Reviews from

in the past


I'm nowhere close to beating this game yet but I'm giving five stars for the title alone. That shit go hard.

This game blew my expectations out of the water, Really good dungeon crawler that inspired many great rpgs to come. For being a snes dungeon crawler the gameplay is really fast and fluid. The possibility of any death leading to you losing a character if they don't revive makes for very stressful but rewarding gameplay. The overarching story isn't very present in the game but is still pretty amusing especially when you get to the last floor.
My only issues are the useless alignment system that only wastes your time and I wish the lower levels weren't so risky to grind as they are basically unusable if you don't want your characters to die

(Played through the Japanese PS1 collection)

One of the first RPGs ever and influential in ways you need to play to fully understand, the NES/Famicom port of this game is probably the biggest influence on the japanese side of the genre at the time and it's influence can still be felt even in games made much later who developed further away from those roots, sadly as game it's one of those cases where you can tell it's one of the firsts in the genre still trying to figure how to be.

The game itself ain't as brutal as it was made out to be, as someone used to the convetions of older RPGs at least, but every encounter of even level with the enemy could mean a potential reload depending on how things go, particulalry on later in the game, still regardless of that the game is rather dull since the dungeon floors as big as they are don't have much a reason to explore them, you won't find loot outside combat encounters and even then you won't find much worthwhile outside the late game, making most the floors pointless to explore outside needing exp and grinding, this is also a game where you might want to reload after a level up because your stats got worse. I managed to beat the final boss solely because he didn't use his party nuke spell on one attempt which otherwise would've meant need to grind for a few more hours to beat him.

As fascinating in it's influece as is I didn't find it particularly enjoyable

I never liked dungeon type rpgs very much growing up. I was a really story-focused gamer even in my youth and I didn’t love super fiddly systems stuff so anything more complicated than like a Bioware system was a pretty hard pass from me, and a lot of those games didn’t even have the types of really overt narratives that I preferred anyway. My love for Stories In Games hasn’t gone away but a perusal through my backloggd account will tell anyone that I’ve broadened the scope of where I look for them. I’ve also really blown out my tastes for what kinds of games I’ll play, and my experience with Dungeon Encounters in 2022, which I would describe as nothing less than euphoric from start to finish, activated a thirst for this specific type of tile-based rpg in me. I played Phantasy Star (or, most of it) around that time too and found myself completely enchanted by the first-person dungeons in that game, even as bare as they were there.

So I’ve found myself, as I often do, back towards the beginning of things. I’m not going to talk directly about the mechanics, about the act of playing Wizardry on your keyboard or controller, because Cadensia has already done that here so much better than I would have and I think anybody interested in what it feels like to Play Wizardry who doesn’t somehow already know should read her piece on it, it’s really good.

I found myself thinking about The Story in Wizardry a lot while I was playing it. The narrative is, I think, the most interesting thing about the game by far. But I was also thinking a lot about how all I had ever heard about this game and indeed this whole genre that it spawned was that they eschew narrative in favor of taking inspiration from the more mechanically minded, number crunching side of the earliest editions of Dungeons and Dragons. And that’s true, right, there aren’t narrative scenes in Wizardry, people aren’t talking to you, there aren’t really NPCs the way we think about them today. And this remains true today today – I’m a solid few hours into Etrian Odyssey right now, a game that so famously Doesn’t Have A Story that its remake would add a game mode that gave your party bespoke character art and personalities and dialogue and insert a much stronger narrative structure into the game as it existed. One of the major selling points of the even more recent and very popular Labyrinth series by Nippon Ichi Software is that they have their developer’s signature long, elaborate, dialogue-heavy stories. All kinds of scenes where one guy stands on one side of the screen and another guy stands on the other side of the screen and they go back and forth in the text box in those games.

