Heroes can also die or be sacrificed, and therefore the game is not fixated on a set character. There are 5 story campaigns in the game (in addition, you can also choose to play an entirely randomly generated one) and you will be recruiting a decent number of heroes in each one (I think I had well over 40 heroes in the 5 campaigns) so its important they look different from one another. However, the choice of art in Wildermyth is closely tied to its gameplay. Wildermyth has a fairly primitive comic art style that won’t appeal to everyone. I’ve played a number of forgettably boring games that were beautiful to look at. In a review I usually leave this section to the end, because I think good gameplay is far more important than how a game looks or sounds. Still, I picked up Wildermyth, because it was advertised as story and character heavy, as well as capturing the feel of a tabletop game, which I found intriguing at the same time as I found it hard to believe. I’ve found procedural generation in more classic rpgs almost always inferior to hand placed material, though. I’ve played some roguelikes I’ve enjoyed for 20 hours or so, but others invest hundreds of hours in these games. Random treasure works in some games, like Diablo for instance. In theory it sounds great, in practice I usually find it disappointing. Procedural generation is one of those things with me.
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