Wizardry 6, 7, And 8



  1. Wizardry 6 7 And 8 Commentary
Wizardry VII:
Crusaders of the Dark Savant
Developer(s)Sir-Tech
Publisher(s)
  • ASCII Corporation (FM Towns, PC-98)
    Sony Computer Entertainment (PSX)
    Night Dive Studios(digital)
Designer(s)David W. Bradley
SeriesWizardry
Platform(s)MS-DOS, FM Towns, PC-98, PlayStation, Windows, Mac OS
Release
  • 1992 (DOS)
    1994 (FM Towns, PC-98)
    1995 (PSX)
    1996 (Win, Mac)
Genre(s)Role-playing video game
Mode(s)Single player

Wizardry VII: Crusaders of the Dark Savant (originally known as Wizardry: Crusaders of the Dark Savant) is the seventh title in the Wizardry series of role-playing video games by Sir-Tech Software, Inc., preceding Wizardry 8 and succeeding Wizardry VI: Bane of the Cosmic Forge. It is also the second entry in the 'Dark Savant' trilogy. The game was published in 1992 by Sir-Tech, originally developed for DOS. In 1996 it was remade into Wizardry Gold, designed to work on Windows and Macintosh, and distributed by Interplay.

The setting is a science fiction/fantasy universe, featuring interplanetary space travel and cybernetic androids, alongside high fantasy arms, armor and magic. The story picks up where its predecessor left off. The recovery and subsequent theft of the magical artifact known as the Cosmic Forge in Wizardry VI: Bane of the Cosmic Forge has revealed the planet Guardia, the hiding place of another power artifact, the Astral Dominae. Multiple factions have converged on Guardia attempting to locate this artifact, including a party of adventurers controlled by the player, and the principal adversary, the eponymous Dark Savant.

The graphics for 7 still look alright. It's relatively nice pixel art. 6 is a little less appealing to me, graphics wise. I'm not positive, but I think I heard that 8 might be a bit buggy. You might want to look into that. Read the manual as well. It reads like an old D&D manual, and really fleshes out the game rules. I think 6 is the best in terms of balancing puzzles with the other gameplay aspects (8 does not have enough, 7 is at times way too difficult for its own good in this regard). Besides that, it can be quite safely skipped - the other 2 games utilize very little of its story elements and the coolest item import is something extremely unlikely to happen without a walkthrough.

The game is notable for featuring an early example of a well developed diplomacy mechanic. It features multiple competing factions with different interests in the world of Guardia. The player may engage in diplomacy when key NPCs of the factions are encountered, and may attempt to bribery, peaceful negotiations, or threaten force.[1] It is also an early game to feature NPC competition with the player; as time progresses NPCs may beat the player to obtaining certain quest items, forcing the player to change their priorities.[2] It was also the first game in the Wizardry series to feature 8-bit VGA color graphics.

Gameplay[edit]

Crusaders of the Dark Savant is played from a first person perspective, with the party's character portraits visible alongside what they see in the game world, and movement is tile-based, and the player can only turn in 90° increments. The game supported contemporary VGA displays and a variety of sound cards for effects, and synthesized background music. The player could use the mouse or keyboard to navigate the user interface.

The party's characters are not autonomous and have no personality; they are completely under the player's control. The gender, portrait, race and profession of each character is, however, customizable, allowing for many different types of parties to explore the world of Lost Guardia. The party of player characters can be imported from a previous saved game of Wizardry VI, or characters may be created anew. Each character's statistics (such as strength and intelligence) are given a baseline by the character's race and gender.[3] A random dice roll provides a certain number of bonus points for each character. Each profession has minimum requirements for entrance, so a given random character may not be eligible for some professions. Unfortunately, this means to be an elite group, the player may need to spend considerable amounts of time trying to obtain the highest possible dice rolls to create strong or exotic characters (such as the faerie ninja).[citation needed] Formation of the party, up to six, is set up to allow the first three characters to be on the front line, where stronger short ranged weapons can be used, but where more damage is taken. The final three can only hit with ranged weapons, spells or while hidden, but are less likely to be hit and take damage.[4] The game lets the player change a character's profession at a later time, provided the character meets the class' requirements. This permits the player to develop more versatile characters (allowing fighters to obtain magic, for example), and allows characters to join professions they were not eligible to join at creation. Profession changes carries certain penalties.[5]

