FULL-COLOR ANIMATED graphics DIGITIZED sound (NO add-on cards required) HARD DISK supported 11 Races, 14 Professions (with rankings!) Weaponry, Physical and Academia Skills Six Spellbooks, 462 Combinations Non-Player Characters An arsenal of over 400 researched items Varied Fighting Modes Primary and Secondary Attack Continuous Journey...
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Ημερομηνία κυκλοφορίας: 10 Σεπ 2013

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Αγορά Wizardry 6 and 7

Συμπεριλαμβάνει 2 αντικείμενα: Wizardry 6: Bane of the Cosmic Forge, Wizardry 7: Crusaders of the Dark Savant

ΚΑΛΟΚΑΙΡΙΝΗ ΠΡΟΣΦΟΡΑ! Λήγει 4 Ιουλίου

Αγορά Wizardry 6, 7, and 8

Συμπεριλαμβάνει 3 αντικείμενα: Wizardry 6: Bane of the Cosmic Forge, Wizardry 7: Crusaders of the Dark Savant, Wizardry 8

ΚΑΛΟΚΑΙΡΙΝΗ ΠΡΟΣΦΟΡΑ! Λήγει 4 Ιουλίου

 

Σχετικά με αυτό το παιχνίδι

FULL-COLOR ANIMATED graphics
DIGITIZED sound (NO add-on cards required)
HARD DISK supported

  • 11 Races, 14 Professions (with rankings!)
  • Weaponry, Physical and Academia Skills
  • Six Spellbooks, 462 Combinations
  • Non-Player Characters
  • An arsenal of over 400 researched items
  • Varied Fighting Modes
  • Primary and Secondary Attack
  • Continuous Journey
  • Unlimited Backups
  • Save Game

Ten years ago, WIZARDRY set the standards in Fantasy Role-Playing (FRP). Now after two million copies have been sold and dozens of awards have been won, Bane of the Cosmic Forge raises and redefines those standards. This new WIZARDRY, the truest simulation ever of Fantasy Role Playing, will push your computer, your mind, and your sense of adventure to their very limits. Only through the power of the latest computer technology could the full dimensions of this new genre in FRP be possible.

This is FRP the way you wanted it to be.

Prepare yourself. Take with you six companions - choose wisely, for having chosen, your fate is in their hands. Enter the ancient castle to retrieve the Cosmic Forge, a magical pen whose writings caused the river of time itself to change course. You will find treasure, armor, and magic items to advance your quest; meet wizened and cryptic dwellers who hold secrets that must be unearthed; and solve the riddles and puzzles that abound.

But beware- you and your party will encounter countless dangers, hazards, and creatures of dazzling form to block your way. Only through your magic and skills, ever growing as you progress, can they be vanquished.

And the story, so rich in mythology and legend, weaves a web of intrigue so complex that only you, with patience and travail can unravel.

Let the computer roll the dice, consult the charts and apply the rules. From the 400 items of armor and weaponry researched for authenticity to the realistic combat structure, incorporating Primary and Secondary attack, this reproduction of true FRP within the computer environment will make all other attempts obsolete.

The adventure is as real as the pleasure.

