- Reminiscent of tabletop roleplaying, unique heroes are born in unique settings every game. They age, transform, fall in love, disagree, and make harrowing sacrifices.
- Each hero brings their own organic history and personality with them, but your choices and combat skills are what decide their paths and outcomes.
- All heroes die someday… but you get to hold on to your favorites. Reintroduce them in the next adventure, and over many lifetimes the myths you make will form your own legendary pantheon.
Wildermyth
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Über das Spiel

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I took a closer look ... | ... and this is what there is to say about it. | [/tr]
---|---|
Story | To make a long story short: there is none. At least not in the classic sense, as you know it from other role-playing games. Because the story unfolds dynamically during the actual game. There are countless interactions between the individual members of the group; sometimes two companions fall in love, rivalries develop and sometimes a beloved member leaves the group. It's amazing how consistent all the decisions and story segments are throughout the game. Serious injuries leave visible scars, characters remember you, and even years later, bonds of friendship still exist between former adventurers. Even after hours of playing, you'll always discover something new and it doesn't get boring that quickly. | [/tr]
Gameplay | You know XCOM? Then you know Wildermyth. Each character has a limited number of action points that can be used for movement, attacks or special attacks. Of course, abilities like riposte and hunkering down can't be missing. The mechanics of defense are interesting. As soon as heroes stand together, they support each other and thus withstand more damage or boost each other. All in all: traditional turn-based gameplay. You know what you're getting. And if you're reasonably clever, you can also create hilarious chain reactions, such as two warriors standing in a narrow corridor in an automatic defensive position and a mage pulling the enemies one by one into range. Of course, through the previously laid traps. It's fun to see when a plan works. In addition to the turn-based battles, you're largely on a randomly created world map that needs to be explored. There you can hire new adventurers, defend already cleared areas, buy weapons and equipment, and farm resources. Here the game plays more like Bannerlord. Which is not a bad thing. | [/tr]
Graphics | If you remember the long evenings with friends when you first laboriously built up a game board with countless little pieces in hours of painstaking work - then I feel sorry for you. Because that doesn't have to be the case anymore: here you get a beautiful, pen & paper trimmed look, which even shows details like amulets and belts correctly on your character. Of course, weapons and armor are also visible and the characters themselves are very diverse with a variety of hair and faces and can even be customized. | [/tr]
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IN A WORD: UNMISSABLE
IN A NUTSHELL:
Zitat:
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=2565337077ANALYSIS:
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.Zitat:
Thank you for reading. | Find my reviews here. | Key provided by Turnbased Lovers
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FROM A SKEPTICAL BUYER
Let me start off by saying I don't usually review games. I just don't take the time to write anything about them. On my profile I'd guess I reviewed under 10 games. But this game is worth a review. Now if you're like me you are a very skeptic buyer. I read lots of reviews, watch gameplay, ask friends. And HONESTLY the videos and screenshots of this game did not sell me. But the gameplay and mechanics of it got me to buy it. It feels very unique, I described it to my friends as paper Mario meets BannerSaga. THINGS I LOVED - Your heroes age - Choices you make can change your heroes (possessed by a fire spirit and now you can control fire) -Heroes can die or be maimed - Heroes can become lovers or rivals - Heroes children can join the party (haven't had two heroes in loves child join yet) -Each new story has the possibility of your heroes from your last story to join as their younger self. (I wish they alluded to your hero slightly remembering their past life) - Surprisingly, the feels I get for the choices I make for my heroes - The retirement system, your heroes have an age they retire but choices and classes can raise the retirement age. When they retire sometimes they relax or sometimes they die THING I LIKED - The music, all original music (I know they are putting out more the last patch) - The regular updates, seems like I'm always seeing updates fixing things or adding new content - The price for the amount of fun I had, I'd definitely pay more -The combat, it can be very rewarding or totally screw you over. You have to be careful on what you do -The art, it's so unique and beautiful but I wish there was a little bit more to it. Like if characters looked tired or wounded at low health - You can pick your characters personality traits and that reflects in the games dialog THINGS THAT I'D LIKE TO SEE EXPANDED - The classes and skills, there are technically only 3 classes and some of their abilities overlap -More weapons and armor or more trinkets more often. My heroes don't get diverse enough equipment to stand out from each other. My warrior in each story starts looking like all my other warriors from before -Customizing looks, I'd like more facial hair, heads, faces and all that. There is a lot already but some of them just look really silly and I end up using the same 6 or 7 -Surprisingly I was disappointed you couldn't duel wield - More campaigns and longer campaigns. I know the game is in early access but I hope they add more. I think there is a total of 7. And I can easily finish one a day. But if you take your time it can last you a few days -Now I didn't experiment enough with this to know if it really doesn't but I'd like branching campaigns. As in I can have things happen differently if I pick other choices in the story -The writing, while it is fun and interesting I feel like we can use a little more depth and improvement. This game would benefit from EVEN MORE story richness OVERALL I really have been having a lot of fun with this game. It's very easy to get attached to heroes and be heartbroken when they die. Everything about this game feels very unique. I feel like I really get to see my heroes grow. The game gives you nice epilogues and gives you scenes from the very start of your journey to really make you feel like you came a long way. This game is defiantly worth the buy in its current state and I'm very excited to watch it grow into something even more. The devs are on top of things and work very hard. I'm so happy I stumbled on this game
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Release:13.11.2019
Genre:
Strategie-Rollenspiel
Entwickler:
Worldwalker Games LLC
Vertrieb:keine Infos
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
Kein Prisoner hat oder wartet auf das Spiel