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Wizardry | |
---|---|
Genre(s) | Role-playing |
Developer(s) | Sir-Tech |
Publisher(s) | Sir-Tech |
Creator(s) | Andrew C. Greenberg Robert Woodhead |
First release | Wizardry: Proving Grounds of the Mad Overlord September 1981 |
Latest release | Wizrogue: Labyrinth of Wizardry February 24, 2017 |
Spin-offs | Tale of the Forsaken Land Nemesis: The Wizardry Adventure Wizardry: Labyrinth of Lost Souls Wizardry Online |
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Wizardry is a series of role-playing video games, developed by Sir-Tech, which were highly influential in the evolution of modern role-playing video games.[1] The original Wizardry was a significant influence on early console role-playing games such as Final Fantasy and Dragon Quest.[2][3] Originally made for the Apple II, the games were later ported to other platforms. The last game in the original series by Sir-Tech was Wizardry 8, released in 2001. There have since been various spin-off titles released only in Japan.
- 2Games
- 4Legacy
Development[edit]
![Spells Spells](https://www.romulation.net/media/img/screenshots/PS2/15142/tf121446d266c17c106c19729ca09251e.jpg)
Wizardry began as a simple dungeon crawl by Andrew C. Greenberg and Robert Woodhead. It was written when they were students at Cornell University and published by Sir-Tech. The game was influenced by earlier games from the PLATO system, most notably Oubliette.[4] The earliest installments of Wizardry were very successful, as they were the first graphically-rich incarnations of Dungeons & Dragons-type gameplay for home computers. The release of the first version coincided with the height of Dungeons & Dragons' popularity in North America.
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The first five games in the series were written in Apple Pascal, an implementation of UCSD Pascal. They were ported to many different platforms by writing UCSD Pascal implementations for the target machines (Mac II cross-development). David W. Bradley took over the series after the fourth installment, adding a new level of plot and complexity. In 1998, the rights were transferred to 1259190 Ontario Inc., and in 2006 to Aeria IPM. In 2008, Aeria IPM merged with Gamepot, the developer of Wizardry Online.[5]
Games[edit]
1981 | 1: Proving Grounds of the Mad Overlord |
1982 | 2: The Knight of Diamonds |
1983 | 3: Legacy of Llylgamyn |
1984 | |
1985 | |
1986 | |
1987 | 4: The Return of Werdna |
1988 | 5: Heart of the Maelstrom |
1989 | |
1990 | 6: Bane of the Cosmic Forge |
1991 | |
1992 | 7: Crusaders of the Dark Savant |
1993 | |
1994 | |
1995 | |
1996 | Nemesis: The Wizardry Adventure |
1997 | |
1998 | |
1999 | |
2000 | |
2001 | Wizardry 8 |
Main series[edit]
The original Wizardry series is composed of eight different titles. All of the titles were first released in North America, and then ported to Japanese computers. Some of the titles were also officially released in Europe. The first three games are a trilogy, with similar settings, plots, and gameplay mechanics. A second trilogy is formed by installments 6 through 8 – Bane of the Cosmic Forge, Crusaders of the Dark Savant and Wizardry 8 – with settings and gameplay mechanics that differed greatly from the first trilogy. The fourth game, The Return of Werdna, was a significant departure from the rest of the series. In it, the player controls Werdna ('Andrew,' one of the game's developers, spelled backwards), the evil wizard slain in the first game, and summons groups of monsters to aid him as he fights his way through the prison in which he had been held captive. Rather than monsters, the player faced typical adventuring parties, some of which were pulled from actual user disks sent to Sir-Tech for recovery. Further, the player had only a limited number of keystrokes to use to complete the game.
In Japan, the Wizardry series was translated by ASCII Entertainment, and became very influential during the 1980s, even as its popularity at home declined.[6] When first introduced, the games suffered from the culture barrier compounded by low-quality translation. This meant that the game was taken seriously by players who overlooked the in-game jokes and parodies. For example, Blade Cusinart was introduced in early games as 'a legendary sword made by the famous blacksmith, Cusinart [sic]' but its meaning was misinterpreted because Cuisinartfood processors were virtually unknown in Japan. However, this misconception appealed to early computer gamers who were looking for something different and made the Wizardry series popular. Conversely, the fourth game, The Return of Werdna, was poorly received, as, lacking the knowledge of subcultures necessary to solving the game, Japanese players had no chance of figuring out some puzzles.