Απαιτήσεις συστήματος

Windows
Mac OS X
SteamOS + Linux
    ΕΛΑΧΙΣΤΕΣ:
    • ΛΣ: Windows XP / Vista / 7 / 8
    • Επεξεργαστής: 1.8 GHz Processor
    • Μνήμη: 512 MB RAM
    • Γραφικά: 3D graphics card or or onboard graphics compatible with DirectX 9.0c
    • DirectX: Έκδοση 9.0c
    • Αποθήκευση: 1 GB διαθέσιμος χώρος
    • Κάρτα ήχου: 100% DirectX 9 compatible card or onboard sound
    ΠΡΟΤΕΙΝΟΜΕΝΕΣ:
    • ΛΣ: Windows 7
    • Επεξεργαστής: 1.5 GHz Procesor
    • Μνήμη: 1 GB RAM
    • Γραφικά: 3D graphics card or or onboard graphics compatible with DirectX 9.0c
    • Αποθήκευση: 128 MB διαθέσιμος χώρος
    • Κάρτα ήχου: 100% DirectX 9 compatible card or onboard sound
    ΕΛΑΧΙΣΤΕΣ:
    • ΛΣ: OS X Leopard 10.5
    • Επεξεργαστής: 1.0 GHz Processor
    • Μνήμη: 512 MB RAM
    • Γραφικά: 3D graphics card or onboard graphics compatible with OpenGL
    • Αποθήκευση: 128 MB διαθέσιμος χώρος
    • Κάρτα ήχου: 100% CoreAudio compatible card or onboard sound
    ΠΡΟΤΕΙΝΟΜΕΝΕΣ:
    • ΛΣ: OS X Mountain Lion 10.8
    • Επεξεργαστής: 1.5 GHz Processor
    • Μνήμη: 1 GB RAM
    • Γραφικά: 3D graphics card or onboard graphics compatible with OpenGL
    • Αποθήκευση: 128 MB διαθέσιμος χώρος
    • Κάρτα ήχου: 100% CoreAudio compatible card or onboard sound
    ΕΛΑΧΙΣΤΕΣ:
    • ΛΣ: Ubuntu 14.04 LTS
    • Επεξεργαστής: 1.0 GHz Processor
    • Μνήμη: 512 MB RAM
    • Γραφικά: 100% OpenGL accelerated card or onboard graphics
    • Αποθήκευση: 128 MB διαθέσιμος χώρος
    • Κάρτα ήχου: Any ALSA supported card on onboard audio
    ΠΡΟΤΕΙΝΟΜΕΝΕΣ:
    • ΛΣ: Ubuntu 14.04 LTS
    • Επεξεργαστής: 1.5 GHz Processor
    • Μνήμη: 1 GB RAM
    • Γραφικά: 100% OpenGL accelerated card or onboard graphics
    • Αποθήκευση: 128 MB διαθέσιμος χώρος
    • Κάρτα ήχου: Any ALSA supported card on onboard audio
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Κυρίως θετικές (68 κριτικές)
Πρόσφατα αναρτημένες
500destinies
( 9.1 ώρες στο μητρώο )
Αναρτήθηκε: 20 Ιουνίου
Έλαβε το προϊόν δωρεάν
It’s hard to believe that the Dark Savant trilogy began 26 years ago in 1990 with Bane of the Cosmic Forge. Resisting these games, I see gameplay elements that were new at the time, but now mark the RPG genre forever. I can’t begin to explain how much this series of Wizardry 6, 7, and 8 ushered in the whole RPG genre. Unfortunately, there are plenty of other articles about how great Wizardry is, and I’m not going to be another re-write. The real question is whether or not Wizardry 6 and 7 are still relevant today and worth playing.

Over a period of two weeks in Wales (lovely place for a holiday), with absolutely no internet, I brought out the paper and pencils and painstakingly mapped each tile in my epic adventure. It became apparent quickly that this is the largest drawback of the Wizardry series, especially 6 and 7. While in newer cRPGs it is easier to figure out the map without a physical drawing, the darkness and confusion of 6 and 7 make this incredibly difficult. Every dungeon has many twists and turns painted in the same theme. Essentially, it’s the same wall staring at you over and over again. In Wizardry 6, I spent a good 2 hours trying to figure out how to open a door in the first dungeon, only to find a button on a wall that I hadn’t mapped. Of course, I could never see that button unless I was in the perfect spot. All in all, this makes a very very frustrating experience.

What amazed me, however, was the incredible depth of character. There are a variety of classes in Wizardry, each working in a completely different way to the others. The customization of loot and character RNG is far beyond even contemporary titles. I spent 4 hours in character creation alone.

But even with amazing character design, the game is brutally difficult. I won’t lie, in true 90s fashion both games are incredibly unbalanced. Some dungeons are a breeze, others one-shot your best characters. I can’t tell you how many times I had to load a save just because I walked into the wrong room and got accosted by pixelated robbers. Please nerf.

NPC actions are a breath of fresh air. Instead of boring chat options, you can talk unlimited to NPCs and cultivate rapport. You can even attack them (although that’s ill advised, they hold important parts of the lore and items you NEED to complete the game).

Speaking of lore, even with very limited ‘story’ the game still manages to keep a whole universe cultivated. Multiple endings (which were novel in 1990) and multiple beginnings allowed for huge variety in playthroughs, and honestly even the sparsely told story is much better than many RPGs today.

