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Ultimate Wizardry Archives

Ultimate Wizardry Archives

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Rating: 5 stars
Summary: Archives justifies playing older games.
Review: Although you may prefer to pick up the similarly priced 'rpg archive' offered by Interplay which contains Wizardry Gold (Wiz7 for Win95) as well as ten other rpg games, for Wizardry die-hards, there is simply nothing that could compare to this set. Contained on ONE cd-rom is Wizardry 1 through 7 plus Wizardry Gold AND a demo for Wizardry 8 (forthcoming) and Baldur's gate. But the real question is, why should anyone except a small handful of weirdos who actually played these games (Wiz1 dates back to 1978!) want to pick up this pack?

Well for starters, I think the Wizardry games have consistantly had one of the best role playing systems for a computer game even all the way back with their innitial entry. You have complete control over 6 characters and the success of your party (which you create) will depend on how well you select the different races, classes, alignments, spell choices, equipment, etc... All of the games feature large areas with many puzzles, but while the early games focus on completion of one dungeon (making game progress relatively linear) the real gem of this set is Wiz 7/Wiz Gold, which is reason enough to buy this set. Before expounding on Gold though, I should mention that there is a continuity between the games so that you can import characters from one game directly into the next. Also, Wiz6&7 are parts 1 and 2 of a trillogy of which 8 is the conclusion. Also (and perhaps to some detriment) many of these games (other than Gold) may run strangely on your machine--but fortunately a program called slo'mo is included and should help slow down your computer.

As to Gold, this in in my opinion the best computer rpg yet. Forget Final Fantasy and all those other games; Wiz7 is huge with an entire world to explore, various cities, forgotten ruins, dungeons, towers, castles, crypts and temples. There are both sub-plots and major plots, of which you can chose a side or play both sides against the middle. So some guy pays you to assasinate one of your friends. It's completely up to you, and the rest of the story will reflect your decisions. There are at least a dozen major non player characters who you may or may not become friends with. From them you can ask whatever you want, or buy rumors off of them, or even steal them blind. As to spells, there are almost 100, with several spell casting classes including mage, priest, alchemist and psionic, and several combination fighter/spell-casting types. There are elite classes such as Samurai, Ninjas, Monks, Lords and Valkries which although difficult to generate when you are first making your character, can often be obtained later as your characters skills improve. Weapons: There are hundreds of them. Everything from the lowly throwing dart to unique magical weapons and everything in between. And of course for every way of implimenting distruction there is a monster to perform it on. I imagine someone knows how many monsters there are, but I don't. Everything from creatures intelligent or more intelligent than you to giant bone crushing lizards! And of course what would the game be without puzzles? Wiz7 has been called the most difficult computer rpg yet, but fortunately WizGold comes with a substantial help file and maps--and if that isn't enough, now that the years have passed, you can now find the every spoiler you'd want on the internet. In short, WizGold (which is only one of the games sold in this pack) will keep you playing for months (I have heard estimates that knowing full well what you are doing there is over 100 hours of role play here, I think the game may prove longer for those though who have not read the hint files). It is amazingly addicting, and that is why even after 7 years, people are still anxious for Wiz8. Sure, the graphics are aniquated (this was way before doom!) and it can't be played over the internet, but I can't think of a single newer game which offers the depth of role playing you'll get here (as an example, if you are slow in getting to a particular point, you'll find one of the NPCs may have gotten there before you and got the prize you were after.) A lot of this is because games have sacrificed multiple characters as too complicated for newer 3-d games and hence gone to single character games (don't worry, Wiz8 will still have 6 characters), while other newer games seem to be mostly just hack and slash or are too linear. Wiz7 shares none of those problems, and is as addicting as it was back in 1992, for a substantially cheaper price. If you are at all a fan of computer RPGs, especially if you've been looking for something a bit deeper than all the Final Fantasy games, I cannot recommend the Wizardry Archieves more, though you may consider purchasing the RPG Archives pack also sold by interplay for a broader sampling of older CRPG games.

Rating: 2 stars
Summary: A few interesting features, but limited play and very dated.
Review: First off, I've just gotta ask what's up with the first review on this site? A glowing review that's logged more than 100+ positive votes? That's a lot of traffic. Not that I would accuse anyone of having a hundred friends and employees drop by the site to plug a product, but . . .

As for the game itself. Wizardry Gold, the most complex game in the pack, does have a few very nice features. In particular, there are several groups of NPC's running around trying to accomplish the same quests that the PC's are, which provides a nice sense of urgency that most computer games lack. Also, the magic system is very good. Since each character's spell points are distributed around between six different schools, you're forced to employ a bigger variety of spells than in most RPGs.

