Diogo Ribeiro
Erudite
Tags: Sir-Tech; Wizardry 8
Today we look back at a forgotten gem of a game, Wizardry 8, developed by Sir-Tech. Here's a glimpse of our review.
Today we look back at a forgotten gem of a game, Wizardry 8, developed by Sir-Tech. Here's a glimpse of our review.
The depth of the character system really allows for some good party design and this shows in combat. There are all sorts of combinations one can pull off that take advantage of the strengths of party members. You can focus on going for direct damage spells to quickly take out single targets or use status changing spells to reduce enemy resistances then send frontliners to clean them up. You can have spellcasters depend solely on spells at every turn or equip them with ranged weapons to cause some damage while saving spell points for more drastic situations. Or just have Bards play their instruments and Gadgeteers use their gadgets while spellcasters cast Stamina on them. Working with each character's skill levels is also important. For instance an Alchemist may create potions but if he is not skilled at throwing them he may fumble and drop it on the party instead. In which case a Ninja might be a better choice given his excellence with thrown items. Frontliners who have problems with our of reach enemies can invest in ranged weapons, bomb throwing, or protecting weaker members by taking blows directed at them. You can also hire RPCs which may benefit the party by bringing in skills no one else in the party has. Eight characters not enough? Open a can of Canned Elemental on your enemies too. Dozens and dozens of ways to handle combat are available. And honestly, how many other games allow you to play as a Faerie Ninja?