But in playing these games I’m finding this to be a really weird understanding of what’s happening here. Etrian Odyssey is a game drenched in story. DRIPPING with incidental dialogue from the MANY characters who live in the base town at the top of the labyrinth, which changes constantly as you continue to descend, and all of whom are extensively characterized across various missions and side quests in which you interact with them. You’re constantly encountering other people within the labyrinth itself, and often get a choice of how to express yourself to them. There are little encounters sprinkled throughout the dungeon, where often you’re making a choice as small as whether you want to take a short break or pluck a piece of fruit you’ve found or investigate a rustling in the brush; rarely do these moments have huge effects but every time they are lending your characters, your environment, and your situations deeper context and personality. The game is full of narration, gorgeous prose that so expertly communicates wonder and danger, which both loom constantly in equal measure. There are immediate hints of a greater mystery at play regarding the circumstances of the dungeon’s existence and hints that other people already know what’s going on and purposely withhold information from you, to mysterious ends. This isn’t “no story.” This is “the girl on the boxart doesn’t talk about her backstory if I choose to play as her.” This is players not doing their half of the work. Which is fine! We don’t have to want to be active participants in every part of what a game’s doing. But we shouldn’t accuse games of having failures when what we’re actually doing is disagreeing with a style.

Anyway so like, Wizardry. The thing about it is. It’s fucking sick. THE PROVING GROUNDS OF THE MAD OVERLORD holy shit dude. Something I didn’t know before I played this game is that the mad overlord isn’t the guy you decapitate at the end but in fact a fucking loser ass king who has shoved you into the dungeon forever until you get his necklace back for him from a tricky little guy or die trying. IT BEGINS right like yeah you gotta read the manual to get the Good Good flavor but oh baby the flavor is hits. Fuckin Trebor what an asshole. His magic amulet is stolen by the evil wizard Werdna and a gigantic evil dungeon appears beneath his castle and he’s like hmm yes I will pretend this evil dungeon is here on purpose. Now everybody has to go die in the dungeon. If you get out of the dungeon with my amulet you get to be my bodyguards for life also you can’t turn that job down.

This immediately paints everything about the game in A Light. Given the time this came out, and its audience, and the guys who made it, most of this is cast in a fun light, like oh the place you buy your equipment is run by a funny fantasy dwarf who would sell you your own arms if he thought he could get away with it hoo hoo hoo (the manual goes out of its way to clarify that it means your body arms and not your weapons in fact). The castle is always bustling with activity, and there are always new adventurers at the pub to refresh your party with or uh, make a new one if you fucking wipe in the dungeon. At the same time though, the act of play itself creates a dour scenario for us. It’s brutal down there, no doubt about it. A punishing grind, one that kills and demeans the poor losers who find themselves trapped here at every turn. Adventurers have free reign to come and go from the labyrinth as they please because, after all, they don’t seem to have the freedom to leave the castle town itself. Every step could bring you into conflict with some monster or shade or even other guys, and who knows what their deals are? Other adventurers, given up on their hope of conventional success? You run into a lot of wizards but their relationship to Werdna is unclear, especially on these upper floors.

This is how you live now, though, and it’s here that the mechanics of the game that I see almost universally complained about create richness for this emergent narrative of tedious despair that felt most appropriate for my parties. It’s so, so, so easy to die, in the dungeon. If your friends can lug you back out then great news, you live in dungeons and dragons and the priests over at the Temple of Cant can revive you but like, only maybe, and fuck dude it costs a LOT of money to try. They mention these prices have been going up. They used to be tithes. Makes you wonder if these economies, not just the exploitative services run by the church but the pub, the armorer, if this little bubble is a result of the Mad Overlord’s perpetually trapping of adventurers into his death maze or if it was only made worse by it. If they fuck it up and you’re lost in death forever you uh, don’t get your money back.

Money essentially loses all meaning so quickly, which is bad news because it’s like the single extrinsic motivator your characters have for exploring; there’s a huge cash payout when you find your triumph, and your dubious final reward is a supposedly lucrative position of honor and prestige. But you’ll find yourself drowning in gold with nothing to spend it on before long. The shit at the weapons shop can barely handle a couple floors worth of enemy scaling, and all else there really is to buy are resurrections and other permanent status cures. By now though you’re empowered enough that you’ll need them less and less often.

