Covenant
Savant
- Joined
- Aug 3, 2017
- Messages
- 371
So a while back I finished my Wizardry 7 playthrough and wrote the following, but at the time it seemed surprisingly harsh so I saved it and put to one side, thinking that perhaps I was having a bit of a kneejerk reaction to a punishing endgame. Months later though I find I can't really disagree with anything I wrote, so I'm posting it here for anyone who may be interested.
(Spoilers for a few Wizardry 7 puzzles)
So I finished my CotDS run-through with my imported party from Bane. My initial goal had been an Ironman attempt without any spoilers, but D'rang T'rang put paid to that as mentioned in my previous post. Managed not to die again for most of the rest of the game though. When I finally did, I'd been everywhere except the final dungeon and had no ideas on where to find the Star map to do the Trial of the Crusaders (I still think having a map inside the Crypt itself doesn't really fit, but meh). So I was exploring the Greater Wilderness on the off-chance of there being some kind of clue there, but I ended up dying to something like four groups of eight Conquiladas. Those things are absolutely lethal. After that point I just went 'fuck it' and reloaded any time anyone died, like a common garden scrub player.
Anyway, I'm glad I played it through, it was fun... but at the same time, I couldn't help but feel a little disappointed. It had always loomed as something of an obelisk in my mind ever since I tried Wizardry Gold as a kid and found myself happily, magically, utterly overwhelmed. But actually playing it through again as an adult, the flaws stuck out a lot more. Particularly the endless battles with the same old enemies (they couldn't have had a few more giants and thraxes, and a few less Luna Mothras, Fire Crows and Rattkin Hunters?). Toning down the encounter rate would certainly have helped, but even then, for all of the perhaps thousand+ battles I fought it was rare to have one that was any more than time-consuming filler. A handful spring to mind; the Tobogan fight(s), Brombadeng, a Godzylli I bumped into in the Greater Wilds shortly before the Conquiladas, and that time when I accidentally went the wrong way after talking to H'Jenn-Ra and had half the T'Rang base attack me at once. They were fun, tense battles. But for every one of those there were a hundred '6 Gorn Lancers' and '1 Boar Weevil and 2 Stag Weevils' encounters.
A shame, because there's so much to the game in terms of systems and content. The excitement of upgrading to Fireballs and Iceballs, or of your Ninja finally starting to dish out critical kills with impunity - the whole progression/combat system is probably one of the best that's out there, but in some ways it sadly doesn't live up to its own potential. Perhaps that's an unfair perspective to have nearly 30 years in retrospect, but to your typical prospective player the fact that it 'did it first' is largely irrelevant. 'Pamela' will always be significant in its role as a forebear of the modern novel, but I really wouldn't advise anyone to actually read the bloody thing.
What it does best is undoubtedly its sense of atmosphere and the organic way (most of) the puzzles fit into the world. The maps are a great device, if somewhat hindered by the fact that they're never actually discussed either in the introduction, the game itself, or the manual from what I recall. Instead they seem to exist as some sort of supposedly self-evident goal that you (and half the NPCs in the game) are assumed to be seeking out for... reasons. It's rare I find myself wishing for more exposition in a game, but I can't help thinking that a bit of waffle from Prof. Wunderrat or someone similar making reference to the maps would have been a welcome addition. Who knows, perhaps it's there and I missed it. I certainly missed any clue regarding the proper use of the Legend map - a bit of Googling shows a few vague mentions that 'somewhere' the Gaelin legend is discussed and that's supposed to be the hint, but on my playthrough the only place the word 'Gaelin' popped up was on the stone in question. Keeping in mind how unintuitive the Rebecca/Diamond Ring thing from the previous game was I'm inclined toward the assumption that I didn't miss any hint at all, and it was just D.W. Bradley being Bradley.
Those quibbles aside though, I really liked the maps. They generally provided a good push in the right direction for the puzzles they referred to, while still being suitably cryptic. Most of the puzzles hit a good balance, with a small amount of 'Wait, I was supposed to keep that!?' popping up from things like the Munk Innards, Bone Combs, etc. Far better than VI and the inventory full of Rubber Bands and Miner's Chisels you couldn't get rid of though. And say what you will for Bradley's writing, in Wizardry it fits. It's basically a goofy space opera version of Wacky Races, with the prize being god-like power (via an entirely different artefact than the one from the previous game that also granted god-like power, naturally). That he manages to weave back and forth between po-faced questions -'What is destiny? Does free will exist?' - and all the silly stuff like full-on 'You'ze boize' style ratty gangsters (or Brother Tshober) is impressive in a way. I mean, it's daft, certainly, but I didn't hate it. If anything I think it fits quite well - as players we're playing at being serious heroes, but at the same time every few minutes we're prone to take a step backward to mock the ridiculousness of the whole thing. Crusaders manages this without falling into the cringe-inducing, meta-referencing, fourth-wall-breaking trap that so many others do (D:OS springs to mind).