I promised to evaluate the state of Wizardry in today’s world, and I hope I’ve made it clear that for all its glory, Wizardry 6 and 7 (which are practically the same game, you can even carry your party over from 6 to 7) is no longer relevant in this age. I simply can’t recommend spending time in a frustrating mess unless you are a true RPG connoisseur. Even then, there are plenty of better games to play. It’s a new dawn, and Wizardry doesn’t have a place in the gaming world anymore. Rest in peace.

Final Scoring:
Story - 7
Gameplay - 7
Relevancy - 0
Graphics - 3 (unless you're 'that guy')

Received a free copy for testing/reviewing purposes. This review is part of the Steamified Community Review program. For similar reviews and fantastic giveaways please visit http://www.steamified.com/.
adam_renaldo
( 55.3 ώρες στο μητρώο )
Αναρτήθηκε: 23 Μαΐου
I have nothing to add that hasn't already been said. Fun game. Definitely hits the nostalgia button hard.
lancelot2001ca
( 0.4 ώρες στο μητρώο )
Αναρτήθηκε: 30 Ιανουαρίου
Okay game.

Was nice at the time.

Today, the interface sucks. haha! I can't play this, it is just too laborious to play.

Buy it only on sale under 2$
Salarn
( 0.6 ώρες στο μητρώο )
Αναρτήθηκε: 26 Ιανουαρίου
https://youtu.be/OdnikDds3NI

It's been a long time since 1990 when Wizardry 6 was first released and sadly this game hasn't aged that well. The core wizardry gameplay is ever present but it's marred by the stiff controls and UI.

If you do want to take on the search for the cosmic forge bring some graph paper as this game is not going do you any favors.
telos
( 4.9 ώρες στο μητρώο )
Αναρτήθηκε: 22 Δεκεμβρίου 2015
Games like this really make me wish I was born in the good old prime days of video games.
























Because if I was I would have picked up a healthy productive hobby like reading or hiking instead.
UncleYar
( 2.0 ώρες στο μητρώο )
Αναρτήθηκε: 5 Δεκεμβρίου 2015
Finished the Super Nintendo version of this game with fan translation patch. I recommend it over the DOS version sold here since it has (slightly) better sound and graphics, except if you want to transfer your party from one game to the next. The SNES version has JRPG-style controls, too, and a simplified dialog system... which might be a good or bad thing depending on your tastes.

Liked:
- Designing, equipping and leveling up your 6-character party is just great
- Combat is great with a great deal of strategy, many spells and character/monster abilities
- Position of characters in combat matters, only ranged and pole weapons or spells and special abilities allow attacking from the back rows
- Very good writing in the non-silly parts of the story
- Nice sense of exploration

Disliked:
- Too many random encounters
- World is a nonsensical patchwork of various mythologies, novels and just plain silliness
- Dungeon graphics are boring, the DOS version has basically one wall texture for the whole game, SNES version has at least some variation
- RPG system has some well-known exploits
- The optimal way to play if you want the best party/items to carry over to the next game requires reading a lot of spoilers

Overall the game grabbed me enough that I soldiered on until the end, but the overall experience left me slighly disappointed. Still, you can't beat that combat and party management, I really want more games in this turn-based style to come out now that we have Grimrock for the real-time side.
The Chosen One
( 96.9 ώρες στο μητρώο )
Αναρτήθηκε: 12 Νοεμβρίου 2015
Wizardry... A legendary name for a legendary game franchise, created by two U.S.A. college students in their spare time, one can’t help but wonder if they thought or even knew that their game, along with the Ultima franchise, would shape RPGs as we know them today. Probably not. But they did, and whether they knew of the greatness they would achieve is no longer questionable, but one thing is certain: a particular video game publisher out there wants us to remember the fun times we had playing Wizardry (at least from Wizardry VI, the subject of this review, onwards) because we can now purchase them and play them legally from websites such as GOG.com and Steam.

Wizardry VI: Bane of the Cosmic Forge came to make our Dungeons & Dragons senses tingle way back in 1990 for the Amiga and DOS platforms. And for a game that’s as advanced as this one is, which is by the standards set in 1990, by the way, this game had a lot of cool features. A complex character creation system, skills that increased the more you used them, there’s more,
I’m sure, but I can’t exactly remember them.

