I have to admit that the game is beginning to grow on me. I went ang googled the game's item list and it has ALMOST as many items are an Elminage / Wizardry Empire or Gaiden game, i.e. in the hundreds.
I like that at least all of the basic features modern crawlers need like a full bestiary for you to fill out, and a full "item-estiary" for you to fill out (with cold hard XP award as you progressively discover new enemies/items-armors-accessories, etc).
it is the most basic of the basic but considering how unbelievably low-budget this game was made (this was made specfically as an iOS title, and the PSN port (digital only, didn't get a disc release ever) was simply an afterthought probably because it cost them so little.
The art is anime-bad, NOT anime-good, and that aside I always prefer using traditional Heraldic Iconography stylized to represent a character's Class... the only Wizardry game where I actually approve of the usage of character portraits is, obviously, the to-this-day-still-not-equaled portraits from Wiz 8 and all the other love that went into them.
The fights are hard, but in a surprising shift you can level up inside the dungeon. I don't particular care much about this "mechanic", as it was something born from the way the original Wizardry scenarios (1-5) were programmed and the necessity to have the player rest at an inn to level up (warning: this is pure conjecture on my part) i think was derived in large part because of the way Wiz 1-5 save the game state every "tick" (not every step, btw, as some people think; remember that it also is always saving each game world state during every battle which is why there are the stories of having to be lightning-fast ripping out the game diskettes BEFORE the last character actually died)--
--right, so leveling up in-dungeon? i don't care either way because I am informed on why it has traditionally been otherwise, and unlike every other game playing element or mechanic or system(s) in Wizardry games, both past and modern-day/present ones the level-up in-dungeon change has only a marginal effect on dungeon exploration and the psychological play-player layer that is comprised of: attrition, scarcity, disorientation, fear of the unkonwn and the most important one being the pre-Skinner Box lingo desire to always continue exploring the unknown in hopes of gold and loot or perhaps discovery of a handy-dandy shortcut that eases travel back to town... so on and so forth.
The level up change, to reiterate, does not meaningfully carry any reverbations throughout Wizardry systems and psychology, so It's... fine. That said I still prefer Inn-Leveling because it is just one more small attributation of a Wizardry game's elegantly designed systems of which none exist without doing two the most important jobs of any video game bio-map:
1) being a completed and self-serving closed loop of player interactivty and reactivity
2) and additionally each single one designed as a building block for one or two or more of the other game play systems
That shit is very hard to accomplish, and we can easily count in one hand RPGs which have succeeded in such concise and elegant implementation of such seamless mechanical loops.
So yeah, even though I just wrote almost 3 paragraphis saying that leveling up in-dungeon "ain't nuthin", i just immediately went and wrote around 3 more making sure to attempt to convey that, (in comparison to other designs) this change may indeed not actually change the overall experience in a manner which the majority of players can discern:
- it is still indisputable that it is the subtraction of a small ingredient in the winning Wizardry blueprint which was there for a reason, yes the main one being the programming situation (and I must point out this was not a "blunder" on Wiz creator's part: the continuous, ALWAYS ACTIVE saving of the game world state was very much one of the very first items in whatever they used as the equivalent of a modern day "vision doc")--
--but besides that it just smacks of changing something that people who simply do not understand (or, to be more neutral here, just don't
enjoy) Wizardry game play; a change meant to make the game "esaier" (it DOES, but that's not the battle I'd want to fight, there are better ones), but it smacks of a change done because...
"OH HAI GUISE, LETS CHANGE THAT COS ITS OLD AND DUMB I MEAN ALL RPGS LEVEL U UP AFTER BATTLE, ETC, I AM DUMB IMAGINARY PERSON, I HATE MYSELF FOR NOT GRASPING THE DIVINE INTERACTIONS THAT WERE REQUIRED TO HAPPEN FOR WIZARDRY TO HAVE BEEN DESIGNED, ALSO I DO NOT KNOW THAT MOST RPGS FEATURE:
- inferior loot systems to the 30+ year old Wiz 1
- inferior handling of the RPG/video game mainstay of "treasure chests"
- I ALSO DO NOT KNOW that Wizardry's usage of fixed encounters is one of the simplest and most elegant (elegant counter up to 3) adherence to truly "balanced" encounter design.