That means there’s less and less incentive to spend time in town, and more and more to spend time in the dungeon. Deeper, darker, more twisted up. More disoriented. Meeting more guys who start to look more like you. Ghosts. And monsters are friendly as often as not! They’ll leave you alone if you leave them alone. That’s up to you, though. Something that’s undeniable is that you’re getting old down here. Every time you stay at the inn in town the game suggests that this isn’t a night of rest but an extended period of time out of the dungeon. These aren’t brief trips in and out. You make camp every time before you go down, you’re in there for a Long Time and when you come out you need to recover. Your characters age, and if you let them they’ll age substantially over time. When you change their classes it takes them three or four years to learn their new trade. Sometimes stats get lower when they level up. They’re getting old. They can die of old age! You might have to make a bunch of new guys because your old guys were Literal old guys who fucking died from being in the dungeon too long, at the behest of a cruel king but without the magics that grant him and his adversary power and longevity.

When you do this, if you do this, making new parties for any reason, such as stepping on a trap that teleports you into a location that makes your body impossible to recover such as into the castle moat or the inside of a rock wall, there is created a sense of generational knowledge, that old guard adventurers pass homemade maps and wisdom on how traps work and how to fight certain enemies to the new suckers who find themselves trapped here. After all, you’re making those maps in your notebook, and you’re keeping tabs on which enemies have fucking permanent level drain skills. Your new guys don’t learn that from nowhere. And you’re making Guys, definitively, like you name them and shit, they’re people. At least, they’re what you bring to them.

I bring a lot to this game. We can’t forget either that this is still this game where the two big evil guys are named Trebor and Werdna, the names of the game’s two developers, Robert and Andrew, spelled backwards. This is funny, this is a funny thing to do. There’s nothing intrinsically dark about the game beyond perhaps the oppressive feeling of claustrophobia that its main setting naturally implies, and indeed you’re always running into funny little tablets that read more like bits of graffiti or troll posts than they do ominous inscriptions. I can’t stop thinking about how when you fight Werdna he’s joined by a Vampire Lord and some normal vampires like what was going on were you guys just hanging out were you playing halo 3 did I crash the party. But it’s easy for me to pull all these elements into what felt like the story that was coming together for me, too.

I do think it’s worth mentioning also that while I did actually finish the NES version of this game I spent a significant amount of time poking around with the DOS, Gameboy Color, and PS1 editions of Wizardy as well, and all of these have very different renditions of this world and its environments and creatures and sounds. The PS1 version is by far the most self-serious, the one that at first glance lends itself the most the story that Wizardry and I told together, but something about the near-monochrome of the NES, the encompassing blackness of the screen at almost all times, and the way that it’s so much easier to completely lose your sense of place in the dungeon that made me feel so much more afraid than I ever did in the comparatively earthy and well-lit early floors of the Playstation version.

My point, at the end of all this, is that all that stuff is there for the reading at all. It’s been there the whole time, waiting to be engaged with. Wizardy isn’t a deep game really at all. Especially given how influential it is on all modern video games but especially turn based RPGs, it’s THE template for over 40 years now, and beyond the act of physically mapping your own shit while adapting to some often comically mean-spirited traps, the part where you get into fights never ever amounts to more than grinding until your number is bigger and you know more spells. But that didn’t matter to me. I had a great time with Wizardry, entirely down to the atmosphere that was in no small part created by how brutally terse that mechanical crunch felt. I don’t know if when I play Wizardry II it will be this version or if I’ll fully jump ship to the Playstation and its automap features, but for the experience I got these last few months with this game I wouldn’t trade any of that friction for anything, and I wouldn’t put any cutscenes in a remake either.

     ‘You have freed the one with yearning eyes whose lot was hunger tragic.’
     – Gary Gygax, The Lost Caverns of Tsojcanth, 1982.

