

Twists! Loot! Choices! Lineages! Get at it. A party, a quest, a bunch of nasty creeping things in the way. What awaits? Nothing less than the classic dungeons and dragons experience. Then they would start to describe Wildermyth, and I got a bit afraid. I have been told to play this many times over the last year by colleagues and friends who are far smarter than me. In truth, I suspect Wildermyth is more fun than almost any game out there at the moment. It's more fun than that, and that's not to knock Usborne. You know, like a children's Usborne book that's teaching you about the nitrogen cycle.

Wildermyth, and Wildermyth's art, understands the importance of being approachable.

It's wonderfully complex, but it's also simple to start playing, and simple to get your head around. Wildermyth has riches, glorious riches, but it also wants you to stick around long enough to find them. And for a player like me, hesitant, impatient, perhaps a little dim, this is important. Its stacked brilliances never seem to teeter around you. Look for depths, and the ground falls away obligingly in every direction. This is a complicated, potentially rather dense game - an RPG tactics affair, with a focus on procedural narrative and character development, character bonding. Many hours in, I've started to suspect that the visual design of Wildermyth's heroes is actually something very close to genius.