The whole thing takes a bit of a sour turn toward the very end though. The Isle of Crypts is just... annoying. Everything about it. Unavoidable traps, tedious encounters, and then to cap it off a bloody teleporter maze. Not to mention, the puzzles take a bit of a downward turn around that point as well. Having the titular Crypts have false walls - which, as far as I recall, don't exist anywhere else in the game - was a cheap trick, as was the need for backtracking that the area necessitated, both within and without. Not to mention after the climactic battle having to then (depending on your choices/answer) backtrack yet again to the Helazoid city. I never thought I'd find myself wishing for Fast Travel, but that was before I got attacked by goddamn red piranhas for the tenth time while I was just trying to sail back so I could get my hard-earned ending scene.
I think perhaps the game could have benefited by being made somewhat more concise. Or at least had better pacing. Areas and monsters like the Wilds/Godzylli were criminally underused, whereas places like The Tower of Dane or the Fun House were a needless slog. Perhaps the order in which I visited areas is partly to blame, but by the time I got cool toys like the Cobaltine Power Glove or any of the things from Dragon Mountain I only had the Isle of Crypts left to do (and the combat took a nosedive at that point, particularly on the last floor). The best parts were probably exploring places like the Giant's Cave or the aforementioned Dragon Mountains - the boss fights and mini-boss fights in these areas were a lot more engaging than the regular trash encounters in most of the rest of the game, and the gear upgrades in the Dragon Mountains also added a bit more excitement. And though it wasn't too bad if you knew what you were doing (I avoided spoilers, but half-remembered some puzzle solutions from 20 years ago and knew at least enough not to ditch anything that might be a quest item), back-tracking was a bit much in places, and I can only imagine it was much worse if you were struggling with certain puzzles. At the very least, going back to Barlone was a needless annoyance - they really missed a trick by not having some sort of hidden/illicit Humpawhamma (or whatever you call the teleporter) pad become unlocked there.
Overall it was a lot of fun and I enjoyed it a great deal, particularly some of the more set-piece fights. But I guess I'd just hyped it up a little too much in my mind. Perhaps I'm just a little disappointed to note my childhood hero's feet of clay.
I'd certainly recommend it to anyone into the genre, and overall it probably is the best, yet at the same time I imagine it'll be quite a while before I'm in the mood to import my party into the sequel and finish off the trilogy.
(Spoilers for a few Wizardry 7 puzzles)
So I finished my CotDS run-through with my imported party from Bane. My initial goal had been an Ironman attempt without any spoilers, but D'rang T'rang put paid to that as mentioned in my previous post. Managed not to die again for most of the rest of the game though. When I finally did, I'd been everywhere except the final dungeon and had no ideas on where to find the Star map to do the Trial of the Crusaders (I still think having a map inside the Crypt itself doesn't really fit, but meh). So I was exploring the Greater Wilderness on the off-chance of there being some kind of clue there, but I ended up dying to something like four groups of eight Conquiladas. Those things are absolutely lethal. After that point I just went 'fuck it' and reloaded any time anyone died, like a common garden scrub player.
Anyway, I'm glad I played it through, it was fun... but at the same time, I couldn't help but feel a little disappointed. It had always loomed as something of an obelisk in my mind ever since I tried Wizardry Gold as a kid and found myself happily, magically, utterly overwhelmed. But actually playing it through again as an adult, the flaws stuck out a lot more. Particularly the endless battles with the same old enemies (they couldn't have had a few more giants and thraxes, and a few less Luna Mothras, Fire Crows and Rattkin Hunters?). Toning down the encounter rate would certainly have helped, but even then, for all of the perhaps thousand+ battles I fought it was rare to have one that was any more than time-consuming filler. A handful spring to mind; the Tobogan fight(s), Brombadeng, a Godzylli I bumped into in the Greater Wilds shortly before the Conquiladas, and that time when I accidentally went the wrong way after talking to H'Jenn-Ra and had half the T'Rang base attack me at once. They were fun, tense battles. But for every one of those there were a hundred '6 Gorn Lancers' and '1 Boar Weevil and 2 Stag Weevils' encounters.
A shame, because there's so much to the game in terms of systems and content. The excitement of upgrading to Fireballs and Iceballs, or of your Ninja finally starting to dish out critical kills with impunity - the whole progression/combat system is probably one of the best that's out there, but in some ways it sadly doesn't live up to its own potential. Perhaps that's an unfair perspective to have nearly 30 years in retrospect, but to your typical prospective player the fact that it 'did it first' is largely irrelevant. 'Pamela' will always be significant in its role as a forebear of the modern novel, but I really wouldn't advise anyone to actually read the bloody thing.
