Posted May 25, 2013
[Ok, it's mostly a review of Wizardry 6 which I've finished, and then an explanation of why I'm not gonna play Wizardry 7 and might try Wizardry 8]
I feel people are gonna be misled by all the gushing praise, so here's a bit more down to earth take on these games:
Wizardry 6
I tried this game last year (2012) with great interest given all the good things that were said about it. I found the graphics and especially sound (PC Speaker, garbled when in DOSBox) to be cringe-worthy, and that's from someone who plays Dwarf Fortress without tileset. However I got nicely around that by finding a translated SNES version of the game with much nicer (if rather lacking in breasts - you'll know what I mean if you try the DOS version) graphics and infinitely better sound and music, all of which are true to the original. Oh, and an automap ;) .
Initially I was pretty engrossed with the game's atmosphere and the RPG mechanics. The descriptions of various rooms in the castle are incredibly poetic and fired up my imagination in a way few games today do. Your six character party is fun to manage and combat is challenging and interesting.
Unfortunately disappointment and boredom started to creep in rather early. Some characters and locations are just silly and don't really fit with the plot, and it gets much worse as you get out of the initial, athmospheric castle. What do pirates, amazons, the river styx, Alice in Wonderland stuff and dwarves have in common? That's right, Wizardry 6. I really got the feel that the devs were unable to create rich lore for this game and filled it with random and not even subtle fantasy and mythological references. (Note that this was much, much worse in Wizardry 1-5 which were utterly absurd hodge-podges but at least had the merit of being hilarious. Llamas in togas? Of course!)
On top of that, as good as the combat is I couldn't help but get bored of it when going through the huge, featureless and more or less maze-like dungeons in the game. If figuring out a dark multi-floor maze or finding the occasional secret button or item combination is your description of the ultimate RPG experience, then you're gonna be in heaven. Me? I found that the interesting encounters were just streched too thin by a lot of filler which as I mentioned above didn't make any sense half of the time.
The RPG mechanics get a lot of praise and I found them initially interesting, but they are very exploitable: for instance it's easy for all your characters to learn the hide skill, something monsters can't counter (I heard Wiz8 dealt with that). Also, given enough grinding all your characters can be both powerful spellcasters and warriors, something most guides online actually encourage you to do. My characters were most interesting mid-game when they were specialized, but by the end I was casting three Nuclear Blasts a turn. It was pretty handy to get through the end-game fights and their instakill tendencies, but it also felt boring. I ended up slightly disappointed.
The slightly different endings and the feature of transferring your party from one game to the next sounds nice in theory (doesn't work with SNES version but can be emulated with the savegame editor). Personally I only felt it put pressure on me to read spoilers to find all the items that you can't find in subsequent games, but then I had remorse because it might make me overpowered in the next game. It might be a nice element if you're gonna replay this game several times and find all the stuff yourself, but there's not a chance in Hell that I'm gonna go through those generic dungeons again.
Overall verdict: some nice story elements and good combat drowned into exceedingly bland dungeon-crawling and a hodge-podge universe.
Wizardry 7 (what I've heard about it)
I read quite a few reviews of this one after finishing Wizardry 6 through bitter determination. I didn't want to go through more genericness and boredom! Unfortunately what I read made me cringe. The fantasy universe sounds slightly more coherent and has a nice sci-fi vibe, but Wiz7 is several times as huge as Wiz6, especially if you take into account that it's completely free-roaming. You actually have to rely more or less on luck to advance the story, as important NPCs wander around the map just like you. That means a lot of backtracking through filler dungeons and is exactly what I wanted to avoid. The story is also alledgedly not as well put together as in Wiz6. Definitely not for me!
(They also got more politically correct along the way: no more pixelated bare-breasted women in this game. Oh noes or Yay, depending on your sensibilities.)
Wizardy 8 (what I've heard about it)
Having been burned by #6 and its discrepancy from the gushing praise I had heard, and driven away by reviews from #7 since I knew exactly how to read between the lines how the game would really be, I haven't touched Wiz8 yet. However from what I've read the RPG mechanics are better balanced with characters unable to be complete Jack-of-all-trades, and I think I've heard that the universe and dungeons are better. I'll give it a try eventually, but not with the same enthusiasm, that's for sure.
Note: I encourage people to do their own research about Wizardry 7 and 8, especially since people in the replies below have disputed some of the facts I relayed. Still, if you have the same "gamer profile" as me I hope you found the result of my research useful.
