PCPOWERPLAY

WILDERMYTH

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CAMPAIGNS BECOME TALES OF DESPERATE RESISTANCE

Robin Valentine: I don’t think any videogame has ever more successful­ly evoked the feel of a tabletop RPG. A few hours in Wildermyth is like a supercut of a fantastic year-long Dungeons & Dragons campaign. With the procedural systems as your dungeon master, you follow the lives and adventures of entire parties of heroes, each organicall­y growing and developing in all sorts of unexpected directions. And they really are unexpected – while it’s perfectly possible for a warrior to just find a magic sword and kill a dragon with it, it’s equally likely they’ll be cursed to slowly transform into living crystal, or make a pact with an ancient tree, or upset a witch who turns their head into a raven’s.

They even age, and fall in love, and have children; eventually they’ll retire, if they survive the adventurer’s life. They’re never really gone, though – your favourites become legacy heroes who can return rejuvenate­d in subsequent campaigns, like pulling out your favourite old character sheet for yet another dungeon run.

Combine all that with really interestin­g, tactical combat and a great meta layer that sees you adventurin­g across the land while trying to keep it free of invasion and corruption, and you’ve got a recipe for some of the most memorable non-linear stories I’ve ever experience­d. This is the emotional investment of XCOM times 100, and it’s great seeing a videogame draw on the actual feel of tabletop RPGs, instead of just their mechanics or settings.

Just make sure you crank up the difficulty – your heroes’ journeys and the tactical challenges of combat are both more compelling when death lurks near. Campaigns become tales of desperate resistance in the face of overwhelmi­ng odds, and that’s just tasty drama.

Jody Macgregor: I wasn’t sure about Wildermyth at first. I liked the magic and the papercraft monsters hopping around like invisible hands are picking them up, though the adventurer­s resemble smug protagonis­ts of early 2000s webcomics. They shouldn’t be fighting mythic beasts, they should be arguing about Xbox games on a couch.

But I kept playing and I’m glad I did. In a great campaign called ‘Eluna and the Moth’, I brought back old characters alongside fresh ones, and though reset to first level they progressed in other ways. One’s flame-arm spread to cover other limbs, another went from having wings to just being a crow. Their relationsh­ips deepened as well, developing romances and rivalries that played into how they fought together. As Robin says, it’s like a tabletop campaign that runs for ages, players coming and going, all the stories getting tangled up together.

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