

The wild at heart how to#
Grey Coat explains that the green shields are losing their memories, and other faculties (they all forgot how to read. She’s been holding back the never for a very long time, and her grasp is slipping. She “died” and became part of the soul of the forest. You see, the former leader of the green shields, “Stick Figures”, was a powerful witch.

After hitting the hub world and talking to the characters who make it up, you’ll be tasked with finding lost green shields. Gentle percussion and the occasional flute add a bit of levity to the proceedings. The music is this chill forestscape that fits the gameplay so well I’d imagine it came well before the gameplay. They just return to the soul of the forest. I put that in quotations because the game makes a big show of letting you know that spritelings never die. I have to admit, there’s a weird sadistic joy that comes from sending these cute little things to absolutely overwhelm the creatures of the forest. You can send your spritelings out to do murders for you. You’ll also be finding monster parts to use as well. You’ll find items around the world – mainly fruits – and they can be combined to make healing items. The Wild at Heart features some pretty solid crafting. Grey Coat will explain that everything is messed up and it’s up to you, the strange boy that wandered into the forest, to fix it. You’ll end up in the green shields’ main settlement. You’ll be moving around a pretty dang open world. Once again, I’m told that it’s like Pikmin. This is the bread and butter core experience of The Wild at Heart. You can toss them at problems to make them go away. At first, you have just a few that hang out with you. They’ll be your constant companions in The Wild at Heart. You’ll be introduced to adorable little monsters. The isometric view lets you observe the world around you pretty well and comes in handy for what’s about to happen. It really reminds me of Over the Garden Wall, if you’ve seen that. You have to stay surrounded by light lest The Never eats you up. A scrap hauler who is part of the green shields whisks you towards safety. On your first night in the Deep Forest, you get a feel for The Never. It lives in the dark corners of the world and destroys everything it sees. The Never is less a place and more of an entity. The Never is where the game branches into spooky. You’ll first meet Grey Coat, a kindly old man and de facto leader of the green shields, an order built to keep the Deep Forest safe from The Never. They’ve built somewhat of a civilization. They may have gotten lost in the forest, but they’re not sad about it. The Deep Woods are home to ancient forest spirits and other folks who have become lost in the forest. So you wander off into the forest and suddenly, you don’t recognize anything. It’s fine, it comes in later, don’t worry.

Nary a flashback is provided to clear up the Kirby situation. Nothing, in the beginning, is said about Kirby or their backstory as well. You set out to live in the woods with your friend Kirby. It’s fairly heavy for such a whimsical game. The small flashbacks you get in the opening do allude to a father who just doesn’t care, and an absent mother. Not a lot of backstory is given as to why. You play as Wake, a young person who has decided he needs to run away from home.
The wild at heart full#
You’ve got a kind of Bridge to Terabithia story, with a young man escaping a bad home situation and stumbling into a magic forest kingdom full of delightful weirdos. The Wild at Heart does a lot of things right. I can verify this because I asked site owner Ted Hentschke, who confirmed I was thinking of Pikmin. I assume you control a little army of Pikmin and make them solve puzzles and do murders for you. I can kind of guess at what it’s like, based on videos I’ve seen. The Wild at Heart Review – Is This a Pikmin?