Each race has a certain statistic value attached to them, before bonuses:

  • Strength affects carrying capacity and melee damage.
  • Intelligence affects the number of academic skill points and the amount of spell points a character gets.
  • Piety does the same as Intelligence and also affects spell point regeneration speed.
  • Vitality affects HP, and resistance to disease.
  • Dexterity affects number of attacks per round and thieving skills.
  • Speed affects number of total attack rounds available and initiative.
  • Personality affects how likely a character is to make friends with neutral or hostile NPCs.
  • Karma does much the same as Personality, except that low values in Karma impress similarly low Karma NPCs (thieves like the company of thieves, and so on).

As with the first five Wizardry games, the races include Tolkien-esque Humans, Elves, Dwarves, Gnomes and Hobbits. However, continuing with the expansion of this concept in Bane of the Cosmic Forge, Lizardmen, Faeries, Dracons (half-Human, half-Dragons), Rawulf (humanoid dogs), Felpurr (humanoid cats) and the alien Mook (tall and hairy Sasquatch-like people, who make an appearance in Wizardry 8) are all playable. Each race carries its own unique set of benefits and detriments to statistics, unique resistances, and can make use of race specific equipment. The game even includes a weapon that is relegated only to Faeries who become Ninja: the incredible Cane of Corpus.

There are also several classes:

And
  • Fighters are the frontline troops.
  • Thieves disarm traps, steal and fight.
  • Samurai, Lords, the female-only Valkyries, Bards, Rangers, Monk and Ninja are all hybrid classes that can fight, in addition to casting spells and/or thieving.
  • Psionics, Priests, Mages and Alchemists all cast spells from one of the game world's four spellbooks.
  • Bishops cast both Priest and Mage spells, but learn them half as quickly as a pure Priest or Mage.

Combat is phased or turn based. When battle begins, the enemy party is shown graphically on the worldview screen. The fastest characters or monsters act first, complete their turn, then allow the next fastest person to take theirs. This mechanic means that party members' actions may take no effect (if a party member attacks a group that others have already eliminated) or healers may take their turn too late and fail to save their injured companions. Leveling is similar to other RPGs. When enough experience is earned through defeating enemies, a character advances in their current class, earning new statistics, skills, spells and ranks in that class. Statistical growth can result in one statistic going up, several going up, or even (rarely) having one decrease. Skill gains are divided among weapon skills, physical skills like swimming and climbing, academic skills like spells, critical strikes and mythology, and 'personal' skills. NPC interaction, on the DOS and Windows versions of Crusaders of the Dark Savant, is carried out by the mouse and keyboard. The mouse selects general actions, such as 'Fight,' 'Spell,' or 'Trade.' Magic is divided into four schools of magic, and six elements. The four schools are: Psionics, mind-based spells; Alchemy, potion-based spells; Theology, prayer-based spells; and Thaumaturgy, element-based spells. The six elements are fire, water, air, earth, mental and divine.[citation needed]

Plot[edit]

Crusaders of the Dark Savant starts at the end of Wizardry VI: Bane of the Cosmic Forge.[6] The party had just found the Cosmic Forge, the pen that the Cosmic Lords use to script the events of the universe, after it was stolen by the Bane King and his Wizard, Xorphitus. Before the party could decide what to do with it, it was spirited away by a servant of the Cosmic Lords, the cyborg Aletheides. The Cosmic Forge was used to hide the location of the Astral Dominae, a powerful artifact with power over life itself, on planet Guardia. Because of this, its theft revealed Planet Guardia to the universe. Now, multiple forces are converging on Lost Guardia to find this artifact, including the party itself. It is after planetfall on Guardia that the story begins.