The eight main titles in the series are:
Title | Original release date | ||
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Japan | North America | PAL region | |
Wizardry: Proving Grounds of the Mad Overlord | November 1985 (FM-7) | September 1981 (Apple II) | 1983 (Apple II) |
Notes:
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Wizardry II: The Knight of Diamonds | December 1986 (FM-7) | 1982 (Apple II) | N/A |
Notes:
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Wizardry III: Legacy of Llylgamyn | 1987 (FM-7) | 1983 (Apple II) | N/A |
Notes:
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Wizardry IV: The Return of Werdna | December 1988 (PC-88) | 1987 (Apple II) | N/A |
Notes:
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Wizardry V: Heart of the Maelstrom | June 8, 1990 (PC-98) | 1988 (Apple II) | N/A |
Notes:
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Wizardry VI: Bane of the Cosmic Forge | December 1991 (FM Towns) | 1990 (Amiga, MS-DOS) | 1991 (Amiga, MS-DOS) |
Notes:
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Wizardry VII: Crusaders of the Dark Savant | September 1994 (FM Towns) | October 1992 (MS-DOS) | 1992 (MS-DOS) |
Notes:
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Wizardry 8 | December 20, 2001 (PC) | November 14, 2001 (PC) | 2001 (PC) |
Notes:
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Spin-offs[edit]
In 1996, the series received the first (and, so far, only) spin-off developed in North America, titled Wizardry Nemesis. It is played as a solo adventure: one character only, with no supporting party or monsters. All players use the same character, without the ability to choose class or attributes. In addition, the game contains only 16 spells, compared to 50 in the first four adventures, and more in the subsequent ones. It is also the first Wizardry title where the player saw enemies in advance and thus could try to avoid them.
The popularity of Wizardry in Japan inspired several original sequels, spinoffs, and ports, with the series long outliving the American original.[6] As of 2017, thirty-nine different spin-offs were released in Japan, with four of them also making their way to North America: Wizardry: Tale of the Forsaken Land, Wizardry: Labyrinth of Lost Souls, Wizardry Online and Wizrogue: Labyrinth of Wizardry. The latest is also the last original game produced in the series, released in Japan in 2014, and officially released in English worldwide in 2017.
Title | Original release date | ||
---|---|---|---|
Japan | North America | PAL region | |
Wizardry Gaiden I: Joō no Junan | October 1, 1991 (Game Boy) | N/A | N/A |
Notes:
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Wizardry Gaiden II: Kodai Kōtei no Noroi | December 26, 1992 (Game Boy) | N/A | N/A |
Notes:
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Wizardry Gaiden III: Yami no Seiten | September 25, 1993 (Game Boy) | N/A | N/A |
Notes:
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Wizardry Gaiden IV: Taima no Kodō | September 20, 1996 (Super Famicom) | N/A | N/A |
Notes:
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Nemesis: The Wizardry Adventure | January 22, 1998 (Sega Saturn) | September 30, 1996 (MS-DOS) | 1996 (MS-DOS) |
Notes:
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Wizardry Empire | October 29, 1999 (Game Boy Color) | N/A | N/A |
Notes:
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Wizardry Dimguil | April 20, 2000 (PlayStation) | N/A | N/A |
Notes:
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Wizardry Empire: Fukkatsu no Tsue | December 22, 2000 (Game Boy Color) | N/A | N/A |
Notes:
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Wizardry Empire: Inishie no Ōjo | December 28, 2000 (PlayStation, PC) | N/A | N/A |
Notes:
