

Quite possibly the weakest area of the game is its art style. This is your story and only you decide their fate. This is a post-game growth system that allows beloved characters to continue to fight on in other cycles of the game or fall into obscurity, never to be heard from again. And with enough work and maybe a little luck, one day you’ll ascend and become a Legacy. You gather your party of older and hopefully wiser companions and take to the fields again. The end of a chapter means everyone grows up a little and we jump forward about a decade’s time. There’s also an option for a completely generated story that really adds a lot to the replay potential of the game. It’s all procedurally generated with only a structured overall story filling your first few campaign cycles. Simply put, the stand-out moments happen between all the fighting. There’s a lot of it and some of it affects the larger picture of the game, like losing resources or potential recruits from monster incursions. With all that going on, combat really is the least of your worries. Or any of the various other pitfalls waiting for you in the narrative. Not to worry because the next story beat might have you finding a magic book that turns your missing arm into a wing. Sometimes you even get a third option of having another character willing to jump in front of the killing blow, possibly doing them permanent damage in the process. You are faced with one of the hardest decisions in gaming: Let the character die or suffer a debilitating limb loss. One of the shining moments of the game can come when a character is downed. However, I’d urge you to give it a shot at normal difficulty. Thankfully the combat difficulty can be adjusted, so if you find it a bit too much you can turn it down. Every character has a move/run area similar to X-Com, with the same cover/overwatch style system in place. The combat gameplay is nothing we’ve not seen before, turn-based combat with stat versus stat RNG goodness all around. I really loved that these characters were mine and while other players may have similar elements, no one’s story played out just like mine. This is a feeling and a connection you just don’t get with many games. You’ve grown them from peasant to hero, loved and lost along the way. Along the way, these characters morph and slowly become uniquely your own. These could have lasting effects on the party, usually with some sort of bonus or debuff to the persons involved. Along the way, you’ll also form rivalries or romances based on your choices and events.


Just like in life, things sometimes Just Happen. How you deal with each situation will form the personalities of the characters in your party.

You could find yourself communing with ancient statues or reading from a forbidden tome. While you fight your way across the map, you can run into smaller episodes that range from falling into a pit to seeing a God walk the realms. The procedurally generated story is the stand-out part of the title. With all this going for it, can it stand up under its own weight? To Write A Myth Even better, your characters leave a legacy behind as the world (and game) continues. That may sound like a string of buzzwords, but this little game stands out by procedurally creating characters you come to actually care about in all of their (sometimes awkward) glory. At the heart of the game is a tactical RPG with a heavy emphasis on characters and story. Wildermyth sets out to do something very few games attempt and even fewer master.