Gameplay-wise, the game feels like a turn-based version of the RPG known as 'Eye of the Beholder’. When starting out, you must create a party of between 2-6 members, and you can choose their race, gender, class, what skills they specialize in, etc. Now, I’m fully well-aware that in this day and age, most people prefer to play with characters who are based into the story, but for me, at least, this is a welcome change. After creating the characters that will be in your party, you then venture into the castle, where the Cosmic Forge is said to rest. Your party has to fight and build up their skills and experience by fighting life-or-death battles with rats, bats, rogues, and for whatever reason, moving vines. At times, you must use their skills to solve puzzles. It isn’t much, again, by today’s standards, but back then, things like this in video games were unheard of. Using skills, such as Search to find hidden things within the game’s world, could make the game easier or harder, depending on the skills you invested points into.

If you came here to see what music you can rock out to while playing the game, you... are totally S.O.L., my friend! The only “music” you can hear in this game is what sounds like the flapping of wings and something banging around on walls. And even then, you only hear it when you’re standing still. Now, when you hit enemies while you’re in battle, you’ll hear what sounds like a weapon of some sort hitting something else that’s metal, but it plays no matter what enemy you hit, regardless of whether or not they wear armor. Again, that’s just a small nitpick of mine, it’s not a make-or-break deal. At least, for me it isn’t.

Graphics are actually very-well developed. You can tell what monsters (with a few exceptions) are of what type and in the inventory, you can tell (usually) what type of weapon is what, based on the name and item icon. And while the tilesets in the game are good-looking as well, be prepared to see them A LOT.

Unfortunately, I can only in good conscience recommend this game to Hardcore Dungeons & Dragons fans. Or, to someone who has the patience of a saint for all of the grinding you’ll be doing throughout the game, and believe, you WILL do quite a bit of grinding if you want to get even remotely close to the end of the game.
KotLetoSS
( 22.6 ώρες στο μητρώο )
Αναρτήθηκε: 9 Οκτωβρίου 2015
Dark Souls 1.2
SoHiTone
( 34.0 ώρες στο μητρώο )
Αναρτήθηκε: 2 Οκτωβρίου 2015
I'm probably less than halfway through this game, so what have I done with my 34 hours of play time?

Rolling characters takes a long time. There is no easy reroll button. Create a character, sigh at his or her crummy stats, delete the character, repeat. I try to play with the first characters I roll, but I die a lot in the opening castle, so I spend a few hours creating a party of 6 elite adventurers, and then die a lot with them.

Without the option of rolling even higher stats, I resort to saving and loading the game constantly. Early enemy encounters can be fair or unfair; unfair encounters lead me to restarting dosbox and loading my last save, fair encounters lead me to a phyrric victory, followed by saving, resting, saving, resting, saving, resting, being surprised by an enemy, quitting, loading, resting saving, moving on. Locked doors can be successfully picked and opened, or jammed and forever closed. It takes an average of ten reloads to successfuly pick a lock-- all of the doors are locked; some locks must be left alone until later.

The grind doesn't end, but the feeling of helplessness does. After the first few hours of play, i experience a battle that takes all of my strategy, cunning, and items to beat. This victory is not phyrric. This victory is glorious. I am a thirty year old man who stands up and pumps his fist.

With a new confidence, I begin to explore in earnest. The levels are all mazes. They are all connected, so the world feels vast. The world is a maze. The world is a vast and beautiful maze that connects many smaller mazes. The vast maze sprawls like the tentacles of a giant octopus. The small mazes stack level upon level, doubling in on themselves and zig-zagging vertically. Navigating the staircases that crowd each level takes hours. On the screen, the world is endless identical gray, stone corridors. In my mind, it's a dark and forbidding world whose respect I am earning.

