Instead, I wanted to see how the lives of my little characters played out. But it wasn’t because I wanted to explore more of the game’s turn-based combat - which tends toward short and sweet. It was at the beginning of my third hour of play that I began to feel that tug, the desire for just one more turn. By the end of that hour I had two different parties traveling through the world, each one contributing to the evolution of the game’s narrative, which became more and more complex as the adventures piled up. The main characters each edged closer to retirement, and were joined by their children on the trail of a new set of monsters. The party came together once more, before embarking on an entirely new questline. Then, in my second hour of play, the narrative picked up right where it left off. There’s always at least one or two options to pick from that make sense for that particular character’s journey. At the end of major arcs, individual characters transform by adding on new perks and skills. And all of it was explained by those same clever little comic strips. That first hour concluded with a wonderful little boss fight, before rewarding my characters with “nine years of peace.” During the interlude, the party went their separate ways, learning new skills and even building their own families. By the time that hour was over I had also fought a half-dozen challenging turn-based battles, and embarked on an epic quest to rid the land of a monstrous threat. In the opening hour of my first campaign, two members of my party fell in love, one of them merged with a fire spirit, and another became a half-raven. What’s remarkable about Wildermyth is just how much ground it manages to cover in a short amount of time. That story plays out on screen as a series of comic book-style panels, each frame featuring an accurate image of my character at that point in the story. While more traditional RPG stats like strength and dexterity contribute to the game’s combat, personalities impact the storyline. Each of them have their own unique backstory and their own unique personality, which contributes to their alignment. When you begin a game of Wildermyth, you’re given control of a party with three characters. Character backstories tie into stats, and give the procedurally generated narrative weight and meaning. The writing in Wildermyth is surprisingly good, with flashes of humor throughout. If it all comes together, it could be something very special. It’s all driven by procedural generation, with care taken to tie long-running storylines together into something coherent. The narrative role-playing game blends micro-doses of thrilling turn-based action with lengthy, comic book-style narrative. Wildermyth, currently in Steam Early Access, is searching for this middle road. But what if you could have it both ways? What if a game was seeded with moments of dramatic, turn-based tactical gameplay that demand attention while also delivering the kind of wild narrative swings that come courtesy of a rich, complex world spiraling out of control? Thebes is out there living its best life, and the player is just there to bear witness most of the time. They keep trying to rope players in for another mission, but committing upward of an hour to a tense urban engagement in XCOM 2: War of the Chosen is a far cry from hitting the “end turn” button in Sid Meier’s Civilization 6 to see what those punks in Thebes are up.įor all its intensity, Civilization’s rounds are far more passive than in other strategy games. Turn-based tactical games, on the other hand, are rarely quite as sticky. Fans of the Civilization series rave about its addictive appeal, how it keeps pulling them back for “one more turn” before they call it a night.
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