Wizardry: Proving Grounds of the Mad Overlord (PC)
Werdna down, game finished!
First of all, for anyone considering playing the PC version, set dosbox to CGA mode for the correct color palette (it simply replaces magenta with red and makes the game look much closer to the Apple IIC64 version).
I initially decided to give Wizardry 1 a shot on a lark, with the intention of just exploring a few levels of the dungeon until I "got it" and then skip Wiz 2-5 and move on to Wizardry 6, as I figured the Wiz series before 6 was simply too primitive to be worth playing these days.
However, as I slowly explored the dungeon and built up my party, I realized that Wizardry 1 is ridiculously good for its age and still worth playing today. I mean, what else was out there in 1981 with the depth and quality of this game? It's balanced extremely well if you play it "right" (which means mapping the game yourself and fully exploring each floor), and once you've fully explored one floor you'll typically be just strong enough to start exploring the next one.
The dungeon design is simply amazing. These aren't just labyrinths of rooms and doors like a lot of the lesser games that came after (Bard's Tale is a fine game, but many of the dungeons in that are just mazes with no rhyme nor reason), but have very recognizable features; for example, many floors are broken down into smaller sections by hallways that make them a lot easier to maintain your sense of direction. I have zero sense of direction, but I think I could draw out (very) rough maps for many of the dungeon levels by memory.
The game is also very fair, with just one exception: pit traps. There's no way to avoid them and falling into one will likely kill at least one of your weaker party members (it's apparently based on agility, which means that unless you know in advance to pump agility for your spellcasters, they have a good chance of being killed each time you walk into a pit).
As for my play-through, I initially went with a Fighter-Samurai-Priest-Thief-Mage-Bishop. The Samurai ended up doing nothing but fighting, so I should have just went with a Fighter for lower experience requirements. The Bishop ended up being dead weight very quickly, so I left him drinking in the Tavern to ID equipment and trained up another pure Mage.
The combat with Werdna was thankfully (and surprisingly) stress-free. My Fighters attacked Werdna, my Priest cast MALIKTO, and my Mages cast TILTOWAIT. My Thief cried in the corner. All the henchmen went down the first round and Werdna (thank god) wasted his turn paralyzing my Priest, and then my Fighters took Werdna down the second round before he could do anything.
I transferred my party to Wizardry 2, but will take a short break to play something else before tackling that.