![]() It’s difficult to predict how any situation will play out and can have repercussions that span multiple campaigns, making the side stories an enigmatic delight. When that warrior was killed in a fight, I was able to use the magic of the crystal to cause his body to explode in a barrage of crystalline shards, damaging all surrounding enemies. As expected, having a precious stone in place of one of his eyes resulted in a loss of accuracy, but much more interestingly had an effect on his death. I decided to extract the gem, which resulted in the warrior passing out and waking up with the gem in place of his eye. I was given the choice to either leave the gem alone or pry it out of the statue. A great example of this was when one of my warriors, on the way to a battle, fell through a sinkhole and found himself at the foot of a statue with a massive gem in the center. ![]() A truly staggering variety of things can happen on these side quests and always give the player some choice in the outcome. ![]() These happen once characters have scouted one of the game map regions or before the start of a battle, as well as very rarely when a character starts on a personal quest. Then there are the side stories, which are prompted by the “hooks” each of the characters have. Instead, I was able to proceed but lacked valuable information. I got distracted and didn’t do that, but it wasn’t game over. During chapter two of the campaign Age of Ulstryx, I was tasked with investigating a specific area to learn more about my Gorgon foes. One thing that surprised me was that some objectives could be failed without bringing an end to the campaign. The campaign involves repelling their invasion from a parallel dimension but features a touching subplot of surviving trauma and how family members react to changes in those they love. My favorite so far is the campaign against the Thrixl, an invasive race of insects that are a strange blend of the Zerg and the Fae. These are well written and do a good job of teaching players about each of the factions through the lens of their interactions with humans as well as building out the game’s world and its history. The base for these stories are the campaigns, each of which tell a story relating to one of the game’s enemy factions. By default, any player can control any hero, but there are also some options to give players exclusive control over heroes, so only they can decide their abilities and what actions they take.Unquestionably, my favorite aspect of Wildermyth is all of the stories it can tell. Actions can still only happen one at a time, but one player can be planning to move a hero while another is planning to attack with a different hero. ![]() The main difference is that multiple players can control heroes at the same time. If none of the offered abilities are desired, the player may choose to reroll the ability selection at a cost of 2 Legacy Points. If no upgrades are possible, only three abilities are offered. You can start a single player game and continue it later in multiplayer, or vice versa. Typically, four abilities are offered, of which one is guaranteed to be a class-specific non-upgrade ability and one is guaranteed to be an upgrade. "Wildermyth's new multiplayer mode is cooperative, and the overall structure is the same as the single player game. The latest update "0.36+270 Bingus Dibb" adds in full multiplayer support, controller support, new event updates, new sound effects and plenty of bug fixes. ![]() It's genuinely great and it has been reviewing very well by players. What is Wildermyth? A fantasy tactical RPG that mixes in X-Com like combat with extensive character development wrapped up in an art style inspired by papercraft. No fooling around here, Worldwalker Games decided not to do any April Fools shenanigans for Wildermyth and instead release a massive upgrade adding in multiplayer and controller support. Vigilance, Long Reach, Battledance, Zealous Leap «Vigilance» allows the warrior to easily perform 4 (or more) reaction strikes. ![]()
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