That said, the game is VERY DATED. In spite of the 1992 date on Wizardry gold, it looks and plays like something from the mid 1980's. The graphics are extremely primitive, to the extent that they actually impede game play. Because every wall and every tree looks exactly the same, it's hard to navigate. Also, you can't see monsters until you are actually in combat with them, and many special features (alcoves with urns, panels of blinking lights, etc.) have no graphical representation at all, so you have to physically step on every square to see if there is something there.

Interaction with NPC's is also extremely rudimentary. Most NPC's will only talk about three or four subjects, usually say only one sentence on the subject, and usually repeat the same thing that every other NPC says on that subject. This makes it hard to figure out what is going on in the world, and to get a handle on the backstory behind all the quests and NPC's. The NPC's in this game are primitive compared to those in Might and Magic 6,7, and 8, which are in turn primitve compared to the NPC's in Fallout 2. (A game with the best written characters that I've seen yet.)

All in all, I think modern players will find these games frustratingly primitive. Those looking for a good RPG should try Fallout2, Might and Magic 6,7, or 8 (they're basically all the same), or the Baldur's Gate games, in that order.

Rating: 2 stars
Summary: A few interesting features, but limited play and very dated.
Review: First off, I've just gotta ask what's up with the first review on this site? A glowing review that's logged more than 100+ positive votes? That's a lot of traffic. Not that I would accuse anyone of having a hundred friends and employees drop by the site to plug a product, but . . .

As for the game itself. Wizardry Gold, the most complex game in the pack, does have a few very nice features. In particular, there are several groups of NPC's running around trying to accomplish the same quests that the PC's are, which provides a nice sense of urgency that most computer games lack. Also, the magic system is very good. Since each character's spell points are distributed around between six different schools, you're forced to employ a bigger variety of spells than in most RPGs.

That said, the game is VERY DATED. In spite of the 1992 date on Wizardry gold, it looks and plays like something from the mid 1980's. The graphics are extremely primitive, to the extent that they actually impede game play. Because every wall and every tree looks exactly the same, it's hard to navigate. Also, you can't see monsters until you are actually in combat with them, and many special features (alcoves with urns, panels of blinking lights, etc.) have no graphical representation at all, so you have to physically step on every square to see if there is something there.

Interaction with NPC's is also extremely rudimentary. Most NPC's will only talk about three or four subjects, usually say only one sentence on the subject, and usually repeat the same thing that every other NPC says on that subject. This makes it hard to figure out what is going on in the world, and to get a handle on the backstory behind all the quests and NPC's. The NPC's in this game are primitive compared to those in Might and Magic 6,7, and 8, which are in turn primitve compared to the NPC's in Fallout 2. (A game with the best written characters that I've seen yet.)

All in all, I think modern players will find these games frustratingly primitive. Those looking for a good RPG should try Fallout2, Might and Magic 6,7, or 8 (they're basically all the same), or the Baldur's Gate games, in that order.

Rating: 5 stars
Summary: Quick Review
Review: I'm an RPG nut. I grew up with the early keyboard-interface games with CGA graphics and fell in love with the style of game. As far as I'm concerned, the games could still play like that or could even still be on pencil and paper. The graphics don't matter to me that much. I like collections. I also have all the Ultima games in a CD-ROM collection and the King's Quest Series. It's worth it to get all the games at once. I bought this collection because I played Dark Savant. In my opinion, that is one of the BEST RPGs ever made. It takes at least 6 months to complete and is so detailed and so wonderful. This set of games is worth it for that one game. The other ones are still awesome. Of course, if all you care about are graphics and sound, you might not find their charm. But, they are all great RPGs.

Rating: 5 stars
Summary: Quick Review
Review: I'm an RPG nut. I grew up with the early keyboard-interface games with CGA graphics and fell in love with the style of game. As far as I'm concerned, the games could still play like that or could even still be on pencil and paper. The graphics don't matter to me that much. I like collections. I also have all the Ultima games in a CD-ROM collection and the King's Quest Series. It's worth it to get all the games at once. I bought this collection because I played Dark Savant. In my opinion, that is one of the BEST RPGs ever made. It takes at least 6 months to complete and is so detailed and so wonderful. This set of games is worth it for that one game. The other ones are still awesome. Of course, if all you care about are graphics and sound, you might not find their charm. But, they are all great RPGs.