As there are three endings to Bane of the Cosmic Forge, there are four beginnings to Crusaders of the Dark Savant (one for each of the endings from the previous game, and a fourth for parties who are starting fresh). The first beginning follows a party who believed the lies of the Bane Queen and killed her husband, the Bane King, his lover, Rebecca, and her brother, Bela. On a whim, the party then enters the mouth of a 'giant slumbering beast' (in actuality, a spaceship), which was secreted behind Bela's room, and takes off for the stars. The ship is captured in mid-flight by the Black Ship Dedaelis, which belongs to the Dark Savant, who is the main antagonist of the story. The party is then pressed into service by the Savant, who explains that he wants the Astral Dominae to overthrow the Cosmic Lords, and they are then transported down to Lost Guardia to aid the T'Rang in finding the Astral Dominae for the Savant. The second beginning follows a party who did not believe the lies of the Bane Queen, and who spared the life of the Bane King. He commits suicide, and Rebecca gives the party the key to her brother Bela's room. In this case, Bela does not attack the party; in fact, the party agrees to accompany him on his spaceship to chase Aletheides to his destination. As Bela has been in contact with a race called the Umpani for some time on an interstellar communication device, the party transports to the surface of Guardia just outside Ukpyr, where the Umpani are based. They then have the option of joining up with the Imperial Umpani Federation in their mission to defeat the T'Rang. The third beginning is not hinged on believing the Bane Queen or not; rather, it is dependent on whether or not the party decides to take the Cosmic Forge before boarding Bela's ship. Aletheides appears and takes the pen, and offers the party the opportunity to accompany him to Lost Guardia. After a long voyage, he transports the party to the surface of Guardia just outside Dionysceus, where the Dane live. The fourth beginning for new parties describes the party as adventure and treasure seekers, who stumble upon the Cosmic Forge in an abandoned temple. Aletheides appears and introduces the events of Wizardry VI, then the party accompanies him to Lost Guardia. This party starts just outside New City.

Whatever the initial circumstances of the party's arrival on Guardia, they are free to make or break alliances as they see fit. For example, a party initially aligned with the Savant and the T'Rang are fully capable of turning on them, with no repercussions in finishing the game. In fact, it is possible to either befriend or make enemies of every nation on the planet, and still be able to complete the main quest. The main plot involves the party's quest to find the resting place of the Astral Dominae, the greatest artifact ever created by the god Phoonzang. There are four distinct endings; each of these endings can then be imported as savegame files to Wizardry 8, the final chapter of the Dark Savant trilogy, which in turn has its own set of five beginnings. Each of the seven races of Guardia have a small side story of their own to complete, and almost all of them are necessary to finish in order to acquire the items needed to unlock the resting place of the Astral Dominae, the Isle of Crypts:

  • The Umpani want the death of the T'Rang queen, who if left alive, would spawn enough T'Rang to overrun Guardia and every world near it. They need the party to slay her, as the T'Rang would be less likely to suspect a group of Humans, Elves, Mook, etc... than a group of Umpani as assassins.
  • The T'Rang are searching for a lost map that may lead them to the Astral Dominae, and plot to turn on the Dark Savant to acquire this ultimate prize. The party is tasked with the first two of the T'Rang's three goals.
  • The Munk seek their lost Holy Work, which is being held by a fallen Munk sect underneath their city, and need the party to find it.
  • The Dane desire the Cornu of Demonspawn, a powerful magical artifact, which is a horn on the forehead of a demon that the party must summon and defeat.
  • The Gorn are in the midst of civil war, due to the interference of unnamed visitors from the stars, and it is up to the party to hear the tale of their betrayer, the Wizard Murkatos, and restore the spirit of the King.
  • The Rattkin plot to ambush a T'Rang starship to extend their criminal empire offworld, and need the party's help to find the landing time of the perfect ship.
  • The Helazoid guard the secrets of Phoonzang for the Crusaders of their prophecy, the party itself.