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Wizardry Chronicle | March 23, 2001 (PC) | N/A | N/A |
Notes:
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Wizardry: Tale of the Forsaken Land | November 15, 2001 (PlayStation 2) | December 19, 2001 (PlayStation 2) | October 4, 2002 (PlayStation 2) |
Notes:
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Wizardry Summoner | December 21, 2001 (Game Boy Advance) | N/A | N/A |
Notes:
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Monthly Wizardry: Shōnen-Ō no Yūutsu | March 1, 2002 (Mobile phones) | N/A | N/A |
Notes:
| |||
Wizardry Empire II: Ōjo no Isan | October 17, 2002 (PlayStation) | N/A | N/A |
Notes:
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Monthly Wizardry: Andēru no Mori no Shin'nyū-sha | October 15, 2003 (Mobile phones) | N/A | N/A |
Notes:
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Busin 0: Wizardry Alternative Neo | November 13, 2003 (PlayStation 2) | N/A | N/A |
Notes:
| |||
DoCoMo Wizardry 1-1: Baitokku Īhai no Hokora | December 1, 2003 (Mobile phones) | N/A | N/A |
Notes:
| |||
Wizardry Empire III: Haō no Keifu | December 25, 2003 (PlayStation 2) | N/A | N/A |
Notes:
| |||
DoCoMo Wizardry 1-2: Nazo no Chika Iseki | February 2, 2004 (Mobile phones) | N/A | N/A |
Notes:
| |||
DoCoMo Wizardry 1-3: Fushi Ryū no Shinden | March 1, 2004 (Mobile phones) | N/A | N/A |
Notes:
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Wizardry Traditional I: Jū-ni Shinshō | May 12, 2004 (Mobile phones) | N/A | N/A |
Notes:
| |||
DoCoMo Wizardry 2-1: Īdisu no Tō | June 7, 2004 (Mobile phones) | N/A | N/A |
Notes:
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Wizardry Traditional II: Gekkō no Saji | June 16, 2004 (Mobile phones) | N/A | N/A |
Notes:
| |||
DoCoMo Wizardry 2-2: Shin'en no Rīdo Seresuto-gō | July 20, 2004 (Mobile phones) | N/A | N/A |
Notes:
| |||
DoCoMo Wizardry 2-3: Īdisu no Tō Jōsō-bu | September 13, 2004 (Mobile phones) | N/A | N/A |
Notes:
| |||
Wizardry Xth: Academy of Frontier - Zensen no Gakufu | February 24, 2005 (PlayStation 2) | N/A | N/A |
Notes:
| |||
Wizardry Gaiden: Sentō no Kangoku: Prisoners of the Battles | March 25, 2005 (PC) | N/A | N/A |
Notes:
| |||
Wizardry Asterisk: Hiiro no Fūin | December 29, 2005 (Nintendo DS) | N/A | N/A |
Notes:
| |||
Wizardry Xth 2: Unlimited Students - Mugen no Gakuto | March 23, 2006 (PlayStation 2) | N/A | N/A |
Notes:
| |||
Wizardry Gaiden: Itsutsu no Shiren - Five Ordeals | June 8, 2006 (PC) | N/A | N/A |
Notes:
| |||
Wizardry: Seimei no Kusabi | November 19, 2009 (Nintendo DS) | N/A | N/A |
Notes:
| |||
Wizardry: Labyrinth of Lost Souls | December 9, 2009 (PlayStation 3) | May 16, 2011 (PlayStation 3) | December 7, 2011 (PlayStation 3) |
Notes:
| |||
Wizardry Online Mobile | May 24, 2010 (Mobile phone) | N/A | N/A |
Notes:
| |||
Wizardry: Bōkyaku no Isan | July 29, 2010 (Nintendo DS) | N/A | N/A |
Notes:
| |||
Wizardry: Torawareshi Bōrei no Machi | January 27, 2011 (PlayStation 3) | N/A | N/A |
Notes:
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Tōkyō Meikyū - Wizardry 0 - | August 24, 2011 (Mobile phones) | N/A | N/A |
Notes:
| |||
Wizardry Online | October 14, 2011 (PC) | January 16, 2013 (PC) | January 16, 2013 (PC) |
Notes:
| |||
Wizardry: Senran no Matō | January 24, 2013 (iPhone) | N/A | N/A |
Notes:
| |||
Wizardry Schema | July 29, 2014 (iPhone) | N/A | N/A |
Notes:
| |||
Wizrogue: Labyrinth of Wizardry | December 22, 2014 (Android) | February 24, 2017 (PC) | February 24, 2017 (PC) |
Notes:
|
Reception[edit]
Wizardry Tale Of The Forsaken Land Iso Download Pc