What it does best is undoubtedly its sense of atmosphere and the organic way (most of) the puzzles fit into the world. The maps are a great device, if somewhat hindered by the fact that they're never actually discussed either in the introduction, the game itself, or the manual from what I recall. Instead they seem to exist as some sort of supposedly self-evident goal that you (and half the NPCs in the game) are assumed to be seeking out for... reasons. It's rare I find myself wishing for more exposition in a game, but I can't help thinking that a bit of waffle from Prof. Wunderrat or someone similar making reference to the maps would have been a welcome addition. Who knows, perhaps it's there and I missed it. I certainly missed any clue regarding the proper use of the Legend map - a bit of Googling shows a few vague mentions that 'somewhere' the Gaelin legend is discussed and that's supposed to be the hint, but on my playthrough the only place the word 'Gaelin' popped up was on the stone in question. Keeping in mind how unintuitive the Rebecca/Diamond Ring thing from the previous game was I'm inclined toward the assumption that I didn't miss any hint at all, and it was just D.W. Bradley being Bradley.
Those quibbles aside though, I really liked the maps. They generally provided a good push in the right direction for the puzzles they referred to, while still being suitably cryptic. Most of the puzzles hit a good balance, with a small amount of 'Wait, I was supposed to keep that!?' popping up from things like the Munk Innards, Bone Combs, etc. Far better than VI and the inventory full of Rubber Bands and Miner's Chisels you couldn't get rid of though. And say what you will for Bradley's writing, in Wizardry it fits. It's basically a goofy space opera version of Wacky Races, with the prize being god-like power (via an entirely different artefact than the one from the previous game that also granted god-like power, naturally). That he manages to weave back and forth between po-faced questions -'What is destiny? Does free will exist?' - and all the silly stuff like full-on 'You'ze boize' style ratty gangsters (or Brother Tshober) is impressive in a way. I mean, it's daft, certainly, but I didn't hate it. If anything I think it fits quite well - as players we're playing at being serious heroes, but at the same time every few minutes we're prone to take a step backward to mock the ridiculousness of the whole thing. Crusaders manages this without falling into the cringe-inducing, meta-referencing, fourth-wall-breaking trap that so many others do (D:OS springs to mind).
The whole thing takes a bit of a sour turn toward the very end though. The Isle of Crypts is just... annoying. Everything about it. Unavoidable traps, tedious encounters, and then to cap it off a bloody teleporter maze. Not to mention, the puzzles take a bit of a downward turn around that point as well. Having the titular Crypts have false walls - which, as far as I recall, don't exist anywhere else in the game - was a cheap trick, as was the need for backtracking that the area necessitated, both within and without. Not to mention after the climactic battle having to then (depending on your choices/answer) backtrack yet again to the Helazoid city. I never thought I'd find myself wishing for Fast Travel, but that was before I got attacked by goddamn red piranhas for the tenth time while I was just trying to sail back so I could get my hard-earned ending scene.
I think perhaps the game could have benefited by being made somewhat more concise. Or at least had better pacing. Areas and monsters like the Wilds/Godzylli were criminally underused, whereas places like The Tower of Dane or the Fun House were a needless slog. Perhaps the order in which I visited areas is partly to blame, but by the time I got cool toys like the Cobaltine Power Glove or any of the things from Dragon Mountain I only had the Isle of Crypts left to do (and the combat took a nosedive at that point, particularly on the last floor). The best parts were probably exploring places like the Giant's Cave or the aforementioned Dragon Mountains - the boss fights and mini-boss fights in these areas were a lot more engaging than the regular trash encounters in most of the rest of the game, and the gear upgrades in the Dragon Mountains also added a bit more excitement. And though it wasn't too bad if you knew what you were doing (I avoided spoilers, but half-remembered some puzzle solutions from 20 years ago and knew at least enough not to ditch anything that might be a quest item), back-tracking was a bit much in places, and I can only imagine it was much worse if you were struggling with certain puzzles. At the very least, going back to Barlone was a needless annoyance - they really missed a trick by not having some sort of hidden/illicit Humpawhamma (or whatever you call the teleporter) pad become unlocked there.
Overall it was a lot of fun and I enjoyed it a great deal, particularly some of the more set-piece fights. But I guess I'd just hyped it up a little too much in my mind. Perhaps I'm just a little disappointed to note my childhood hero's feet of clay.
I'd certainly recommend it to anyone into the genre, and overall it probably is the best, yet at the same time I imagine it'll be quite a while before I'm in the mood to import my party into the sequel and finish off the trilogy.
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