Release[edit]

The first main difference between the original Crusaders of the Dark Savant and Wizardry Gold is that they are designed for different computer platforms. While Crusaders of the Dark Savant can be played on Windows 3.1, Windows NT, and Windows 95 computers (and beyond), Wizardry Gold will not work in DOS by itself. A major development in the Wizardry Gold version was the introduction of speech, primarily in the form of a narrator.[citation needed]Wizardry Gold was included as part of Interplay's Ultimate RPG Archives, that was released in 1998, and an enhanced version[7] is available in the Ultimate Wizardry Archives that contains the first seven Wizardry titles. Gamepot re-released Wizardry Gold bundled with Wizardry VI for Windows on May 13, 2013,[8] and for OS X on November 15, 2013,[9] in GOG.com. On September 10, 2013, Night Dive Studios release it in Steam, with support for Windows, OS X and Linux, although that the Gold edition is only available for Windows.[10]

Reception[edit]

Computer Gaming World in 1993 stated that Crusaders of the Dark Savant was 'the first Wizardry that has a real-world feel to it ... there are towns, ruins, wilderness, mountains and even a small sea' with the player interacting with multiple races that cooperated and competed with each other. The magazine approved of the improved inventory management, but criticized the small automap. More seriously, it called the open world design 'deceptive' as backtracking and 'hours in a fruitless search' were often necessary to solve a puzzle. The magazine nonetheless concluded that 'Crusaders of the Dark Savant is certainly an improvement over the last couple of games', and recommended it to 'Wizardry fans and experienced gamers (who are willing to put up with some of the frustrations)'.[6] The magazine later that year stated that the game 'should not be missed, especially not by Wizardry fans',[11] and named it Role-Playing Game of the Year.[12] In 1996, the magazine named Wizardry VII the 105th best game ever.[13]

In PC Magazine, Barry Brenesal remarked, 'When it comes to an interesting, complex plot, Crusaders handily beats the rest [of the series].' He wrote that the game 'gets high marks for its humor, its excellent characterization, and its thorough and well-detailed documentation.'[14]

PCGames and Computer Games Strategy Plus both named Wizardry VII the best role-playing game of 1992.[15][16] The latter magazine's Joan McKeown wrote, 'As grand an experience as that provided by Ultima Underworld could hardly be topped by anything short of the best game ever: Wizardry VII: Crusaders of the Dark Savant from Sir-Tech has topped everything out there, including Underworld.'[15]

Chris W. McCubbin reviewed Wizardry VII: Crusaders of the Dark Savant in Pyramid #1 (May/June, 1993), and stated that 'Despite its flaws, Wizardry remains far and away my favorite computer FRPG series. If you're looking for a state-of-the-art gaming experience big enough to keep you busy through the whole summer vacation, look here first.'[17]

Wizardry

References[edit]

