, it weakens the
block by one point. Adjacent allies increase each others armor.
Units also dodge and block attacks. Maps include plenty of terrain
to take cover behind. Cover is depicted in a two by two grid. The
grid can either be empty, or have one to four spaces filled in. Each
additional space adds to the chance to avoid an attack. Like most
activities, the player can often only bring five units to a battle.
Coordination is key. Units perform a flank attack if one character
attacks, and a second attacks on the same turn from more than 90
degree angle, inflicting critical damage. If the player orders a
unit to move through dangerous terrain (fire, poison, traps) the game
warns the player, allowing them to rescind the order. When a hero
inevitably loses all their health in a battle, the player has two
choices. The hero can be maimed (losing an eye or limb), or the hero
can suffer a heroic death, dealing tremendous damage in their death
throes. I almost always chose a maimed character.
Battles suffer from two problems, and
since combat is most of the game, this is tough on Wildermyth.
The first is odd. The battle scenery often doesn't match the story
event that preceded it. For example, my party was ambushed after
falling down a mysterious hole in the forest, but the battle map had
me attacking a tower. The significant problem is the lack of
diversity in gameplay. Wildermyth only has three classes;
warrior, hunter (ranger/rogue), and mystic (wizard). Heroes gain
seven levels maximum, and only one ability per level. There aren't
too many abilities and many of them are plus abilities, meaning
merely an upgrade of a previous ability. After three campaigns the
player has seen all the abilities multiple times. Nor do abilities
escalate. Higher levels don't unlock better abilities, just the same
ones. The abilities seem pedestrian, simple, even for high level
heroes. The same is true of the gear the player equips to the
characters. The enemies, while they come in many shapes and sizes,
have the same general problem. Most of them attack with a simple
attack and that's it. What does set the characters apart are their
visual appearances.
Wildermyth employs a cardboard
cutout aesthetic. All units, heroes, and terrain are 2D objects
standing up on a flat surface. I employed over twenty-four heroes,
but the developer managed to make them all look distinctive. Every
time the player hires a new hero they have the complete freedom to
customize their appearance. Characters are further enhanced by
equipment, pets, events, and transformations. Wildermyth has
at least eighteen different transformations. It starts with an
event. Belar swears allegiance to the Wolf God. Then a body part
changes. Belar's arm becomes a wolf's claw. It continues if the
player desires. Eventually Belar has four wolf limbs, and the head
of a wolf. Transformations add further distinction to the
characters, but then it becomes silly. Almost everyone had a
transformation, and some people were offered two. In contrast, the
terrain and monsters looked more generic and dull in color and
detail.
More about Wildermyth soon.
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