The original Wizardry game was a success, selling 24,000 copies by June 1982, just nine months after its release according to Softalk‘s sales surveys.[7] In the June 1983 issue of Electronic Games, Wizardry was described as 'without a doubt, the most popular fantasy adventure game for the Apple II at the present time'. While noting limitations such as the inability to divide the party, or the emphasis on combat over role-playing, the magazine stated that 'no other game comes closer to providing the type of contest favored by most players of non-electronic role-playing games.. one outstanding programming achievement, and an absolute 'must buy' for those fantasy gamers who own an Apple'.[8]
Spin-offs originally released in Japan received generally positive reviews in North America. Gamespot reviewed Wizardry: Tale of the Forsaken Land in 2002 and awarded it a score of 8.5 out of 10.[9] In 2011, Wizardry: Labyrinth of Lost Souls was also reviewed by Gamespot and received a score of 7.5 out of 10.[10] In Japan, readers of Famitsu magazine considered the Famicom port of the original Wizardry I to be one of the 100 best games of all time.[11] The series was ranked as the 60th top game (collectively) by Next Generation in 1996. They cited the 'huge dungeons with elaborate quests and tons of differing enemies.'[12] Fans of the series included Robin Williams, Harry Anderson, and the Crown Prince of Bahrain; the latter even called Sir-Tech on the phone.[13]
Legacy[edit]
Innovation in gameplay[edit]
Wizardry established the command-driven battle system with a still image of the monster being fought. This system would be emulated in later games, such as The Bard's Tale, Dragon Quest, and Final Fantasy. The party-based combat in Wizardry also inspired Richard Garriott to include a similar party-based system in Ultima III: Exodus.[14]
Wizardry was the first game to feature what would later be called prestige classes. Aside from the traditional classes of Fighter, Mage, Priest, Thief and Bard, players could take Bishop, Lord, Ninja and Samurai if they had the right attributes and alignment. In the case of Lord and Ninja, at least in the first episodes of the sequel, it was impossible to receive all the attributes needed when first rolling characters; this meant the player needed to gain levels to achieve those attributes and then cross classes, so they can be considered proper prestige classes. Wizardry VI allowed starting with any class if the player invested enough time during the random character attribute generation.
Influence on subsequent games[edit]
Wizardry inspired many clones and served as a template for role-playing video games. Some notable series that trace their look and feel to Wizardry include 1985's The Bard's Tale and the Might and Magic series. Wizardry is the major inspiration to the Nintendo DS title The Dark Spire.[15] While the game follows its own story and maps, much of the game uses the same game play mechanics, even going so far as including a 'classic' mode that removes all of the game's graphics, replacing them with a wireframe environment, 8-bit-style sprites for monsters and characters, and chiptune music. The game's publisher, Atlus, also published another Wizardry spin-off, Wizardry: Tale of the Forsaken Land.
While designing the popular Japanese role-playing game Dragon Quest, Yuji Horii drew inspiration from the Wizardry series, 1986's Mugen no Shinzou (Heart of Phantasm), and the Ultima series of games. Horii's obsession with Wizardry was manifested as an easter egg in one of his earlier games, The Portopia Serial Murder Case in 1983. In a dungeon-crawling portion of that adventure game, a note on the wall reads 'MONSTER SURPRISED YOU.' The English fan translation added a sidenote explaining 'This is Yuji Horii wishing he could have made this game an RPG like Wizardry!'
Wizardry's legacy continued in Japan after the parent company ended, with titles such as Wizardry Gaiden,Wizardry Empire,Wizardry XTH, and Wizardry Renaissance being developed after the original games were released and generally keeping the same tropes, themes, and mechanics.
