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Classic lovers rejoice as we have some incredible news! Original Wizardry: Proving Grounds of the Mad Overlord was first released in 1981 for the Apple II, and is considered one of the pioneering titles in the cRPG genre and was highly influential in shaping the role-playing game genre as a whole. Now…

The full 3D remake of that first game in the legendary Wizardry series of RPGs is releasing on GOG in its full glory, and officially leaving early access!



The first party-based RPG video game ever released, Wizardry: Proving Grounds of the Mad Overlord was a direct inspiration to series like Final Fantasy and Dragon Quest. Digital Eclipse's revival preserves the appeal of the classic, with many upgrades for modern role-playing game fans.

Prepare for a true dungeon crawling experience, where you’ll craft your own party of adventurers and head into the labyrinth at the behest of the mad overlord Trebor, in search of the amulet stolen by the evil wizard Werdna. Battle groups of challenging enemies, avoid hidden traps, and make your way deeper into the dungeon as you prepare for the ultimate battle: Facing Werdna himself.



Wizardry: Proving Grounds of the Mad Overlord is built directly on top of the original 1981 game's code. Although it looks all new, underneath the hood is the authentic game. You can even view the original Apple II interface as you play.

Moreover, while the well-known difficulty of the enemies has not been altered, quality-of-life improvements have been added in every area. Party management, navigation, spellcasting, and combat have all been significantly enhanced.



If you're just discovering the legendary Wizardry franchise, Proving Grounds of the Mad Overlord is the perfect jumping-in point for new players. And if you're a series veteran, you’ll love the gorgeous new graphics and sound, and the streamlined interface.

Now on GOG!
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Breja: I don't know, maybe I just lack the nostalgia for the franchise, never having played any of it, but it doesn't look that great to me. And I do enjoy an old school dungeon crawler from time to time. But this is just looks very bland, and the price is... oof.
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Carradice: I wonder if, in remakes, some effort might be directed to offer significant gameplay improvements over the original. Optionally applied or not, so that whoever wanted to recreate the original experience can do so. This might attract potential players who did not get to know the original...
Well, in this remake, there's a few optional improvements, including:
* Option to change how stat growth works. Get 1-3 bonus points per level, assigned as desired. No more stat drops at level up!
* Option to hire characters at the inn. These characters are around your level, but you don't have control over their race/class/stats; you only choose from a list of available recruits.
* Temple of cant can, from what I've read, cure level drain.
* Thieves can hide in shadows, like in Wizardry 5.

There's also an option to turn off bad stuff happening on party wipe.
Post edited May 24, 2024 by dtgreene
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Carradice: I wonder if, in remakes, some effort might be directed to offer significant gameplay improvements over the original. Optionally applied or not, so that whoever wanted to recreate the original experience can do so. This might attract potential players who did not get to know the original...
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dtgreene: Well, in this remake, there's a few optional improvements, including:
* Option to change how stat growth works. Get 1-3 bonus points per level, assigned as desired. No more stat drops at level up!
* Option to hire characters at the inn. These characters are around your level, but you don't have control over their race/class/stats; you only choose from a list of available recruits.
* Temple of cant can, from what I've read, cure level drain.
* Thieves can hide in shadows, like in Wizardry 5.

There's also an option to turn off bad stuff happening on party wipe.
Sounds nice, thanks for sharing.
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mrkgnao: Does anybody know what save scheme it uses?
But the true question is how hard we can save scum with it, it's gonna be funny as hell seeing streamers trying to play this one if the original difficulty is kept intact, also like having to draw the map on a actual piece of paper if youre going in blind without an online guide, a lot of raging lol.
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mrkgnao: Does anybody know what save scheme it uses?
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Desomorphine: But the true question is how hard we can save scum with it, it's gonna be funny as hell seeing streamers trying to play this one if the original difficulty is kept intact, also like having to draw the map on a actual piece of paper if youre going in blind without an online guide, a lot of raging lol.
As I mentioned, you can just copy your save to do what you're referring to as "save scum"-ing. (I *really* dislike that particular term.)

Also, the game has two auto-maps (which can, I believe, be turned off):
* There's a mini map that shows the area near you. The catch is, it's based on what the player would be able to observe, so it won't line up if you hit a spinner or teleporter. (I believe casting DUMAPIC will fix this minimap if needed.)
* There's also a full screen automap that you can call up by casting the DUMAPIC spell; it shows a map of everywhere you've visited, and unlike the minimap, is accurate. Once you've cast this spell, you can press a button to call up the map as it was the last time you cast it (though I believe it won't show your location).

There is going to be a lot of raging. A couple suggestions to try and mitigate that some:
* Make sure that spellcasting in the surprise round is disabled; otherwise, you might get ambushed by a group of mages and have them blast your party to death before you even get a turn. (Worth noting that, to my knowledge, the only historical version that allows spell casting in the surprise round is the Apple 2 version; even other computer versions, and even the Apple 2 version of Wizardry 2, disabled surprise round spellcasting.)
* Turn off bad stuff on party wipe. It's bad enough to have to go through the dungeon with a new party to rescue the old party; it's even worse when a character is permanently lost as a result of this, to the point where that's probably too punishing for most players.
Just noticed the series also inspired the Dark Wizard in Stranger Things. Go figure.
This could be awesome. Really looking forward to it.
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mrkgnao: Having to alt-tab before and after every battle is not something I can live with.
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dtgreene: Let me be clear. Copying the save is something that you can do in the in-game interface. I believe you have to quit out to the title screen (which you can't do during combat, though the game does let you close the game entirely), copy the save file there, and then load either your save or the copy. No alt-tab required.

So, if you want to save after every battle (which isn't necessary; not every fight gives you enough of a reward to be worth doing this after), you would need to open the options menu, select "return to title" (or something to that effect), copy the save file there, load the save (which might be the only actual load screen that comes up IIRC), and continue on.
Lot of hassle currently, but I hope they will implement multi-save system later on as one of the QoL.
Still, looks as a worthy remaster, I like the graphics and hope the rest of the series will be done as well