  1. ^Wizardry VII Gold Player's Manual, p. 417. Retrieved 2013-09-24.
  2. ^Jitawa (2006). Wizardry VII Review: Introducing a persistent world. Retrieved 2013-09-24.
  3. ^Wizardry 7 Gold Manual, p. 405. Retrieved 2013-09-24.
  4. ^Wizardry VII Gold Player's Manual, p. 425
  5. ^Wizardry VII Gold Player's Manual, p. 412
  6. ^ abScorpia (February 1993). 'Wizardry's Crusaders of the Dark Savant'. Computer Gaming World. p. 62. Retrieved 6 July 2014.
  7. ^Interplay Compilations Released - IGN
  8. ^'Release: Wizardry 6+7'. GOG.com. 2013-05-13.
  9. ^GOG.com (2013-11-15). 'Bonus! More Mac Games on GOG.com!'. CD Projekt.
  10. ^Valve (2013-09-10). 'Now Available - Wizardry 6, 7, and 8'. Steam.
  11. ^Scorpia (October 1993). 'Scorpia's Magic Scroll Of Games'. Computer Gaming World. pp. 34–50. Retrieved 25 March 2016.
  12. ^'Computer Gaming World's Game of the Year Awards'. Computer Gaming World. October 1993. pp. 70–74. Retrieved 25 March 2016.
  13. ^Staff (November 1996). '150 Best (and 50 Worst) Games of All Time'. Computer Gaming World (148): 63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98.
  14. ^Brenesal, Barry (February 23, 1993). 'After Hours; Fantasy Follow-Ups; With Four New Sequels, Computer Role-Play Lives On'. PC Magazine. 12 (3): 470–473.
  15. ^ abWalker, Brian; Syzmonik, Peter; Clarke, Theo; McKeown, Joan; McCullough, Joseph; Commander Crunch (January 1993). 'The Best of 1992...'. Computer Games Strategy Plus (27): 46, 48, 52, 54, 56, 58, 60.
  16. ^Keizer, Gregg; Yee, Bernie; Kawamoto, Wayne; Crotty, Cameron; Olafson, Peter; Brenesal, Barry (January 1993). 'Best of PCGames '92'. PC Games: 20–22, 24, 26, 28, 30, 32.
  17. ^http://www.sjgames.com/pyramid/sample.html?id=331

External links[edit]

  • Wizardry VII: Crusaders of the Dark Savant at MobyGames
  • Wizardry Gold at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Wizardry_VII:_Crusaders_of_the_Dark_Savant&oldid=990759982'
Wizardry VI:
Bane of the Cosmic Forge
Developer(s)Sir-Tech
Publisher(s)Sir-Tech
ASCII(Japan)
Night Dive Studios(digital)
Designer(s)David W. Bradley
SeriesWizardry
Platform(s)MS-DOS, Amiga, Mac OS, FM Towns, NEC PC-9801, SNES
Release
  • 1990 (MS-DOS, Amiga)
    1991 (Mac, FM Towns, PC-98)
    1995 (Super Famicom)
Genre(s)Role-playing video game
Mode(s)Single player

Wizardry VI: Bane of the Cosmic Forge (originally known as Wizardry: Bane of the Cosmic Forge) is the 6th title in the Wizardry series of role-playing video games. It was the first in the trilogy surrounding the Dark Savant, which was followed by Wizardry VII: Crusaders of the Dark Savant and Wizardry 8. It was developed by Sir-Tech Software, Inc. and was released on the Amiga and DOS platforms in 1990 by the same company, and for the Super Famicom in Japan in 1995 by ASCII.

Wizardry 6, 7, And 8Wizardry

Gameplay[edit]

Although based upon previous games in the series, David Bradley completely rewrote the system for this release. This was the first game in the series to feature full color graphics.[1] The game was mouse-driven and ran with EGA graphics. It was also one of the few games in the Wizardry series that would not allow characters to be imported from previous games. The character creation and level-up process was more detailed than in previous releases. The player can choose from eleven races and fourteen professions.[2]There are multiple skills divided into three categories, and magic is divided into six schools. Combat also allowed several different options, such as thrust or bash, depending on the weapon selected.[3]

Wizardry VI is a first person, tile-based and menu-driven RPG. Its monsters and races are made up of many mythological creatures and people, from the fictitious, to even some real life races and people. The player may meet Sirens and Charron from Greek mythology, the Amazulu (a group of African warrior women, whose tribal name is derived from the Amazons of Greek legend, and the Zulu of Africa), and even the Caterpillar from Lewis Carroll'sAlice in Wonderland.

