Compara los precios de The Wild at Heart en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Moonlight Kids. Publicado por Balor Games. Lanzado el 19/5/2021. Disponible en PC, Mac, Xbox. Géneros: Adventure, Indie, Strategy. Puntuación Metacritic: 76/100.

Pikmin's spiritual cousin on PC, wrapped in hand-drawn storybook art and a surprisingly heavy emotional core. Roughly 15-20 hours of creature-wrangling that punches well above its indie budget.

My instinct with any strategy-adjacent adventure is to ask how much the resource layer actually matters, and in The Wild at Heart the answer is: more than the art style suggests. You are managing a herd of Spritelings, elemental creatures that come in five distinct types, each with its own role in both combat and traversal. Shiverlings grow ice bridges across water and clone themselves. Barblings latch onto weighted contraptions. Emberlings torch dry brush blocking new routes. Swapping between types on the fly is quick and the cap of sixty Spritelings means you can field a genuinely varied squad, though splitting them into independent task groups is where the system shows its rough edges. Losing a detachment because the game counted a trip back to the Grove as abandonment feels arbitrary rather than strategic, and it is the clearest sign that the decision-making depth here sits closer to a light puzzle-adventure than a true real-time strategy title. The moment-to-moment loop is built around three pillars: exploration in the non-linear Deep Woods, resource collection and crafting via the Gustbuster vacuum backpack, and Metroidvania-style gating where new Spriteling types unlock previously impassable routes. Crafting lets you combine scrap, magical crystals, and electrical components into tonics, bombs, and equipment upgrades, but critics across the board flagged that the crafting system is more decoration than necessity, at least on the narrative-focused difficulty setting. On the harder mode the tonic-crafting for boss encounters gets real fast, which is where the strategy brain actually wakes up. The day-night cycle adds a light survival tension: nocturnal monsters are dangerous to your Spritelings, so every daily session becomes a small planning exercise of what to accomplish before dusk. The story follows Wake and Kirby, two runaways who stumble into the Deep Woods and get drafted into protecting it from a creeping dark force called the Never. The writing earns its emotional moments through dream sequences and journal entries scattered across the world rather than heavy exposition, and the subtext around Wake's neglectful home life gives the whole adventure more weight than you expect from the crayon-box aesthetic. The hand-drawn art is genuinely exceptional, characters and environments alike. The soundtrack by Amos Roddy is low-key but fits the melancholy-nostalgia mood precisely. No voice acting means a fair amount of reading, worth noting if you plan to share this with a younger player. The criticisms that land are real but not fatal. Combat is thin: you point Spritelings at enemies and wait. Puzzles rarely challenge on their own merits and function mainly as gating mechanisms. Repetition sets in during longer sessions, and at least one reviewer noted loading times between large areas stretching uncomfortably. The Pikmin comparison the community loves to make is accurate and is also the most honest frame for what this is: a condensed, more story-forward take on that Nintendo formula, without the timer pressure, with a Metroidvania map structure instead. If you have never played Pikmin on a Nintendo platform, this is a genuinely strong entry point for that style of real-time creature management on PC. If you are a deep grand-strategy player looking for AI complexity and branching decision trees, that is not on the menu here. What is on the menu is a polished, emotionally resonant 15-20 hour adventure that respects your time and leaves you with a complete, well-told story. Diego, Scout Team

The Wild at Heart

The Wild at Heart

19 may 2021Moonlight KidsBalor Games
GamerScout opina

Pikmin's spiritual cousin on PC, wrapped in hand-drawn storybook art and a surprisingly heavy emotional core. Roughly 15-20 hours of creature-wrangling that punches well above its indie budget.

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My instinct with any strategy-adjacent adventure is to ask how much the resource layer actually matters, and in The Wild at Heart the answer is: more than the art style suggests. You are managing a herd of Spritelings, elemental creatures that come in five distinct types, each with its own role in both combat and traversal. Shiverlings grow ice bridges across water and clone themselves. Barblings latch onto weighted contraptions. Emberlings torch dry brush blocking new routes. Swapping between types on the fly is quick and the cap of sixty Spritelings means you can field a genuinely varied squad, though splitting them into independent task groups is where the system shows its rough edges. Losing a detachment because the game counted a trip back to the Grove as abandonment feels arbitrary rather than strategic, and it is the clearest sign that the decision-making depth here sits closer to a light puzzle-adventure than a true real-time strategy title. The moment-to-moment loop is built around three pillars: exploration in the non-linear Deep Woods, resource collection and crafting via the Gustbuster vacuum backpack, and Metroidvania-style gating where new Spriteling types unlock previously impassable routes. Crafting lets you combine scrap, magical crystals, and electrical components into tonics, bombs, and equipment upgrades, but critics across the board flagged that the crafting system is more decoration than necessity, at least on the narrative-focused difficulty setting. On the harder mode the tonic-crafting for boss encounters gets real fast, which is where the strategy brain actually wakes up. The day-night cycle adds a light survival tension: nocturnal monsters are dangerous to your Spritelings, so every daily session becomes a small planning exercise of what to accomplish before dusk. The story follows Wake and Kirby, two runaways who stumble into the Deep Woods and get drafted into protecting it from a creeping dark force called the Never. The writing earns its emotional moments through dream sequences and journal entries scattered across the world rather than heavy exposition, and the subtext around Wake's neglectful home life gives the whole adventure more weight than you expect from the crayon-box aesthetic. The hand-drawn art is genuinely exceptional, characters and environments alike. The soundtrack by Amos Roddy is low-key but fits the melancholy-nostalgia mood precisely. No voice acting means a fair amount of reading, worth noting if you plan to share this with a younger player. The criticisms that land are real but not fatal. Combat is thin: you point Spritelings at enemies and wait. Puzzles rarely challenge on their own merits and function mainly as gating mechanisms. Repetition sets in during longer sessions, and at least one reviewer noted loading times between large areas stretching uncomfortably. The Pikmin comparison the community loves to make is accurate and is also the most honest frame for what this is: a condensed, more story-forward take on that Nintendo formula, without the timer pressure, with a Metroidvania map structure instead. If you have never played Pikmin on a Nintendo platform, this is a genuinely strong entry point for that style of real-time creature management on PC. If you are a deep grand-strategy player looking for AI complexity and branching decision trees, that is not on the menu here. What is on the menu is a polished, emotionally resonant 15-20 hour adventure that respects your time and leaves you with a complete, well-told story.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:aaaPikmin-likeCreature ManagementMetroidvania-liteDay-Night CycleElemental AbilitiesEmotional NarrativeNon-Linear ExplorationGustbuster Mechanics

Requisitos del sistema

Mínimos

OS
Windows 7+
Memory
4 GB RAM
Storage
4 GB available space
Graphics
NVIDIA GTX 660, AMD R7 260X
Processor
Core i3-9300T, AMD FX 8350

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Reseñas y valoraciones

Metacritic
76

Información del juego

Desarrolladora
Moonlight Kids
Distribuidora
Balor Games
Fecha de lanzamiento
19 may 2021

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¿En qué plataformas está disponible The Wild at Heart?

The Wild at Heart está disponible en PC, Mac, Xbox.

¿Cuándo se lanzó The Wild at Heart?

The Wild at Heart se lanzó el 19 de mayo de 2021.

¿Quién desarrolló The Wild at Heart?

The Wild at Heart fue desarrollado por Moonlight Kids y publicado por Balor Games.

¿Merece la pena comprar The Wild at Heart?

The Wild at Heart tiene una puntuación Metacritic de 76/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.