i feel like i know Ken Levine's fetishes now and i don't like that.

Bar none the best introduction to the Werewolf: The Apocalypse setting that I've ever seen.

Yes I am including the official intro stuff and lore books in this statement.

There's even a reasonable Red Talon in this game, which is an amount of nuance you don't even see often in the tabletop itself. Plus, while the political nature of the main conflict may turn some folks off, it's topical as hell and holds up well.

Some people have gripes with what was done w/ the Get of Fenris; those people didn't play long enough to see that what is /said/ about the Get in game can vary from what /is/ true about them -- but I feel that the VN does a good job handling a group that has a troubled history to say the least.

autism brain simulator 10/10

god i love this game

im going to fight christine love in an alleyway behind a 7-11

Tryhard corporate horseshit in a cyberpunk skin. I got this game for free and feel like I still paid too much for it.

Vapid and soulless, the end product of a corporation co-opting the rebellious themes of cyberpunk and science fiction. For what it's worth, I don't give a damn about CDPR's "false promises" or whatever, and was never particularly invested in that -- I'm just a fan of the genre who doesn't really like this sort of hollowing-out of the soul of an entire genre to puppeteer it over corporate drivel.

Terrible, terrible experience. A waste of my time, and I didn't even pay for it.

Everyone who told me I'd like this game owes me money tbh

One of the most enjoyable roguelike/roguelite experiences I've ever played. Solid short loops of gameplay with a long term overarching goal. Not overly difficult for a good while, letting you opt into difficulty as it raises up so you can level at your own pace.

Unlike Binding of Isaac or Gungeon or similar experiences, you're not committing 40+ minutes to a run; you can complete a ship VERY quickly and then be done with the game / set it aside for the day, if that's how you prefer to play.

Def a solid experience.

World that actively hates you, a true hardscrabble survival experience with a setting I haven't seen before. Emergent narrative is a big deal here and that really rules tbh. Loads of fun to just run around the wasteland, less fun when you get sniped by one of those nasty little sand striding bug jerkoffs.

Def a recommend if you like hard games or like, survival experiences or alternate unique settings.

Charming artstyle. As of this review I have finished 3/5 of the narratives provided by the game. Really solid stuff. Characters evolve and change over the course of a story - in one experience, a cowardly character became braver throughout due to choices that were made.

Characters develop relationships with one another & for those who are interested in inclusivity, you're able to set your character's gender (male/female/nonbinary) separately from their body (masculine/feminine), which rules imo.

The enemies in Wildermyth are unique and I don't want to speak too much to them to avoid spoilers (even tho I could, and just warn for it), but even the more familiar flavors of enemy (Drauven and Gorgons) have very interesting twists: the Drauven are heavily tied to avians from what I've seen of them and Gorgons are portrayed as rock-disease carriers.

The first solid chunk of this game is genuinely incredibly good; escape room metagame has some fun puzzling bits.

Unfortunately, the second and third chunks of this game (kept vague for the sake of spoilers) drop the ball heavily. While they work from a narrative perspective, they're just not as mechanically fun to play. The third act, in particular, is just... not particularly fun in my experience.

That said, I /do/ recommend it for the first third, but my advice is just this: don't rush it. Enjoy it. Genuinely spooky and fun card game experience.