Some very close boss battles later, each of which took many reloads and ended with a satisfied sigh of relief, I reach the Pyramid. Gone are the Pirates and Lizardmen and Jelly Clouds that populated the castle, and the mountain, and the mine, replaced by a Shamaness and her many subclasses. Native, Priestess, etc. They wear grass skirts and bare breasts. Each encounter makes me wish I could just complete this dungeon and forget that it ever existed, but even with a completed map, navigating the pyramid takes hours. Every time i encounter an enemy, I feel a little bit of my enthusiasm die. I have all the requisite pieces to continue now, but despite the nostalgia and child-like engagement ellicited by this game, I feel that perhaps the spell has been broken.
Vino [Olive Garden]
( 0.5 ώρες στο μητρώο )
Αναρτήθηκε: 23 Σεπτεμβρίου 2015
I am so glad that I started PC gaming late enough to miss this. I would hate to grow up thinking this is what video games are like. Dense with unexplained rules, incomprehensible mechanics, tedious combat, and horrible sound effects. Go ahead and downvote this, nostalgia fans, but you know I'm right!
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9.1 ώρες στο μητρώο
Αναρτήθηκε: 20 Ιουνίου
Έλαβε το προϊόν δωρεάν
It’s hard to believe that the Dark Savant trilogy began 26 years ago in 1990 with Bane of the Cosmic Forge. Resisting these games, I see gameplay elements that were new at the time, but now mark the RPG genre forever. I can’t begin to explain how much this series of Wizardry 6, 7, and 8 ushered in the whole RPG genre. Unfortunately, there are plenty of other articles about how great Wizardry is, and I’m not going to be another re-write. The real question is whether or not Wizardry 6 and 7 are still relevant today and worth playing.

Over a period of two weeks in Wales (lovely place for a holiday), with absolutely no internet, I brought out the paper and pencils and painstakingly mapped each tile in my epic adventure. It became apparent quickly that this is the largest drawback of the Wizardry series, especially 6 and 7. While in newer cRPGs it is easier to figure out the map without a physical drawing, the darkness and confusion of 6 and 7 make this incredibly difficult. Every dungeon has many twists and turns painted in the same theme. Essentially, it’s the same wall staring at you over and over again. In Wizardry 6, I spent a good 2 hours trying to figure out how to open a door in the first dungeon, only to find a button on a wall that I hadn’t mapped. Of course, I could never see that button unless I was in the perfect spot. All in all, this makes a very very frustrating experience.

What amazed me, however, was the incredible depth of character. There are a variety of classes in Wizardry, each working in a completely different way to the others. The customization of loot and character RNG is far beyond even contemporary titles. I spent 4 hours in character creation alone.

But even with amazing character design, the game is brutally difficult. I won’t lie, in true 90s fashion both games are incredibly unbalanced. Some dungeons are a breeze, others one-shot your best characters. I can’t tell you how many times I had to load a save just because I walked into the wrong room and got accosted by pixelated robbers. Please nerf.

NPC actions are a breath of fresh air. Instead of boring chat options, you can talk unlimited to NPCs and cultivate rapport. You can even attack them (although that’s ill advised, they hold important parts of the lore and items you NEED to complete the game).

Speaking of lore, even with very limited ‘story’ the game still manages to keep a whole universe cultivated. Multiple endings (which were novel in 1990) and multiple beginnings allowed for huge variety in playthroughs, and honestly even the sparsely told story is much better than many RPGs today.

I promised to evaluate the state of Wizardry in today’s world, and I hope I’ve made it clear that for all its glory, Wizardry 6 and 7 (which are practically the same game, you can even carry your party over from 6 to 7) is no longer relevant in this age. I simply can’t recommend spending time in a frustrating mess unless you are a true RPG connoisseur. Even then, there are plenty of better games to play. It’s a new dawn, and Wizardry doesn’t have a place in the gaming world anymore. Rest in peace.

Final Scoring:
Story - 7
Gameplay - 7
Relevancy - 0
Graphics - 3 (unless you're 'that guy')

Received a free copy for testing/reviewing purposes. This review is part of the Steamified Community Review program. For similar reviews and fantastic giveaways please visit http://www.steamified.com/.
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25.8 ώρες στο μητρώο
Αναρτήθηκε: 17 Δεκεμβρίου 2014
Ah, Wizardry 6. Or, as I like to call it, Locked Doors: The Game. Maybe it's just me, but the doors in this game seem a little hard to open. Having to save before every door is a given; having to reload a save because every door is made of titanium shouldn't be. When you finally pry the door open, you'll be treated to old school monsters like bats and rats that will dodge your every blow as they lay in gentle slumber. No worries, however, for if things get too hairy for you in the depths of this 1990s castle, your characters have the option to run away; which was the default operation of graybeard D&D players who cut their teeth on the 1st edition of the pen-and-paper game. Unbeknownst to you, however, is while you spent thirty rounds swinging in futility at sleeping enemies before they awoke to tear your hide apart, you were set upon by other enemies who ambush you as you run away. Whatevs, you think, I'll just run from them also. Well, when these monsters come to gangbang a party of inadequately-statted paper tigers, they come in droves.