Players of the tournament adventure The Lost Caverns of Tsojcanth (1976) were greeted, after some exploration, by prismatic lights dancing on the walls, contrasting with the pile of dark rocks in the centre of the room. Far from being an end in itself, this hall was merely the gateway to the Greater Caverns, where countless secrets were hidden amidst strange stalactites and rock formations conjured from a demented imagination. The treasure of Iggwilv, mysterious as it may be, was only for the bravest of souls. In the 1970s, the development of PLATO, a computer system linking several thousand terminals around the world, led to the emergence of a community of creators who generally made no secret of their inspiration for the dungeon-crawling style typical of the printed RPGs of the time. These first forays set a trend. Among these, Oubliette (1977) perhaps stands out for its remarkable depth for its time: the source of inspiration was clearly Dungeons & Dragons (1974), but the inclusion of attribute tables for the different classes and races, as well as a rich magic system, placed it at the forefront of computer games.

     A formula based on Dungeons & Dragons rules

Unlike PLATO, mainstream computer systems did not have the same computing power and early titles could seem like a step backwards. In 1978, Robert J. Woodhead, who had already gained a small notoriety for plagiarising dnd (1975), decided to replicate the system and experience of Oubliette in his own version, promoting an original adventure. The Dungeons & Dragons system is used quite faithfully, and any veteran can create their characters without getting lost. Since multiplayer was not an option, Wizardry recommends creating a team of six characters – or less – to explore the ten underground levels that make up the adventure. As a result, by appropriating the ideas of Oubliette, the title established a canon of standard rules and codes that would have a lasting influence on the dungeon crawler genre.

The player assumes the role of several adventurers whose goal is to venture into the catacombs beneath the castle of King Trebor. Having gone mad after the wizard Werdna stole a precious amulet, he sends young mercenaries to the first floors of the complex where the wizard is hiding. He hopes to find adventurers strong enough to reach the deepest part of the catacombs to kill Werdna and recover the amulet. The tone is rather light and the adventure, though rough in its progression, is punctuated with comic messages; there is something strange about exploring Wizardry, as a light-hearted theatricality contrasts with the often serious and merciless nature of the early Dungeons & Dragons modules.

From the outset, Wizardry requires an investment from the player, who must build their team based on attributes, classes and alignments. A balanced approach is preferred, with three characters in the front attacking with melee weapons, while the backline provides defensive and offensive support with a variety of spells. Character creation oblige, it is possible to abuse the system to get the best possible scores and start with a comfortable roster; likewise, creating characters to take their money is a viable strategy, allowing the player to properly equip themselves before even entering the Proving Grounds. This freedom is reminiscent of the shenanigans possible during TTRPG sessions, and adds to the idiosyncrasy of Wizardry at the time of its release. Traditional reflexes are thus rewarded: the cautious and savvy player will exercise extreme caution, taking care to map effectively and intelligently identify any items recovered from the dungeon.

     Some diverse but often obsolete mechanics

The Famicom version, released in 1987, retains these gameplay features, but improves the title with better graphics. The port is largely faithful to the original, with the exception of some floors in the second half of the game, which have been completely redesigned. Even in the Famicom version, the player has to progress slowly and draw their own map to avoid getting lost. However, the first few floors are particularly enjoyable to explore. Wizardry opens elegantly, with Floor 1 divided into quarters, making exploration more digestible. In the first one, the player learns that opening doors is the most common way for the party to engage in combat, and only then can they find chests containing gold and sometimes equipment. Exploration feels organic and natural, with the compartmentalisation ensuring that the player is not drowned out by overly large rooms. Floor 2 follows the same logic, introducing the importance of key objects in the progression: indeed, some areas are inaccessible if the adventurer does not possess the figurines, and the game takes good care to communicate this information through its pseudo-labyrinthine design. Mapping is still fairly straightforward, but takes a bit more time to complete due to the many twists and turns.

At the same time, the player will slowly become accustomed to the combat system. While the backline is generally of no help at the start of the game, as it has no spells, it will gradually become more useful. Once characters have gained enough experience, they can rest at the inn to advance to the next level. Wizardry complicates the process, as not only can certain stats be lowered, but time spent in the inn will cause characters to age and their powers to diminish, before they eventually die. This system may come as a surprise, as it encourages the player not to use the inn excessively as a means of healing. The system does force the player to use the Cleric's spells, but the process tends to be lengthy and the menus are rather cumbersome.