Notably Wizardry XTH: Academy of Frontier swapped the original's Gothic themes for a modern day military school setting, adding item crafting and party member compatibility to the Wizardry formula. Much like the original Wizardry, XTH spawned a direct storyline sequel, Wizardry XTH: Unlimited Students. The second XTH game was used as the basis for and shared code with Class of Heroes, which swapped the modern science fiction elements for a combination of High School, High Fantasy, and Anime aesthetics. Class of Heroes would go on to spawn several sequels and spinoffs itself.
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Following the shutdown of Michaelsoft, the director of Wizardry XTH,Motoya Ataka took a group of programmers he called 'Team Muramasa' that had worked on Empire and XTH and went on to found Experience Inc., creating a series of PC games with Wizardry XTH's mechanics called Generation Xth. These would later be ported to the PlayStation Vita, their ports localized as Operation Abyss and Operation Babel. Experience would go on to create several other DRPGs using Wizardry's mechanics as a starting point, including Students of the Round,Stranger of Sword City, and Demon Gaze.
Starfish, the development team behind Wizardry Empire, would later go on to create Elminage, a series of DRPGs that retained the original Gothic aesthetic of the western Wizardry games. Elminage was notable for using the expanded 'kemonojin' races from Wizardry Asterisk, also by Starfish, as well as the summoner class from Wizardry: Summoner -- these included 'Were-Beast,' 'Dragonnewt,' 'Fairy,' and 'Devilkin' as well as expanded classes such as 'Brawler' (a hand to hand melee specialist), 'Alchemist' (a combination crafting class and spellcaster), and 'Summoner' (a spellcasting class that can tame and summon monsters from the dungeon). These 'expanded' Japanese Wizardry mechanics would be reused in future Elminage games as well as notably Class of Heroes.
Wizardry Renaissance[edit]
In 2009 several Japanese publishers and Development teams started a 'Brand Revitalization plan,' which they called 'Wizardry Renaissance'. After Sir-Tech, the original Wizardry creator in the US, was dissolved, several semi-official games were created in Japan of varying quality and thematic elements. 'Wizardry Renaissance' aimed to 'rebuild' the brand by agreeing to a certain 'worldview' and quality standards to these semi-official Wizardry games.
Wizardry Renaissance titles include:
- Wizardry Online, a PC MMORPG
- Wizardry: Torawareshi Tamashii no Meikyū, a PlayStation 3 RPG (localized in the West as Wizardry: Labyrinth of Lost Souls)
- Wizardry: Seimei no Kusabi, a Nintendo DS title
- Wizardry: Bōkyaku no Isan, a Nintendo DS title, which re-used elements from Seimei no Kusabi
- Wizardry Online Mobile, a mobile phone MMORPG
- Wizardry: Torawareshi Bōrei no Machi, a PlayStation 3 RPG
- Tōkyō Meikyū - Wizardry 0 -, a Social-Networking Card-Battle RPG using the Mobage service on smartphones
- Wizardry: Senran no Matō, a Social-Networking RPG for smartphones
- Wizardry Schema, an Incremental game RPG for smartphones
- Wizrogue: Labyrinth of Wizardry, an isometric roguelike RPG with lottery elements
These titles were released from late 2009 to 2016, with the latest activity being Wizrogue being re-released as a more standard single-purchase RPG without any in app purchase elements in 2017.
Related media[edit]
The popularity of Wizardry in Japan also inspired various light novels, manga comics, Japanese pen-and-paper role-playing games, and an original video animation. A popular light novel series titled Sword Art Online also had a character who stated that his inspiration came from this game. Most have been released only in Japan.
References[edit]
- ^'The History of Computer Role-Playing Games Part 1: The Early Years (1980-1983)'. Gamasutra. 2007-02-23. Retrieved 2014-03-22.
- ^'East and West, Warrior and Quest: A Dragon Quest Retrospective from'. 1UP.com. Retrieved 2014-03-22.
