Over the years, PC and console RPGs may have
taken vastly different directions in terms of their focus, style,
and gameplay, but they do share common roots. The earliest PC RPGs
had a sizable following in Japan, and their influence can be seen
in Final Fantasies and Dragon Quests of the day. The Wizardry series
in particular has always enjoyed a cult status there, inspiring not
only ports of the Western games, but original takes on the series
for everything from the Game Boy to the PlayStation 2. The latest
of these, Wizardry: Tale of the Forsaken Land, is also the first Japanese-made
Wizardry to find its way to US shores. While the series has grown
and evolved over eight installments in the West, Tale of the Forsaken
Land sticks close to the dungeon hacking days of the franchise and,
as a result, shares its both good and bad points.
Wizardry: Tale of the Forsaken Land is a dungeon
crawl in its purest state: one town, one dungeon. The nation of Duhan
is thrown into chaos when a huge flash of light descends from the
heavens, wreaking destruction on the land below. In addition to the
thousands dead, the disaster opens up a gigantic labyrinth beneath
the castle. With the skies darkened by the aftermath, and the population
decimated, adventurers begin to venture into the underworld in an
attempt to get to the literal bottom of the problem.
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The forsaken land |
Players take on the role of one of these adventures
through an old school character creation process, complete with stat
allocation. Gamers can choose from one of five races, each offering
their traditional advantages and disadvantages in the expected Tolkeinesque
tradition: elves are superior magic users, but physically weak; hobbits
are perfectly suited to be thieves; humans have average stats across
the board; and so on. Beyond this players are given a choice of four
basic character classes, if they meet the proper requirements. Four
advanced classes become available later in the game.
The game also allows you to pick your alignment
from good, evil, or neutral, and the choice will have an effect on
the story and your relations with other characters. However, the game
seems to be slightly weighted toward the good / neutral side. None
of the character classes ever requires you to be evil, but the most
of the characters who join your party early on are either good or
neutral and keeping your party unified is an important part of the
gameplay. Unless players design a party from scratch, which has its
own disadvantages, most will have an easier time by role-playing the
side of good. This may be a design choice, but it's a questionable
one, considering you're given no warning of it early on.
I'm an elf!!! |
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Most players will likely stick to the story characters
they can recruit over the course of the game. Not only do they generally
start with high stats and a fuller compliment of spells, they also
add much to the overall experience by actually having a role in the
story as the game progresses. Player-made characters may offer a bit
more customization, but they have no dialog and remain stat-based
ciphers throughout. Considering the limited selection of classes -
four beginning and four advanced - it's easy enough to design a well-rounded
party around the story characters. Unfortunately, these have their
own shortcoming; you aren't allowed to change their classes without
the aid of expensive orbs that can only be purchased later in the
game. In essence, players are given the choice between customization
and story, but one has to wonder why both couldn't have been included
together.
Players will have to put a lot of thought into
their party makeup due to Wizardry's "Trust System." In addition to
all the standard physical and mental statistics, each character also
has a trust level, which tracks how well they are bonded with the
party as a whole. Gaining the characters' trust is key to success
in Wizardry, and almost all the characters have different requirements
for earning it. Good characters will trust you more if you make noble
decisions, both in and out of battle, while evil characters will respect
a more sinister approach. In addition to their alignments, characters
have their own personality traits, which can have a huge bearing on
their trust levels -- some may hate to see their friends fall in battle
and will begin to distrust you when other characters die, others may
like to be around members of their own race and will gain a trust
bonus if you have more party members like them.
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Calling for backup |
The trust system is well implemented and, more
importantly, has a strong effect on the gameplay. As your parties
trust levels increase, you gain access to powerful Allied Actions,
cooperative techniques for attack and defense. Though Wizardry offers
fairly standard, first person, turn-based battles, which allow you
to choose each characters' actions individually, the Allied Actions
form the true core of the combat system. By assigning different actions
you can, for example, have the back row guard against a enemy attacks,
while two characters execute a pincer strike. The back row could provide
covering fire, which raises your chance to hit with melee attacks,
or you could send out a strong fighter as a decoy and then have the
other characters attack the enemy from behind. Ultimately, the system
is a bit limited -- there are only about twenty Allied Actions in
all and many of them are less than useful -- but it does does allow
for a kind of cooperative strategy not normally found in traditional
RPGs.
Compared to the innovative combat, the magic system
is somewhat disappointing. The game only provides two types of magic:
offensive sorcerer spells and more defensive priest spells. Only characters
of the proper class and level can learn a spell and the spells themselves
are taught by using specific magic stones. These can be found in the
dungeon, but more often you'll have to make them yourself by combining
items won from monsters. The end result is that your acquisition of
spells early in the game is somewhat haphazard, as you recover random
items from the dungeons. Later, as you attempt to level up your spells
and gain the final ones, the game can devolve into a lengthy fetch
quest to find the proper item. Fortunately, a side quest later in
the game provides players with an item shop that will sell unlimited
quantities of any item the shopkeeper purchases from the player.