Furthermore, the shop, while useful at first, quickly becomes redundant. The stock is relatively sparse, and the player will easily equip themselves with the best gear available long before exploring the floors where better weapons and armour can be obtained from the monsters. This element makes character progression heavily reliant on enemy grinding – and luck on the chests' table – but renders some mechanics obsolete. In practice, gold coins are only used to visit the temple and remove negative statuses. A similar problem exists with the promotion system: once the attribute and alignment requirements have been met, the player can change a character's class to diversify their options. The problem is that they start with the lowest stats for their race, and it is necessary to grind experience from the start to make the character viable. This emphasis on grinding is at the root of the structural problems in the second half of the game.

     Exploration abandoned in favour of grinding: an artificial approach

While the adventure up to Floor 4 remains organic and natural, with a forced encounter forming the game's first genuine obstacle, the following floors lose all interest in ergonomics and decide to take a very aggressive route. The floors become much more complex, with devious traps and frustrating hidden doors. The title introduces anti-magic zones, which severely neutralise the party's abilities – although enemies suffer the same effects. Where the backline, with its crowd control and area attacks, became paramount towards the end of Floor 4, the player is deprived of these options during exploration, making progression much rougher and more difficult. The problem is that the middle floors, 5 to 8, are completely optional. After collecting the Blue Ribbon, players can use the private lift to go directly to any floor between the fourth and ninth, which opens the way to Werdna's lair.

More specifically, the Blue Ribbon is necessary in the progression, as the ninth floor can only be reached by this particular lift. It turns out that the intermediate floors have no other purpose than to be grinding areas. Naturally, the player begins by mapping out the rooms, but when they visit the ninth floor out of curiosity, they realise that all this work is pointless. Because the grind cannot sustain its formula, especially with such a bare interface, the temptation to brute-force the last floor and fight Werdna as quickly as possible is strong. My experience was very similar to the speedrun strategy, as I decided to grind the Giants on Floor 10 to unlock the most powerful offensive spells. Once my Mage was level 13, the final challenge was to survive the gauntlet on the final floor and reach Werdna; at this point, a simple Haman to teleport the boss group ends the game with minimal fuss.

Wizardry remains a challenging title, and the strong dichotomy between the first and second halves is surprising. Could it be that the change in gameplay philosophy is the result of contrasting inspirations? Oubliette offered a fairly straightforward map that, while more open than the early stages of Proving Grounds, was natural and pleasant to explore. Here, the later floors are riddled with cruel traps, such as the three rock columns that instantly punish teleportation with Malor by killing the party with no chance of recovery. This ruthlessness must have been too much for the Japanese team working on the port, as they decided to implement their own floors, which are much more explicit about their optional nature: the hidden stairs in an infinite corridor have been removed, and it is not possible to find the stairway between Floors 7 and 8 without a deliberately creative use of Malor.

The title was an important trailblazer that inspired entire genres of video games, both in the West and in Japan. If it is still possible to experience it in 2023, it is worth remembering the extent to which Wizardry embraces game design ideas that are now considered archaic. The game does not hesitate to punish careless actions and shows no mercy towards unprepared parties, even to the point of permanently eliminating them. The emphasis on grinding, although facilitated by the lifts that allow easy access to the surface, is frustrating. Before reaching level 13, a party can suffer from an encounter that is a little too crowded with enemies, and the player is pressured to reach this threshold before attempting to fight Werdna. As in Tsojcanth, obtaining the Blue Ribbon is only the beginning of the adventure; far scarier things and devious traps await the player, but Wizardry never conjures up the poetic strangeness of these rainbow caverns where unknown and wondrous crystals glisten.


The game that inspired many of the best JRPGs series still around today.
Simple, difficult and exhausting.

actual hell on earth, megami tensei is for the WEAK. slow apple 2 diskette loading at each battle, non existant story, frustrating dungeon crawling, but it was still the first. massive respect.

