Posted September 06, 2025
I completed Wizardry 6 around a year ago, it took me a whole year to finish Wizardry 7 (which is a mind-numbing slog - I think Wiz 6 is a better game), and now, 4 days ago, I started Wiz 8. It captivated me so much that my playtime is already 33 hours.
My impression are very positive, almost as good as when I played it for the first time some 10 years ago. However, I got seriously discouraged and frustrated when I got stuck in the cemetery retro dungeon because none of my characters knows knock-knock spell and I've run out of all scrolls... My gadgeteer has lockpicking at 42 now (36 before the dungeon) which is not enough to open that 6-tumbler lock to the exit...
This is a terrible, awful, absolutely intolerable example of level design. It's plain bad, amateurish and not respecting the player. It shouldn't be possible to get stuck like that in any game, be it platformer or dungeon crawler. I don't remember any similar situation in Wiz 6 or 7. What the heck were they thinking when they designed it (or maybe there weren't thinking at all)? Either provide means to finish the dungeon within it, like knock-knock scrolls, or at least give the player some hint before entering that high lockpicking skill is essential here...
I lost over 3 hours because of that crappy design, my previous save outside the dungeon is at the beginning of the swamps. I need at least a week break from this game, because I almost uninstalled it today. Hopefully I can get over it and continue playing later. Just had to get it off my chest. Wizardry 8 is widely praised but let's not forget there's some absolutely terrible level design in there too.
My impression are very positive, almost as good as when I played it for the first time some 10 years ago. However, I got seriously discouraged and frustrated when I got stuck in the cemetery retro dungeon because none of my characters knows knock-knock spell and I've run out of all scrolls... My gadgeteer has lockpicking at 42 now (36 before the dungeon) which is not enough to open that 6-tumbler lock to the exit...
This is a terrible, awful, absolutely intolerable example of level design. It's plain bad, amateurish and not respecting the player. It shouldn't be possible to get stuck like that in any game, be it platformer or dungeon crawler. I don't remember any similar situation in Wiz 6 or 7. What the heck were they thinking when they designed it (or maybe there weren't thinking at all)? Either provide means to finish the dungeon within it, like knock-knock scrolls, or at least give the player some hint before entering that high lockpicking skill is essential here...
I lost over 3 hours because of that crappy design, my previous save outside the dungeon is at the beginning of the swamps. I need at least a week break from this game, because I almost uninstalled it today. Hopefully I can get over it and continue playing later. Just had to get it off my chest. Wizardry 8 is widely praised but let's not forget there's some absolutely terrible level design in there too.