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Mostrando 21-30 de 44 aportaciones
Nadie ha calificado esta reseña como útil todavía
91.1 h registradas (43.2 h cuando escribió la reseña)
In this game fetch quests are actually fun!
Publicada el 3 de julio de 2022.
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A 2 personas les pareció útil esta reseña
20.6 h registradas (4.0 h cuando escribió la reseña)
There is no fun to be had here, only agony
Publicada el 17 de febrero de 2022.
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A 1 persona le pareció útil esta reseña
73.3 h registradas (41.4 h cuando escribió la reseña)
I made robot dinos go BRRRRRRR
Publicada el 11 de febrero de 2022.
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A 1 persona le pareció útil esta reseña
60.7 h registradas (7.7 h cuando escribió la reseña)
Just.... one..... more......... turn..... 6.0
Publicada el 9 de diciembre de 2021.
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A 1 persona le pareció útil esta reseña
176.8 h registradas (71.4 h cuando escribió la reseña)
If I were half as thorough IRL as I am at gathering and crafting and participating in the economy in this game I'd be quite the successful man indeed.

9/10 Capitalism simulator. Would play long-term.
Publicada el 8 de octubre de 2021. Última edición: 8 de octubre de 2021.
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A 2 personas les pareció útil esta reseña
7.4 h registradas (5.7 h cuando escribió la reseña)
Remember that weird multiplayer mode in Dragon Age Inquisition that nobody played? Well, this is it but without the ♥♥♥♥♥♥♥♥ microtransactions and lootboxes.
Publicada el 1 de julio de 2021.
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A 125 personas les pareció útil esta reseña
2 personas encontraron divertida esta reseña
5
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4.3 h registradas
Wildermyth is a beautiful "DnD campaign simulator" composed of three a pillars which act as foundation for the overall experience.

First you have the randomized-story aspect, the game has several pre-made campaigns with set objectives and an overarching tailor-made narrative, all campaigns are segmented into chapters which, in the same manner, are divided into events (most of them translate into skirmishes). The events and subquests are beautifully written, and most events I've seen involve a range between one or three choices that translate to different outcomes with highly influential effects to your party and overall character development (Expect your heroes to develop both physically and psychologically, gaining abilities, capacities, or even mutating that affect combat). Since no dialogue is voice acted you should expect numerous walls of text, in the few campaigns I've run till now I have yet to find a quest lacking in charm, thus making reading enjoyable.

The second mechanical foundation of this game is the tile-based overworld, which involves managing your troops, scouting, securing and fortifying locations, you'll start campaigns with three heroes, but that does not mean you cannot recruit additional reinforcements. Time is the most precious resource in this aspect of the game, every task has its own cost in time and resources, whether that task is deforesting a region, travelling to a different tile, patrolling, fending off an invasion or even recruiting reinforcements, therefore managing your troops efficiently to make the most of the time is recommended.

The final pillar of this game is combat, skirmishes occur on a grid-based scenario, most akin to Fire Emblem battles, where squads up to five heroes must route, escape from, or fend waves of different monsters or creatures. The battles that I personally fought were not particularly difficult, but there are modifiers to combat which apply after every battle, modifiers include flat buffs to the different monsters (+25% health, +1 armor, and so on and so forth), new types of monsters, or even new abilities for existing monsters. Similar to those buffs to monsters are "Calamities", Calamities are modifiers to all future combats which occur every few days spent in the overworld, therefore making it wise to not drag campaigns out. Combat itself is simple, your heroes can be Warriors, Hunters or Mystics, each branching out and specializing more and more with each subsequent level and/or quest completed. Every time a hero levels up (or completes a quest) they'll be able to choose one of three skills or passive enhancements, from what I've experienced so far no hero has had the same set of abilities to choose from, making ample room for replayability and experimentation.

As I mentioned before the game comes packed with several premade campaigns, but there are also fully randomized modes which include three-chapter campaigns or five-chapter campaigns, there is also a meta-progression in which you can shelf heroes from completed campaigns and use them later for more advanced campaigns, so expect infinite replayability.

The only complain I can think of is that there is too much text with no voice-acting, or mumbling or any sound effect to accompany it, but the fact that the only thing I can think of is something so minimal speaks volumes of the actual quality of the game.

To conclude I want to say that this game is definitely worth some of your time if you enjoy DnD, tabletops, or even storytelling in general. Wildermyth is one of those hidden gems that deserve to be spoken of.
Publicada el 16 de junio de 2021.
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A 2 personas les pareció útil esta reseña
2.0 h registradas (1.4 h cuando escribió la reseña)
Game's really fun, just a little light on content right now. It has a bright future.. probably, right?
Publicada el 8 de diciembre de 2020.
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A 1 persona le pareció útil esta reseña
331.7 h registradas (258.7 h cuando escribió la reseña)
After spending more than 250 hours in Appalachia and having completed the main quest, most side quests and events and farmed reputation and dailies for a few weeks I can safely say whether or not this game succeeds is a matter of perspective.

First, the one thing Bethesda games have always been praised for is their worlds, which are always credible, they always feel alive and are fun to explore, in this regard Appalachia is no exception, this must be the most compelling world they've created up to now, wherever you look you can find details and micro-stories told by the environmental detail. Bethesda nails the feeling of loneliness and desolation -for better or worse- and the need to scavenge and craft in order to survive, at the very least the fantasy of that since there is really no penalty for dying.

Secondly, the 'chasing ghosts' narrative focus this game is perfect for the solo player whose primary focus is immersing itself in this world, only under this mindset you can truly enjoy the narrative for what it is, the same can't be said for the team player, or the player who treats this game as a MMOlite or looter-shooter or whatever subgenre you think it fits, the players looking for a compelling team-based gameplay won't enjoy this world as much as the solo player. On the same topic, there isn't really a good incentive to grind and do dailies since there is no real end-game, players looking for a game to come and play on a daily basis, with raids or objectives to topple won't feel at home here.

The third and final aspect I wanted to talk about are the C.A.M.P-building mechanics, you are given a great amount of freedom in terms on what you can do with camps, you can invest dozens of hours just scavenging for mats and building your perfect camp, or spend 10 minutes and still have a fully functional camp, the best cosmetic stuff is still trapped behind microtransactions, but the currency used is grindeable in-game and you don't really need it to have a truly wonderful camp. Just for reference I've never spent any money in the atomic shop and still have been able to buy 1-2 objects per week.

Finally, and returning to the initial thesis of the matter of perspective, it really depends on what you want to do within the game, it took me about 250 hours to feel like I 'completed' the game, and the fact that there is no more pending content for me -at least as of now- does not erase the fact that I had fun and enjoyed myself for 250 hours, and even though I am ready to move on from Appalachia now I will remember my times fondly rather than salty.
Publicada el 14 de abril de 2020. Última edición: 23 de junio de 2020.
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A 1 persona le pareció útil esta reseña
191.0 h registradas (52.1 h cuando escribió la reseña)
Exploration is a chore, the open world mostly sucks, combat is clunky and the itemization is broken AF, yet, the narrative is a blast and makes it all worth it.
Publicada el 27 de enero de 2020.
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Mostrando 21-30 de 44 aportaciones