Ultima's brother from another mother. You can see how their gameplay would later be combined into more compelling titles. Obviously historically significant, but still suffers from similar issues Ultima does, namely the glacial pace and visuals that are primarily stats windows instead of a game world.

One of the most important games of the RPG genre and one I never want to play again

this game is hard in the same way a korean grindfest mmo can be hard

protip: buy yourself a Pentel P200 pencil (or two) in your diameter(s) of preference, a set of erasers (the pink rubber erasers are garbage, go with something like a tombow mono plastic eraser), some graph paper and optionally, a straightedge of some sort.

This review contains spoilers

The classic game that inspired decades of gaming history, stealing what worked from DnD and PLATO while adding plenty of its own spin and putting it all in the hands of anyone with a computer to play it on. Considering the age of the game and how just about everyone immediately copied it and improved upon it I was surprised that it was as good as it was.

The dungeon map layouts for the first few levels are interesting to explore and map as you go through the proving grounds, and the character creation and development is just simple enough to be intuitive and just complex enough to have depth.

If the whole game was like this early part of the game, focused on exploring and mapping, I would rate the game much higher. However, it is clear the developers, having created an interesting system and levels to play around in, didn't quite know what to do with the game at that point. Thus we get to the main negative about this game: the poor combat design, and the excessive grinding.

Now, to be clear, I don't think the combat in the game is bad on its own terms. It is very simple, but for one thing this was 1980, and for another the main challenge of the game was not winning an individual hard fight but to survive a series of them through a whole expedition and return alive. Do I heal now, or later? Do I use my powerful mage spell now, or preserve it for another encounter in the future? It is not the height of complexity, but these are the questions that you ask yourself as you go through the dungeon.

Many of the spiritual predecessors to Wizardry had no or little endgame. The ability to level your characters higher and higher was enough, and a goal was not necessary for players to have fun. Wizardry opted to change this: the main goal is to descend to floor 10 and kill Werdna to retrieve the amulet. And here is where the trouble comes in: boss fights.
There are two bosses in the game, a first boss on floor 4 and a final boss on floor 10. Both bosses are essentially just level gates for your mage character. If you have level 5 mage spells, you can defeat the first boss. Else, you lose. The final boss is much the same: If you have level 7 mage spells, you win, else, you lose. (Both of these bosses can also be beaten by simply having overlevelled parties, but that would require even more grinding and is in the end an even less charitable interpretation of the game.)

As it is likely that the player will not have characters of this level when they encounter the bosses, after you reach floor 4 and secure a route from entrance to first boss the game shifts from a fun and strategic exploration game to a combat focus with the goal of grinding until the characters can handle the enemies. This is where the game falls off in quality: once you have the game mapped and eliminated the variables, the risk element of the expedition falls. Levelling the characters becomes a repetitive chore. And without the strategic and exploratory elements the combat alone is not enough to carry the game. This is made even worse after you defeat the first boss. Your reward is to unlock an elevator that takes you anywhere between floors 4 and 9; this makes floors 5 through 8 essentially pointless as a party that can beat the first boss can handle floor 9. And from floor 9, it takes very little time at all to discover the entrance to floor 10, meaning that it too, has little point. After all, at this point your only goal is to grind to be powerful enough to fight the final boss, so there's no reason to go to floor where the enemies are weaker. Compound this with floor 10 being essentially a hallway filled with powerful enemies but with the ability to exit the dungeon directly at any time, and its a recepie to have players merely walk back and forth in a hallway grinding for hours.

Wizardry has many good elements. The early portion of the game, featuring exploration and a survival challenge as you map the dungeon, are very enjoyable over 40 years after the game's release. The later half, focused on grinding combat, however, makes it difficult to reccomend today. However, I did, overall, have a good time, and in the context of the time the game was made, it is understandable that the developers did not quite understand what would and would not work: game design barely existed at this point. As such, I think it is still a great experience.

Where you can see how your characters may decrease their stats whenever you level up.