Man,
Wizardry is "classic." They really went all out to include old school contrivances into this game. I can't help but question that mentality. Why would you do that? Old games were obtuse because they were the first, there was no precedent or
HIG. (There still aren't any, but there are at least commonly assumed staples that most designers adhere to.) They were fun despite that, not because of it. A perfect example is
Suikoden. The first thing that struck me as I began playing is how similar this
Wizardry is to Konami's game. Six party members, arranged in two rows, characters in the back can't physically attack with short range weapons, multiple rows of enemies, limited numbers of spell usage (no MP), multiple "levels" of magic. It even has that annoying "Confirm/Back" dialog after I enter all my commands. Yes I'm sure, I just spent 60 seconds telegraphing what I want these jokers to do, if I changed my mind, I want back and changed the command. This is what I'm talking about. If this was the first RPG ever made, I understand why that option is there. But it has no place in the second RPG ever made, or any future RPG's to come. We'd all know how to play the game by the time those are out. It's very possible to remove little annoying things like that, that add nothing to the proceedings, and still have a very traditional, and streamlined game.
Another old school element I never missed are randomly powered enemies. As soon as I step into the cave I get ambushed by 10 level one imps. I beat them off without even loosing any health. The very next step I run into a T-Rex that breaths fire and blasts my entire party away with a single attack. If I'm on a level one quest, as described by the Guild where I accepted it, I expect to fight level one enemies. The T-Rex could be the boss at the end of the cave guarding the treasure, and by the time I'd reach him I should be powered up enough to withstand his attack, and defeat him. This is one of those modern RPG tenants that is generally understood. Giving me that option to save anywhere is a crutch, not a solution. With skillful, thoughtful play, I should never have to see a game over screen. (*cough*
Tales of Vesperia*cough*) The game doesn't have to be a cakewalk, but it has to give me the tools necessary to level the playing field.
So the game is made to kill me with ease. Granted. It should be trivial then, for me to resume my quest and get back into the fray. Ha! If the entire party is wiped, only the main character is magically warped back to the church, with one hit point left. Everyone else is dead, and need to be resurrected. The church ain't a charity organization, though, so that's gonna cost you. 10 gold pieces per level. Level one priestess, 10 GP, level three fighter, 30 GP, etc. Fine. Simple and intuitive. Every one comes back with one HP. Ok, annoying, but I'll deal with it. Off to the Inn. Another pillar of RPG game design is the Inn pricing. The first town usually is free, or costs very little money, compared to what the enemies drop, allowing the player to easily get back into fighting shape, and resume his quest. Alternatively, the price for recovery scales along with the characters levels. Low level characters are cheaper to heal then high level characters.
Wizardry wants 200 GP to fully heal _one_ character. That would be just dandy, if the level one imps dropped 1,000 GP each, which they don't. I just got wiped out, that means I didn't kill the big bad that probably drops fat loot. That means, after paying off God, I'm broke. The game gives the player a "break" by offering a half price special for 50% HP recover. Half of 200 is 100. I'd be lucky to have that much, and if I did, it does me little good to have one guy with half his life, and five on the verge of death. The devs threw us a bone, I guess, with a free magic recharge. But if my priestess can get back all her spell charges, she can just heal everyone for free. If that was the intention, why throw the 200 GP roadblock in my way? Why not save me a few button clicks and give me free HP recovery? This one makes no sense even when examined through the lens of the old school.
So far the music is uninspiring, the dungeon design poor, relying on warps, and spaces with no textures (it's a cave it's supposed to be dark, hurrr. Then why can't I see the torch light all the way on the other side of the cavern which appears right in front of my face as soon as I step back into "the light?" *crickets*). It's exactly what I always expected out of
Wizardry. The only reason I got it was for the hot artwork, and it doesn't disappoint in that department. But even here we have head-scratching decisions at work. The game offers six character slots in a party. But there are only five character classes, each represented by a male and female variant, making for a total of 10 characters. That's not an even fit, so that means one class would have to be represented twice in a full party. It's not any sort of deal breaker, but just seems a little odd, especially since there seems to be no long range, physical fighter, like an archer, who can attack from the back row. (At least
Suikoden had that.) It also means that I can't have an all-girl party, unless I clone one. Boo~.
This is not exactly the
Wizardry Renaissance they've been advertising, but it is a classic entry, in a classic series. At this point in time, I guess we should be grateful for at least that.