duanth123
Arcane
Is there anything comparable to Gothic's 90+ levels in Wiz-gaming? Or was that like an unheard of "Fuck you, have 90 levels" type of thing
Edit. 'Fuck you' in a good way
starfish actually makes long ass games.
wiz empire 1 only features 3 dungeons, but it took me 25 hours to completely map out the 1st one!
wiz empire 2 easily took me upwards 75 hours (but i'm almost sure didn't reach 100) to reach the half-way point of the post-game dungeon before i shelved it (for other crawlers that were waiting).
empire 3, being as barren/empty as it is as i mentioned earlier, i reached its post game in less than 40 hours and do not plan to finish it. (i do plan to eventually finish the empire 2 post-game dungeon, though).
elminage: original right now i'm on my 2nd playthrough and in neither of my two playthroughs i have done the post-game dungeon: in my current, 2nd playthrough of Original, i'm currently clocked at 61 hours and am finishing up the final "normal dungeon" the dragon's fang. i have no idea how long the post-game dungeon is in 'Original.
gothic is nuts, you may have noticed i have been typing "the post-game dungeon"; well starfish decided 1 wasn't enough: there's 3, with the first two being bigger (each one, individually) than any of the "story dungeons" and then the 3rd post-game dungeon is the 20f Ibag's Tower which is basically... well, it's fucking gigantic.
to be fair to the classics though Wiz 5 and 6 are no slouches. I clocked 52 hours before seeing the credits roll on the PS1 remake of Wiz 5, and i also played through the SNES version of Wiz 5 but that one didn't have a clock: but it felt shorter than my ps1 playthrough.
i suspected it before but now i am quite certain: the SNES remakes (wiz 1, 2, 3, 5 and 6) don't necessarily feature FEWER encounters but they are definitely "easier". they are 100% wizardry faithful, but after i played the SNES remakes and then immediately afterwards played the PS1 remakes and THEN immediately afterwards started playing through the NEC-PC 98 port of the original Wiz 5 all i have to say is:
the snes versions "felt faster/easier". i can't really make a hard-facts list of the details but that's how they felt/played. the encounter rate comparison video of the Wiz 3 versions (snes/ps1/nec-pc 98) i recorded shows definite proof that the encounters are not the same in each version. the changes are all so integrated into the experience while playing though that i can't honestly say i ever felt a tangible difference.
as i said i only began suspecting the ps1 remakes were more accurate to the originals because i played them immediately after playing the snes versions. i absolutely had a way, way harder/tougher/longer time finishing wiz 5 on ps1 than on the snes.
the snes remake of wiz 6 is fantastic, btw, just remembered it has not been mentioned. it was fan-translated but the guy (guys, whatever) all they did was very smartly utilize the original game script of wiz 6 and they "translated" the japanese text into the original game script. So it's not a real translation they just switched the game scripts.
obviously there are differences like not being able to ask keywords to NPCs: in the snes version of wiz 5/6 what happens is the NPC simply tells you all of the critical story/puzzle script/dialog all at once in a huge info dump.
it's handled waaay better in the fan-translated Wiz 6 (snes), waaay better than the CAPCOM-localized Wiz 5 on snes. the snes wiz 5 features flat-out truncated NPC dialog and since that was the first version i played i always thought the game wasn't supposed to make a lick of sense.
it wasn't until i played the ps1 version of wiz 5 and suiddenly noticed every NPC in the game was talking in a much more normal manner and giving me much better "edited" text to read and not huge nonsense info-dumps that i realized: holy shit, wiz 5 actually does have a story! it's just that the snes version's game script was mutilated! heh.
no such script mutilation in the fan-translated snes wiz 6 tho. it plays fucking beautifully, looks gorgeous, and it is text-accurate to the original. Yes, for example in the original dos/apple ii versions you can engage in extraneous dialog with Quiggs asking him keywords that are not related to anything story/puzzle/critical, that is true: there is "less text", but everything that is important is elegantly edited and info-dumped on the player in snes wiz 6 unlike snes wiz 5, and using the original text to the letter.
(btw, it goes without saying that all versions, except obviously the primitive NES ports, are 100% gameplay-content / dungeon-content accurate to the originals; all of my previous observation that you've just read is exclusively and specifically about the text and the text only; oh, and of course, the previous talk of the encounter differences and whatnot).
i didn't finish wiz 5 NEC-PC 98 version but i played enough of it to feel satisfied that the experience i played through w/ the PS1 remake of wiz 5 is absolutely, 100% comparable to the original in every single meaningful way. the same could DEFINITELY not be said of the snes wiz 5.
why have you yet to play this?