Rating: 2 stars
Summary: They can do better
Review: I'm one of those people who grew up playing the original Wizardry (Proving Ground of the Mad Overlord) and wanted to have to same thing on my IBM computer. I was really disappointed because the graphics were worse than the old apple version, i can't figure out how they could do that but they did. Overall it was more difficult to use and just didn't have the same mystique that the original apple version possessed. The CD i bought didn't come with any instructions or anything so i didn't figure out how to play the other game so i can't comment there. I wouldn't go looking for this disc unless you liked the entire series. Fortunate for me i still have a working Apple II GS so i can play the original Wizardry.

Rating: 2 stars
Summary: They can do better
Review: I'm one of those people who grew up playing the original Wizardry (Proving Ground of the Mad Overlord) and wanted to have to same thing on my IBM computer. I was really disappointed because the graphics were worse than the old apple version, i can't figure out how they could do that but they did. Overall it was more difficult to use and just didn't have the same mystique that the original apple version possessed. The CD i bought didn't come with any instructions or anything so i didn't figure out how to play the other game so i can't comment there. I wouldn't go looking for this disc unless you liked the entire series. Fortunate for me i still have a working Apple II GS so i can play the original Wizardry.

Rating: 5 stars
Summary: revolutionary!
Review: Some players to whom graphics is all important should not bother with this game, with extremely few exceptions, every wall in this game looks the exact same. that can lead to some confusion so the automap feature which was included in wizardry gold was a huge bonus. the neat thing about wiz 7 (the greatest rpg of all time) is that your maps become more detailed as your character's skill in mapping goes up.
these are the most extensive rpg titles ever created. to this day none (well maybe one or two) titles offer the extensiveness of character development offered by wiz 6 and 7. there are plenty of races to choose from, and plenty of proffesions to enter, in the end it offers immense replay value as each party of 6 characters can be compromised of any proffesion you choose. you may choose from fighters, samurai, ninjas, monks, thieves, bards, valkyries, lords, rangers, bishops, alchemists, mages, priests and psionics. each race has different strengths and weaknesses and is more inclined to enter certain proffesions than others. each proffesion also has a plethora of skills to learn, from four classes,weaponry, physical, academic, and personal.
combat is unique, you assign commands to all your party members and then start the round. it requires you to have a strategic mind to be succesful... should i Slow this group and Blinding Flash this one, or the other way around? the spells as well are quite numerous, i beleive there are a total of 96. each spell can have up to six power levels (seven in wiz 7) allowing you to tailor the spell for what size or strength monster you are fighting.
the storyline is nothing short of amazing and highly engrossing, and completely non-linear. it is possible to 'lose' at the grand finale of the game, its also possible to semi-lose or semi-win. i beleive there are 5 endings. if you play through wiz 6 you can import your party into wiz 7 and get a special beggening and i beleive three special endings.
a great feature of the game is that there is no level limit for your characters, even in higher levels the game is still challenging. monsters do not simply get more hp and lower armor class as you go up in levels, they actually get smarter and some may have more special abilities to counter your party's. combat is beautifully balanced out so that it is not too tough, but certainly not too easy! even towards the end there are plenty of extremely (but not impossible) battles to be had.

another of the game's challenges is the acquisition of equipment. you EARN better equipment, for some it may be discouraging how hard it may be to get better equipment but others realize that it is beautifully balanced with how powerful your spellcasters become. when you find a treasure chest it usually contains well earned items, though only after disarming a tricky trap. this is where your thief/ninja/bard comes in. as they gain skill in skuldgerry they make it easier to ID components of traps.
the monsters are extremely numerous, i've played the game since its original release and still haven't encountered all.
the game does have flaws however, though none which marr the gameply much if any. one of the main flaws is that in wiz 6 every wall in the game looked the exact same, even if you were in the middle of a swamp or a castle. this makes it easy to get lost so the strategy guide complete with detailed maps (included in the game) is a MUST have. wiz 7 made a leap by including different wall tiles for different environments. yes, every town looks the exact same but at least trees are actually trees now! the only environmental effect in the game is night/day cycles but don't despair, if something happens or if there is anything out of the ordinary on a wall the game will tell you.
the combat realism of the game may upset some, especially when their level 1 fighter is averaging six misses per hit or when their level five mage attempts a seventh level fireball that backfires and incinerates the party. your characters build up their skill levels through practice and level ups (levels are hard earned and precious!)therefore don't expect combat to be a walk through the park. in your very first fight your mage may very well run out of magic and pick up his stick to start beating some froggy plants senseless.
character creation may very well be a very frustrating for even experienced rpg'ers. you must select a sex and race and then the computer generates a random number of bonus points with wich to boost your initial stats (strength, speed, dexterity, vitality, intelligence, piety, and charisma). if the bonus points don't allow your character to raise his stats to the minimum entrance requirements for a class, your outta luck, try again. you want that felpurr samurai or faerie ninja? hope you got patience...
wizardry is an extremely well balanced and must play game for true rpg'ers. it provides hours and hours and hours of gameplay (just a single title!). the world you are free to explore from day one is immense and offers quite a few surprises which are not included in the game's strategy guide! from a tyrannosaurus rex to hidden treasure, there is plenty to discover. so polish off your breastplate, oil your boots, fork up 30 bucks and get out there and explore!