- ^'10 Classic Computer RPGs - Wizardry: Proving Grounds of the Mad Overlord (1981) - Slideshow from'. PCMag.com. 2012-03-10. Retrieved 2014-03-22.
- ^'Wizardry: A Conversation with Robert Woodhead' (Interview). Interviewed by Jared Petty. Hardcore Gaming 101.
- ^Carolipio, Reggie (May 3, 2013). 'Wizardry's wild ride from West to East'. VentureBeat. Retrieved 27 May 2017.
- ^ abMaher, Jimmy (2014-06-25). 'Of Wizards and Bards'. The Digital Antiquarian. Retrieved 11 July 2014.
- ^'List of Top Sellers', Computer Gaming World, 2 (5), p. 2, September–October 1982[1]
- ^'Explore the Worlds of Computer Fantasy'. Electronic Games. 4 (16): 52–56 [52]. June 1983. Retrieved 2 February 2012.
- ^Wizardry: Tale of the Forsaken Land Review - GameSpot
- ^Wizardry: Labyrinth of Lost Souls Review - GameSpot
- ^Edge Staff (March 3, 2006). 'Japan Votes on All Time Top 100'. Edge. Archived from the original on August 14, 2011. Retrieved September 8, 2017.
- ^Next Generation 21 (September 1996), pp. 48, 51.
- ^DeMaria, Rusel; Wilson, Johnny L. (2003). High score! : The illustrated history of electronic games (2nd ed.). New York: McGraw-Hill. p. 154. ISBN0-07-223172-6.
- ^Barton, Matt (2008). Dungeons & Desktops: The History of Computer Role-Playing Games. A K Peters, Ltd. p. 76. ISBN1-56881-411-9.
- ^'The Dark Spire Review'. IGN. Retrieved 2014-03-22.
External links[edit]
- Wizardry series at MobyGames
- Wizardry Archives Info about the Wizardry Games
Wizardry: Tale of the Forsaken Land | |
---|---|
Developer(s) | Racjin |
Publisher(s) | Atlus |
Director(s) | Hideki Yayama Takeshi Murata |
Designer(s) | Shūhei Fujinaga Yumiko Hattori |
Programmer(s) | Hirokazu Matsuno |
Series | Wizardry |
Platform(s) | PlayStation 2 |
Release |
|
Genre(s) | Role-playing |
Mode(s) | Single-player |
Wizardry: Tale of the Forsaken Land is a 2001 PlayStation 2role-playing video game and a spin-off of the Wizardry series, published by Atlus. It was released in Japan under the title Busin: Wizardry Alternative (
Gameplay[edit]
Tale of the Forsaken Land takes place in the kingdom of Duhan, which was recently struck by a disaster known as The Flash. The Flash not only killed thousands, but also left Duhan in a state of perpetual cold, and separated from the outside world. On the outskirts of town lies the Labyrinth of Duhan, which the player-created protagonist must explore, whether for treasure, the truth about his own past, or for the kingdom.[citation needed]
Like the other games in the series, Tale of the Forsaken Land uses a first person perspective. Other elements such as classes, races, class changes, and magic resembling Wizardry I-V are implemented as well. The classes, Warrior, Priest, Thief, Sorcerer, Bishop, Samurai, Knight, and Ninja, all have initial requirements that must be met in order to choose them, such as attributes and alignment, making some classes possible only after one has gained enough experience in the dungeon. Movement through town is done by choosing locations from a 3D menu that scrolls to the location in the town, and the options are fairly straightforward. The Guild Hall allows group reformation and the creation of new members from scratch, much the same way as the initial character is generated, as well as the learning of new group 'tactics' such as 'Charge', which require that the group rapport is at a certain minimum (if one continues to annoy their group members by attacking friendly monsters, or acting inconsistent with their alignment, they will lose their trust in them, thus invalidating that tactic).[citation needed]