I feel people are gonna be misled by all the gushing praise, so here's a bit more down to earth take on these games:
Wizardry 6
I tried this game last year (2012) with great interest given all the good things that were said about it. I found the graphics and especially sound (PC Speaker, garbled when in DOSBox) to be cringe-worthy, and that's from someone who plays Dwarf Fortress without tileset. However I got nicely around that by finding a translated SNES version of the game with much nicer (if rather lacking in breasts - you'll know what I mean if you try the DOS version) graphics and infinitely better sound and music, all of which are true to the original. Oh, and an automap ;) .
Initially I was pretty engrossed with the game's atmosphere and the RPG mechanics. The descriptions of various rooms in the castle are incredibly poetic and fired up my imagination in a way few games today do. Your six character party is fun to manage and combat is challenging and interesting.
Unfortunately disappointment and boredom started to creep in rather early. Some characters and locations are just silly and don't really fit with the plot, and it gets much worse as you get out of the initial, athmospheric castle. What do pirates, amazons, the river styx, Alice in Wonderland stuff and dwarves have in common? That's right, Wizardry 6. I really got the feel that the devs were unable to create rich lore for this game and filled it with random and not even subtle fantasy and mythological references. (Note that this was much, much worse in Wizardry 1-5 which were utterly absurd hodge-podges but at least had the merit of being hilarious. Llamas in togas? Of course!)
On top of that, as good as the combat is I couldn't help but get bored of it when going through the huge, featureless and more or less maze-like dungeons in the game. If figuring out a dark multi-floor maze or finding the occasional secret button or item combination is your description of the ultimate RPG experience, then you're gonna be in heaven. Me? I found that the interesting encounters were just streched too thin by a lot of filler which as I mentioned above didn't make any sense half of the time.
The RPG mechanics get a lot of praise and I found them initially interesting, but they are very exploitable: for instance it's easy for all your characters to learn the hide skill, something monsters can't counter (I heard Wiz8 dealt with that). Also, given enough grinding all your characters can be both powerful spellcasters and warriors, something most guides online actually encourage you to do. My characters were most interesting mid-game when they were specialized, but by the end I was casting three Nuclear Blasts a turn. It was pretty handy to get through the end-game fights and their instakill tendencies, but it also felt boring. I ended up slightly disappointed.
The slightly different endings and the feature of transferring your party from one game to the next sounds nice in theory (doesn't work with SNES version but can be emulated with the savegame editor). Personally I only felt it put pressure on me to read spoilers to find all the items that you can't find in subsequent games, but then I had remorse because it might make me overpowered in the next game. It might be a nice element if you're gonna replay this game several times and find all the stuff yourself, but there's not a chance in Hell that I'm gonna go through those generic dungeons again.
Overall verdict: some nice story elements and good combat drowned into exceedingly bland dungeon-crawling and a hodge-podge universe.
Wizardry 7 (what I've heard about it)
I read quite a few reviews of this one after finishing Wizardry 6 through bitter determination. I didn't want to go through more genericness and boredom! Unfortunately what I read made me cringe. The fantasy universe sounds slightly more coherent and has a nice sci-fi vibe, but Wiz7 is several times as huge as Wiz6, especially if you take into account that it's completely free-roaming. You actually have to rely more or less on luck to advance the story, as important NPCs wander around the map just like you. That means a lot of backtracking through filler dungeons and is exactly what I wanted to avoid. The story is also alledgedly not as well put together as in Wiz6. Definitely not for me!
(They also got more politically correct along the way: no more pixelated bare-breasted women in this game. Oh noes or Yay, depending on your sensibilities.)
Wizardy 8 (what I've heard about it)
Having been burned by #6 and its discrepancy from the gushing praise I had heard, and driven away by reviews from #7 since I knew exactly how to read between the lines how the game would really be, I haven't touched Wiz8 yet. However from what I've read the RPG mechanics are better balanced with characters unable to be complete Jack-of-all-trades, and I think I've heard that the universe and dungeons are better. I'll give it a try eventually, but not with the same enthusiasm, that's for sure.
Note: I encourage people to do their own research about Wizardry 7 and 8, especially since people in the replies below have disputed some of the facts I relayed. Still, if you have the same "gamer profile" as me I hope you found the result of my research useful.
Post edited June 03, 2013 by WereSquirrel