Then, inevitably, Death and his SoundBlaster call, as he stands over your tombstone. Yes, a single tombstone, because in the 8-bit era, your horde of characters are buried in the same hole, piled one upon another like firewood, except firewood is useful and characters in the game of Wizardry are not. But, you, my friend, are a true old school RPG fan, and you never give up. You spend hours rolling another party and head down into the depths, uneasy at the strange feeling that you are not playing a clone of Dungeons & Dragons but of the RPG Paranoia, where the Dungeon is not your friend and the assembly line of heroes who engage in suicide-by-bushwhacker is moving faster than that conveyor belt in I Love Lucy.

You will never give up, not until you beat this damned game. Because it CAN be beaten—can it? Or is this game like the module Tomb of Horrors, an exercise by game developers to assume the role of a merciless and antagonistic god, presiding over a world whose populace is comprised solely of doomed heroes fresh from the womb that see the gates of a hungry dungeon and shudder at their fate.

Addendum: Apparently, there is a tool to boost your ability scores during character creation, which will save you the tedium of hours rerolling your team like I did. It isn't necessary, but welcome, especially on a subsequent playthrough.
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33 από 35 άτομα (94%) βρήκαν αυτή την κριτική χρήσιμη
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146.4 ώρες στο μητρώο
Αναρτήθηκε: 22 Ιανουαρίου 2014
This is quite a good game, granted it is old school, real old school. I will caution if you want to play this and start out the Wizardry Trilogy...patience is something you must have! Either that be from making characters that can survive the first parts of the game(even well into the end of the game...) or constant reloading cause you don't want anyone to die from a fight(and thus lose 1 point of Vitality), which is a constant danger, Even with a little bad luck you are in a frustration.

With all that aside, I will say never has a game given it a real sense of victory for gaining a level or beating a group of foes...or even beating that game! Frankly you'll need the guide provided to make any regular progress, otherwise you'll lost for a long time.

So if you want a real old challenge...this is it! Let this be the start of a real adventure!
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0.4 ώρες στο μητρώο
Αναρτήθηκε: 15 Μαΐου 2014
Ah, what can I say about this RPG classic? The graphics are terrible, even by the standards of the time, their crude 16 colour EGA awfulness being quickly surpassed by the 256 colour majesty of Westwood's Eye of the Beholder, which followed but a year later.

Moreover, in defiance of even the most slender of expectations, variation in tileset is extremely limited - expect to see castles, dungeons, jungles and mines rendered in the same undulating grey brick, with faded tapestries, rooms filled with rotting furniture and the stygian underworld described in bright yellow text rather than sprites. While far more attention was lavished on the animations of your enemies you should be prepared to see the same yellowish-greyish-pinkish tones portray a multitude of demons, rats, amazons, dwarves and dragons.

The sound too is also terrible, with no music to speak of and only a limited selection of digital samples to relay the clash of steel on steel, ancient enchantments and the death of your foes. Lest that sound too exciting, be warned this is a game where your enemies die with a bang, literally expiring like popped balloons. Indeed, this was a game where the sound was quickly disabled and the mouse driver not loaded, cursor keys and imagination being far better accompaniments.

The plot is borderline nonsense, but expansive and remarkably mature, if such a thing can be said about story involving adultery, murder, madness, a pen that can re-write reality and a half naked she-devil.

And the game itself is unrelentingly punishing - this is the only game I can think of where your ability to access some of the more advanced classes, so temptingly described in the manual, at the beginning of the game rests entirely on a combination of luck and pig headedness. It is also one of the few games I've come across where a party of six stalwart heroes can be bested within seconds of starting their adventures by bats, rats and weeds, where they can fail to pick a lock and find that door locked for good. It is a game where if one of your characters dies of poison then you better hope you have some means of curing them in addition to resurrecting them, because if you don’t they’ll only die again.

However, if you've read this far and you consider yourself to be one of the few 'hardcore' CRPG gamers left out there, then you owe it to yourself to download this game and persevere. Nearly 25 years after its release, it stills holds the same dark attraction of stats and skills and spells and equipment and deep, turn-based, party-focused combat that for a few years in the mid-1990s seemed to represent the high point of aspirations for RPGs on the PC.