The Inn is where characters must go to gain benefits from any level increases, as well as recover lost HP and MP. The Church, known as 'Salem Temple', is where any parties must go to recover from negative status effects(at least, without the aid of a proper healer in the group), and to revive dead party members (not always guaranteed to work, especially if a party member has been reduced to Ash). Vigger's Shop is where one can sell and buy items as well as craft magic stones that allow one to learn new spells or enhance old ones. Additionally, Vigger can unequip cursed items, or remove their curse entirely(though this will render the item worthless), as well as appraise items of unknown value. Lastly, there is the Tavern, 'Luna Light', where party members can be dismissed and recruited, and quests from the locals can be taken on by the protagonist for assorted rewards, as well as the gaining of new party members.[citation needed]
Duhan is also the only location where the game can be saved, with the exception of suspending data, which can be done at any point outside of the town. Suspended data is deleted once loaded. Beneath the town lies the dungeon that is in this case called the Labyrinth of Duhan. Movement in the dungeon is 1st person 3D, with the thumbsticks allowing the player to 'peek' around before turning in 90 degree increments. The shoulder buttons allow one to side-step, and there is a run button (O). That, combined with the unlockable shortcuts to deeper reaches adds a welcome enhancement to what veterans of the series might recall as a tedious trudge. The environments are memorable and varied, with NPCs spread about such that it is difficult to get lost in the earlier levels. There is an automap and plenty of transfer potions that one can buy, ensuring that after the first few hours, the player will have the ability to come and go from the Labyrinth with relative ease.[citation needed]
Reception[edit]
Reception | ||||||||||||||||||||||||||||||
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The game received 'average' reviews according to the review aggregation website Metacritic.[1] In Japan, Famitsu gave it a score of 32 out of 40.[3][4]
Sequel[edit]
A second Wizardry Alternative game, called Busin 0: Wizardry Alternative Neo (
References[edit]
- ^ ab'Wizardry: Tale of the Forsaken Land for PlayStation 2 Reviews'. Metacritic. CBS Interactive. Retrieved August 5, 2018.
- ^EGM staff (February 2002). 'Wizardry: Tale of the Forsaken Land'. Electronic Gaming Monthly. No. 151. Ziff Davis. p. 158.
- ^ ab'NEW GAMES CROSS REVIEW: BUSIN ~Wizardry Alternative~'. Famitsu (in Japanese). Vol. 915. Enterbrain. June 30, 2006. p. 59.
- ^ ab'プレイステーション2 - BUSIN ~Wizardry Alternative~'. Famitsu (in Japanese). Vol. 915. Enterbrain. June 30, 2006. p. 66.
- ^'Wizardry: Tale of the Forsaken Land'. Game Informer. No. 106. GameStop. February 2002. p. 85.
- ^Tokyo Drifter (January 11, 2002). 'Wizardry: Tale of the Forsaken Land Review for PS2 on GamePro.com'. GamePro. IDG Entertainment. Archived from the original on February 6, 2005. Retrieved August 5, 2018.
- ^Speer, Justin (January 10, 2002). 'Wizardry: Tale of the Forsaken Land Review'. GameSpot. CBS Interactive. Retrieved August 5, 2018.
- ^Garbutt, Russell (February 7, 2002). 'Wizardry: Tale of the Forsaken Land'. GameSpy. IGN Entertainment. Archived from the original on February 23, 2005. Retrieved August 5, 2018.
- ^Kuvin, Scott (February 23, 2002). 'Wizardry: Tale of the Forsaken Land Review'. GameZone. Archived from the original on February 19, 2003. Retrieved August 5, 2018.
- ^Smith, David (December 21, 2001). 'Wizardry: Tale of the Forsaken Land'. IGN. Ziff Davis. Retrieved August 5, 2018.
- ^'Wizardry: Tale of the Forsaken Land'. Official U.S. PlayStation Magazine. Ziff Davis. February 2002. p. 114.
- ^'Review: Wizardry: Tale of the Forsaken Land'. PSM. Future US. February 2002. p. 44.
- ^ ab'BUSIN 0 ウィザードリィ オルタナティブ ネオ [PS2]'. Famitsu (in Japanese). Enterbrain. Retrieved August 5, 2018.
External links[edit]
- Wizardry: Tale of the Forsaken Land at MobyGames