Rating: 5 stars
Summary: revolutionary!
Review: Some players to whom graphics is all important should not bother with this game, with extremely few exceptions, every wall in this game looks the exact same. that can lead to some confusion so the automap feature which was included in wizardry gold was a huge bonus. the neat thing about wiz 7 (the greatest rpg of all time) is that your maps become more detailed as your character's skill in mapping goes up.
these are the most extensive rpg titles ever created. to this day none (well maybe one or two) titles offer the extensiveness of character development offered by wiz 6 and 7. there are plenty of races to choose from, and plenty of proffesions to enter, in the end it offers immense replay value as each party of 6 characters can be compromised of any proffesion you choose. you may choose from fighters, samurai, ninjas, monks, thieves, bards, valkyries, lords, rangers, bishops, alchemists, mages, priests and psionics. each race has different strengths and weaknesses and is more inclined to enter certain proffesions than others. each proffesion also has a plethora of skills to learn, from four classes,weaponry, physical, academic, and personal.
combat is unique, you assign commands to all your party members and then start the round. it requires you to have a strategic mind to be succesful... should i Slow this group and Blinding Flash this one, or the other way around? the spells as well are quite numerous, i beleive there are a total of 96. each spell can have up to six power levels (seven in wiz 7) allowing you to tailor the spell for what size or strength monster you are fighting.
the storyline is nothing short of amazing and highly engrossing, and completely non-linear. it is possible to 'lose' at the grand finale of the game, its also possible to semi-lose or semi-win. i beleive there are 5 endings. if you play through wiz 6 you can import your party into wiz 7 and get a special beggening and i beleive three special endings.
a great feature of the game is that there is no level limit for your characters, even in higher levels the game is still challenging. monsters do not simply get more hp and lower armor class as you go up in levels, they actually get smarter and some may have more special abilities to counter your party's. combat is beautifully balanced out so that it is not too tough, but certainly not too easy! even towards the end there are plenty of extremely (but not impossible) battles to be had.

another of the game's challenges is the acquisition of equipment. you EARN better equipment, for some it may be discouraging how hard it may be to get better equipment but others realize that it is beautifully balanced with how powerful your spellcasters become. when you find a treasure chest it usually contains well earned items, though only after disarming a tricky trap. this is where your thief/ninja/bard comes in. as they gain skill in skuldgerry they make it easier to ID components of traps.
the monsters are extremely numerous, i've played the game since its original release and still haven't encountered all.
the game does have flaws however, though none which marr the gameply much if any. one of the main flaws is that in wiz 6 every wall in the game looked the exact same, even if you were in the middle of a swamp or a castle. this makes it easy to get lost so the strategy guide complete with detailed maps (included in the game) is a MUST have. wiz 7 made a leap by including different wall tiles for different environments. yes, every town looks the exact same but at least trees are actually trees now! the only environmental effect in the game is night/day cycles but don't despair, if something happens or if there is anything out of the ordinary on a wall the game will tell you.
the combat realism of the game may upset some, especially when their level 1 fighter is averaging six misses per hit or when their level five mage attempts a seventh level fireball that backfires and incinerates the party. your characters build up their skill levels through practice and level ups (levels are hard earned and precious!)therefore don't expect combat to be a walk through the park. in your very first fight your mage may very well run out of magic and pick up his stick to start beating some froggy plants senseless.
character creation may very well be a very frustrating for even experienced rpg'ers. you must select a sex and race and then the computer generates a random number of bonus points with wich to boost your initial stats (strength, speed, dexterity, vitality, intelligence, piety, and charisma). if the bonus points don't allow your character to raise his stats to the minimum entrance requirements for a class, your outta luck, try again. you want that felpurr samurai or faerie ninja? hope you got patience...
wizardry is an extremely well balanced and must play game for true rpg'ers. it provides hours and hours and hours of gameplay (just a single title!). the world you are free to explore from day one is immense and offers quite a few surprises which are not included in the game's strategy guide! from a tyrannosaurus rex to hidden treasure, there is plenty to discover. so polish off your breastplate, oil your boots, fork up 30 bucks and get out there and explore!


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