Anyway i'm tired of typing so:
TL;DR Wiz: LoLS is aight. I give it a solid 3 "Meh..." / 5 "Meh..." in my rating scale. Been there done that, and here's my final claim to rapture:
If you're even THINKING of t4rying out W: LoLS... then go right ahead lol i mean i would be deluded to think anything more about what one person wants to play or not play...
THAT BEING SAID, it would behoove anyone who's itching for Wiz action to arrogantly walk right past W: LoLS and immediately download the fully-translated Windows PC ISO of
- Wizardry Empire 2: Legacy of the Princess, translated by fellow codexers
Helly and
MrRichard999
ALTERNATIVELY, if you actually want to play the current "real Wizardry" series, then that is called ELMINAGE. Made by the same studio/devs who worked on Wiz Empire 1-3--
--Wiz Emp 1 and 2 (2 especially) being the best designed modern Wizardry scenarios, as they feature the best things from Wiz 6-8 like the new races, the new spells, and the new classes and the weaponry sets/styles, but combine it with the inarguably best-designed Wiz dungeons seen since Wiz 5 with plenty of new additions and some truly, truly ingenious dungeon design that never strays into Wiz 4 territory instead ALWAYS firmly stays in Wiz 5 territory in terms of accessibality, i.e. the Wiz Empire 2 dungeon levels are so GOOD precisely because they masterfully straddle the line between "hard and engaging" and the other side being "this is frustrating and it doesn't feel earned by the game but instead it smacks of designers breaking the authorial contract".
It's everything you loved about Wiz 1-5 (the dungeons, the items, the PERFECT and to-this-day yet to be surpassed Loot System, the simple but so, so elegant (ding) approach to encounter design with the Fixed Encounters and the fact that ONLY Fix. Enc's drop Treasure Chests; the incredibly engaging proto-Skinner Box experiment in small-scale that is every single Chest drop as every single time it brings up more aspects of the underlying psychological ideology of design behind Wizardry:
- The imminent possibility of a party wipe
which never, ever fully goes away
- This makes the player weigh his options, some may call them "few" in number, but
each and every single one of those options is designed from beginning and its symbiotic end to
always carry legitimately important considerations and extrapolation; one might even want to venture into conjecturing that the Treasure Chest scenario in Wizardry (which is not present in 6-8) carries some simple (but obvious) characteristics that seek to stimulate the player into accepting the game world's psychology and raison d'etre:
- Yeah, you're here to get loot, but each treasure chest carries more consequences depedant upon your choices than any other Wizardry game playing mechanic, bar none.
- And if you're a REAL smarty-pants, you probably also noticed that the Treasure Chest Scenario functions as a completely new, additional and seperate Conflict Resolution System that is irrevocably tied to the game Battle System and dungeon and Encounter design philosophies... but serves as an opportunity for the game to show the player not just a completely new, completely seperate conflict resolution AFTER the player has finished playing through the game's REPRESENTATIVE system of conflict, but furthermore: an encouragement for the Player to now think about eeeeeevery other facet of the Wizardry blueprint, weigh his options, attempt to count how many steps before returning to Town and safety, whether to continue pushing further into the Dungeon and possibly gain more fabulous items or instead retreat--
--That is, assuming they already finished trying to decide whether they have enough resources to survive failure in the Chest Scenario.
sometimes the winning move is not to play (kill me now for making that reference), but I leave you all with this:
What other RPGs feature such a simple way of making sure that not only will the Player engage with the dungeon, but that BECAUSE they will do so in order to find items which are reserved as Fixed Encounter drops ONLY, and then lastly imprinting upon the RPG Player here that:
you know what? I'm gonna leave that chest unopened... why? because i am completely immersed in this Wizardry game's metaphysical (in the literal sense, not spiritual, calm the fuck down) approach to conditioning player behavior.
Degenerative game play mechanics? Oh, Sawyer... if you only knew that those things don't exist when a game is made with mechanical system design that elegantly exists only so that the other systems can exist and an additional intentional attempt, as limited as it may be, to make sure that every game mechanic is
constantly functioning on a psychological and ideological level, clearest of intents made to try to stimulate the player's game playing habitual and also make the player take stock of the game and the world the game is presenting, the choices it is giving, the things it wants you to do and the things it presents to you without arbitration of any sort.
aight, i'm done for tonight. Go play Wizardry Empire 2 you lugs.