Once you’ve beaten the rats and bats and zombies and Zulus and taken on hell itself and battled through a climatic series of encounters against bosses that feel more like something from Streets of Rage 2. And once you’ve ditched the sticks and rags and found the Avenger and Maenad’s Lance and you’ve got a mage able to launch a tier six nuclear blast capable of incinerating waves of enemies at a time.

Then you’ll have found yourself neck deep in that borderline nonsense plot, playing a game that never fails to keep you on your toes, that rewards intelligence and strategy and speaks to the same desire for challenge and depth that until recently games had somehow managed to neglect. You’ll be hooked and you’ll want to take that band of misfits you’ve so carefully tended for the last 40 hours onward to Wizardry 7 and 8 and the fact that you’ll have to spend more than 100 hours to find out there’s no Wizardry 9 will be a bitter-sweet pill to swallow, but probably one you’ll swallow all the same.
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0.3 ώρες στο μητρώο
Αναρτήθηκε: 27 Οκτωβρίου 2014
READ THE MANUAL!

(Right-click on the game in your library, Properties, Local Files, "Browse Local Files")

This is an old-school game. It's not going to hold your hand and explain things as you play. It is too hardcore for that.
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59.8 ώρες στο μητρώο
Αναρτήθηκε: 6 Ιανουαρίου 2014
This is a great game from the olden days where a game wasn't afraid to kill your characters in the first battle. Arm yourself with the included manual and hint book (and don't forget to arm your characters while you're at it...they enjoy walking into dungeons without donning their armor or weilding their weapons). sit back, relax, and enjoy the show.

Despite the lack of modern graphics and sound, if you give it a chance, you'll really enjoy it and you can carry your band of characters from Wizardry 6 all the way through 8. Unlike other RPG's you'll feel a sense of accomplishment because you helped create these characters and develop their own storyline rather than letting the game decide it for you.
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2.0 ώρες στο μητρώο
Αναρτήθηκε: 5 Δεκεμβρίου 2015
Finished the Super Nintendo version of this game with fan translation patch. I recommend it over the DOS version sold here since it has (slightly) better sound and graphics, except if you want to transfer your party from one game to the next. The SNES version has JRPG-style controls, too, and a simplified dialog system... which might be a good or bad thing depending on your tastes.

Liked:
- Designing, equipping and leveling up your 6-character party is just great
- Combat is great with a great deal of strategy, many spells and character/monster abilities
- Position of characters in combat matters, only ranged and pole weapons or spells and special abilities allow attacking from the back rows
- Very good writing in the non-silly parts of the story
- Nice sense of exploration

Disliked:
- Too many random encounters
- World is a nonsensical patchwork of various mythologies, novels and just plain silliness
- Dungeon graphics are boring, the DOS version has basically one wall texture for the whole game, SNES version has at least some variation
- RPG system has some well-known exploits
- The optimal way to play if you want the best party/items to carry over to the next game requires reading a lot of spoilers

Overall the game grabbed me enough that I soldiered on until the end, but the overall experience left me slighly disappointed. Still, you can't beat that combat and party management, I really want more games in this turn-based style to come out now that we have Grimrock for the real-time side.
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36.5 ώρες στο μητρώο
Αναρτήθηκε: 22 Δεκεμβρίου 2013
If you can look past the grahpics and the unforgiving gameplay, this is an RPG classic. Its character and skill system is deeper than one would expect from such a dated game. If you're looking for classic dungeon crawls that showcase part of the evolution of classic PC RPGs, then bust out your graph paper and SAVE, SAVE, SAVE!
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2.2 ώρες στο μητρώο
Αναρτήθηκε: 9 Ιουλίου 2014
Extremely dated, and the dice rolls can fail horribly. You stand a good chance of your party being horribly ill-suited for what you encounter.

Wait, I'm talking about my friday D&D sessions.

Seriously, though, that's basically what this is. Old-school pen-and-paper RPG style dungeon crawl. I've not played much, I must admit, but what I have played has made me want to play more.

I really like the character creation system (well, save the limited and ugly portraits). It's streamlined in all the right places, but leaves options open where it needs them.

I haven't even read the manual yet, and I'm having fun! (That was a hard thing to do with games back in the day)
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0.4 ώρες στο μητρώο
Αναρτήθηκε: 7 Σεπτεμβρίου 2014
Old RPG that shows its age.
Graphics that make you want to gourge your eyes out and sound that makes you wish you were dead.
... classic
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