Let's Make a Professional Orc Soccer Team! |
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The town of Duhan offers only the most basic facilities:
an inn, a temple, a guild to exchange characters and change classes,
a tavern to take on new optional side quests, and a single shop. The
meat of the game, of course, is in the dungeon itself. The Labyrinth
of Duhan is at once Wizardry's strongest and weakest point. While
three of the dungeon's levels are randomly generated, the other eight
are thankfully more creative and have a more inspired design than
usual collection of caverns, caves, and large underground rocky openings
found in most dungeon hacks. Unfortunately, the actual graphics used
to portray all of them are so muddy and bland that even the most interesting
locations have little impact. The design behind the dull graphics,
however, is solid. The dungeon holds unique areas, shops, and encounters.
This last point is where the game is at its best -- the actual dungeon
crawling in Wizardry is loaded with much more personality that one
would expect from the genre. The labyrinth is overrun by other adventurers
and odd characters and the game's frequent encounters with them, often
as the result of one of the many quests from the tavern, go a long
way to liven up the otherwise repetitive gameplay.
The other attempt to add variety to the exploration,
in the form of a deadly Reaper who will chase you down if you dawdle
on a level, is less successful. Characters who are possessed by the
Reaper will take more damage in battle and possibly become permanently
lost if killed. Consequently, the Reaper really only provides yet
another reason to return to town prematurely. The game does make a
small attempt to balance this -- certain secret doors can only be
found by a possessed character - but these are so rare they hardly
factor into the overall experience.
Fortunately, the drab presentation is alleviated
a bit by the excellent character and monster artwork provided by Katsuya
Terada. Although the frequently used (and frequently recycled) character
portraits never animate during the game's story scenes, they are exceedingly
well-drawn and give some personality to what is otherwise a straightforward,
D&D-inspired world and a by-the-numbers plotline. Wizardry should
also be commended for largely sidestepping the use of mere pallette-swaps
for the monsters. Duhan's labyrinth offers dozens of unique and well-designed
creatures, which helps to keep the game's constant stream of battles
at least somewhat interesting.
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When indie rockers attack |
But all the personality in the world ultimately
can't distract from the fact Wizardry is basically a dungeon crawl,
and often a fairly unpolished one at that. One of the biggest annoyances
in the game is the fact that you must return to town and rest at the
inn in order for the characters' level gains to take effect. While
this may have an old school charm to it, in practice it only means
that you'll constantly be forced to return from an otherwise successful
foray into the labyrinth just to have your experience gains actually
count. Considering that your progress is cut short often enough by
the need to return to restock supplies, save, and cure or resurrect
party members, the level raising mechanic just seems like a artificial
constraint to lengthen what is otherwise a fairly short game. Though
a potion will let you to teleport directly to town, no such luxury
is allowed on the way back. Shortcuts open up to make your trip back
down to much quicker, but these still involve traipsing through a
portion of the game's earliest levels and spending quite a bit of
time to simply get back to where you left off. The game also has a
nasty habit of springing bosses on you with little or no warning,
meaning the unprepared will find themselves losing hours of unsaved
progress. Characters can be lost forever when they die, but the game
provides plenty of leeway in this respect -- the threat of it is enough
to keep you on your toes without it ever having to actually happen.
Fear the Reaper |
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Other small annoyances also put a damper on the
fun. Though Wizardry's dungeons are fully 3D and often offer large,
cavernous areas, the movement is locked in to a sluggish and unresponsive
grid-based system. Your party can only move one "tile" at a time and
analog is not supported except for a limited (and largely useless)
look function on the right analog stick. The cumbersome control certainly
isn't crippling to the game, but it does lead to unavoidable enemy
encounters and slow navigation. When you find yourself longing for
the flexibility and responsiveness of the control in a King's Field
game, you know something has gone wrong. Thankfully, monsters do appear
in the dungeon before you encounter them, but the slow control, confined
field of view, and cramped corridors often mean you'll be running
into them whether you want to or not.
Considering its modest design goals, however, Wizardry
is much better than one would expect. As homage to one of the forefathers
of genre, it is largely a success, but the bigger problem is that
it feels like a game caught between two sets of design philosophies.
The game hardly offers the stat-crunching intensity and wealth of
customization of contemporary PC games, nor does it have the varied
gameplay or focus on story and aesthetics for which console RPGs are
best known. The resulting mix isn't quite as compelling as either
of the traditions it draws on, but still offers plenty of challenge
and playability to those looking for a return to the genre's oldest
roots.
Review by Zak McClendon, GIA.
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Wizardry:
Tale of the Forsaken Land |
Developer |
Racdym |
Publisher |
Atlus |
Genre |
Traditional
RPG |
Medium |
CD (1) |
Platform |
Sony PlayStation
2 |
Release Date |
11.15.01 |
12.21.01 |
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News |
Atlus officially announces Tsugunai, Wizardry for U.S. release |
Media |
113 screenshots
/ Dungeon hack poetry |
Artwork |
9 character designs |
Other |
US / Japanese
box art |
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