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Wildermyth oh snap
Wildermyth oh snap








wildermyth oh snap wildermyth oh snap

After seven hours with Wildermyth, I feel good about sharing my initial thoughts on the game. As I type these words I’ve just finished the game’s opening campaign, the Age of Ulstryx, which does a good job of introducing the game’s basic concepts while still being somewhat meaty in terms of content. The fact that I am writing this article is probably evidence enough that I’ve spent some time with the game. When I started hearing about it from friend of the site Frostilyte, who normally hates RPGs, I knew I needed to play Wildermyth yesterday.

wildermyth oh snap

Characters move around on a grid battlefield making attacks and carefully finding defensive positions while building a customizable skillset that can make two units of the same class still function in different ways. The concept fascinated me enough that I watched a playthrough of the first campaign path on Waypoint’s YouTube channel, and seeing the game in action showed me a whole ‘nother aspect that the written review didn’t even mention: this was a turn-based tactics game. The reviewer described an experience in which the choices they made during seemingly-innocuous events made radical changes to the characters’ bodies or netted them unique equipment. I had this experience when I first read about Wildermyth, a game that promised tabletop-RPG style storytelling by using a large collection of random events to make your characters develop in unique ways. A friend, a podcaster, a reviewer on a website describes what makes the game unique and every single point on the bullet list lines up with something you’re looking for in a game. Occasionally you will hear about a video game that seems to be tailor made for you.










Wildermyth oh snap