Chefe Reviews Wizardry I: Proving Grounds of the Mad Overlord
Manual and other stuff
http://www.tk421.net/wizardry/wiz1manual.shtml
So, this is Wizardry. Yes, it is a game that takes a long time to finish, but the mechanics are easily summed up. In the days of yesteryear, there was no space for things such as story
and gameplay - you had either one or the other. In that light I present Wizardry I.
How does this game play? This grand ol' game that required weeks of work to complete and had you drawing out maps on grid paper. Well, it's based around a very simple premise. As you probably know, for all intents and purposes it is a pure DnD game on the computer, without the greasy and smelly nerds. You start off the game inside a castle, which is really just a series of menus. In fact, everything except walking around the psuedo-3D dungeon is all delivered through text. You can rest at the inn, heal and revive party members at the temple, trade at the post, and recruit new adventurers at the tavern. Before you can recruit new members, however, you need to make them (well, you can use the pre-mades, but what fun is that?). Remember, all this is done through
text only. There is a good amount of armor and weaponry available, but there is no in-game way to tell what anything does or how powerful it is, not even spells. You need the manual.
Character creation is basic. You choose a name and a race, the latter of which determines your starting stats. You are then given a number of points to distribute. Each class requires a minimum number of points in a certain stat or stats, such as the Fighter requiring 11 strength. Once you reach this number, the class becomes available, and the availability of classes fluctuates based on your points. After you're done distributing, you simply choose the class you want out of the list that was generated by your previous stat choices. Ta da! You've made a character. Now you can go to the tavern and recruit that character. There's no character interaction in the game, so there is no charisma stat. Sorry, diplomats.
You can have a maximum of six people on a team, and the first the characters are the front line, and thus are the only ones who can attack with weapons, and they are also the only ones who can get hit! To use a spell you have to type in its name (which you can find out from going into your spell book), but you can only use it a certain number of times before you have to leave the dungeon (called the maze, and what I mean by this is that your spell points are reset every time you leave and re-enter). There are scrolls and potions you can use that are one-time-only, like you would expect. You gain new spells by gaining levels in the priest or mage classes. You can also change classes and retain already learned spells, which is kind of neat. The descriptions of the battle are displayed after each party member chooses his or her moves, so it is turn based. Kind of. I think that who goes first is determined by agility, but I'm not sure. If someone dies, you have to pay to have them resurrected. If everyone dies, you're booted back to the castle (where you start). You can add and remove party members any time you want to. To level up, you have to return to the Inn and have earned enough experience points.
Phew. That's alot. But that's Wizardry. The actual game consists of you going through the levels of a single dungeon, fighting monsters, and getting stuff. That's it. You walk through the maze, charting your course on graph paper, and run into hostiles. One of the cool things here is that you can run into friendlies which you can choose to either fight or leave alone, but unfortunately since there is no charisma or reputation it doesn't make any difference.
There is no sound except for the old bleeps and bloops that will only be flickers of static noise on modern computers. The graphics are okay. The menus are well organized and it's easy to find stuff, and they tell you what letters are used to access a choice by way of putting a paranthesis next to the first letter. The dungeon is a mass of black with white lines. There are lines in between representing the grid the dungeon is built on (I believe it's 20x20) so you can chart your course better, but there are no unique spots that you can use as in-game map markers, nor can you leave a breadcrumb trail of loot (all loot dropped disappears). The monster graphics are alright and feature some color.
I stopped playing this because I saw no point in continuing on. The story told in the manual is about some wizard that wants to destroy everything and you need to find some gem at the bottom of this maze. However, the actual game is really a glorified cartography test. No NPCs, no quests, no story. You fight and earn experience, but the real challenge is in mapping the damn place. There is no variation, and every hallway is exactly the same, and because of the wireframe you will have a very difficult time getting anywhere. I'm going to give it a 3/10. It can be fun in its own wierd way, but ultimately you'll feel like you're wasting your time (well, at least I did) because nothing resembling a story is delivered during the game, there are no NPCs, and there are no combat tactics.