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A great example of this was when one of my warriors, on the way to a battle, fell through a sinkhole and found himself at the foot of a statue with a massive gem in the center. A truly staggering variety of things can happen on these side quests and always give the player some choice in the outcome. These happen once characters have scouted one of the game map regions or before the start of a battle, as well as very rarely when a character starts on a personal quest. Then there are the side stories, which are prompted by the “hooks” each of the characters have.
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Instead, I was able to proceed but lacked valuable information. I got distracted and didn’t do that, but it wasn’t game over.
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During chapter two of the campaign Age of Ulstryx, I was tasked with investigating a specific area to learn more about my Gorgon foes. One thing that surprised me was that some objectives could be failed without bringing an end to the campaign. The campaign involves repelling their invasion from a parallel dimension but features a touching subplot of surviving trauma and how family members react to changes in those they love. My favorite so far is the campaign against the Thrixl, an invasive race of insects that are a strange blend of the Zerg and the Fae. These are well written and do a good job of teaching players about each of the factions through the lens of their interactions with humans as well as building out the game’s world and its history. The base for these stories are the campaigns, each of which tell a story relating to one of the game’s enemy factions. Unquestionably, my favorite aspect of Wildermyth is all of the stories it can tell.
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