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However, the balancing in Wildermyth is superb, and towards the end of a campaign, enemies can and will be absolute menaces to deal with, and your super soldier that’s been with you since the beginning can end up monster-chow. Your three base classes, warriors, hunters, and mystics, can acquire all sorts of crazy abilities that in any other game might make them feel overpowered. It feels sort of like a fantasy XCOM, but that wouldn’t do the system justice, as it is its own unique beast. Here, the game enters a turn-based tactics game, where you can throw present members of your party against the foe. The aforementioned map is divided into different provinces that can have buildings and resources that provide materials to your party between story chapters, and untamed wilds, where all sorts of nefarious enemies may lurk. That’s already a lot to take in, especially considering that there are branching dialogue options in some events. There’s a map you can move members of your party around on, and they have a chance to happen into events illustrated in a sort of comic book/ fairy tale style, with your party’s characters placed there, with different dialogue depending on their personalities and relationships with other characters. So, what exactly is Wildermyth? It’s a tough question, as the structures that make it up are familiar, but in practice everything is just a bit different. Ever, basically (I didn’t play Final Fantasy Tactics, don’t hate me).
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Wildermyth is an incredible game with some of the best character-based storytelling a tactics game has offered us since…. Somehow both Joe and I, both of us being big tabletop role-playing game fans, hadn’t played Wildermyth up until a short time ago. We were a bit late to this party, unfortunately.
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