Story[edit]

The player controls a party of between two and six people from numerous fantasy backgrounds, identical to those found in Wizardry VII: the Human, Elf, Dwarf, Gnome, Hobbit, Faerie, Lizardman, Dracon (a half-Human, half-Dragon), Rawulf (anthropomorphic dogs), Felpurr (anthropomorphic cats) and Mook (aliens that resemble Sasquatch, or the Wookiees from Star Wars). They have come upon a castle that has been abandoned for over a hundred years, and which is rumored to contain the Cosmic Forge, a pen said to control the destiny of time and space. It is said that whatever is written with the pen becomes instantly true. Additionally, nobody knows what became of the King, Queen and Wizard who once lived there. Once the party enters the gates of the castle, the gates close behind them, making escape impossible.

The party visits many exotic locations. The ruins of the castle and its turrets have become overrun by creatures such as giant rats, vampire bats and carnivorous vines, and its basement has become a den of thieves, pirates and other ne'er-do-wells. Once the party finds a path through the castle and into the mountains beyond it, they meet the hostile giants and dwarves who mine the rock there, and a tribe of warrior women called the Amazulu in the jungles nearby.

In the mountains, they free the spirit of the lost Wizard, Xorphitus, who used the Cosmic Forge to learn everything there was to know in the universe. By doing so, his essence was split into two separate beings: the ghostly vision that the party meets, who seems reflective and benevolent, and his insane and violent physical self who appears much later. Xorphitus explains that this was because the nature of man was to be divided, and to know all things constituted a breach of this natural law. As such, he was naturally separated into two beings, each containing half of the universe's knowledge. He warns the party not to use the pen as he did, because using the Cosmic Forge outside of the Cosmic Circle would cause the user to suffer its Bane: to have their desire twisted into a mockery of the writer's intent.

Using a pair of red rubies gained from their dealings and combat with the giants and dwarves of the mountains and the Amazulu of the jungle, the party gains entrance to the River Styx which runs beneath the basement of the castle, and is overrun by eerie spirits and the undead - and guarded by the three-headed dog Cerberus, in-game known as Spot. There, they eventually meet the lost King and Queen, and the King's lover, Rebecca. The King, having used the cursed Cosmic Forge to wish himself immortal, suffers the Bane of living forever as a vampire, unable to feel any human emotion. He attacks the party and drinks their blood, and leaves them weakened, but alive.

The party also meets the long dead Queen, whose spirit still haunts the world. She relates the story of how she was forced to be impregnated by a demon at the King's command, and after she gave birth to the half-demon creature Rebecca, the King took the young girl as his lover, then ordered the Queen put to death. Her vengeful spirit gives the party a silver cross and instructs them to use it to kill both the King and Rebecca.

In actuality, her story is untrue. The King, in fact, took Rebecca in as his own, when a holy man known only as the Vicar and his betrothed, Annie, left her in his care. This caretaker relationship eventually developed into a romantic one. The Queen's death was not by the King's order, and was in fact her own doing. Jealous at having been tossed aside for the young girl as the King's lover, the Queen used the Cosmic Forge and wrote of the death of the 'witch,' which the Bane interpreted as meaning herself, and she slipped and fell on her own knife.

Finally, the party meets Rebecca, who hypnotizes them and brings them to meet the King a second time. The story branches from here, depending on whether the party believed the lies of the Queen. If they did, they still have the silver cross given to them by the Queen, the King burns himself upon it, and the party is thrown into prison. If they did not believe the Queen and threw the cross away, the King drinks his fill of blood, then throws the party into prison anyway.[4] The choice the party makes becomes much more important later, after they make their escape from the prison.

After eliminating the physical form of Xorphitus, they enter a final meeting with the King. If the party disbelieved the Queen and discarded the cross, the King relates to the party his struggles with a life of no emotion, and then kills himself by thrusting a holy stake of wood into his own heart. Rebecca appears afterward, and asks the party to take care of both the Cosmic Forge and her half-brother, the dragon Bela, who was born of an affair between the Queen and the Vicar.

When Rebecca first appears, if the party says, 'I love you,' she will give them a diamond ring. This ring has excellent healing and defensive stats, and can be used in Wizardry VII to acquire some of the strongest items in the game, and can be returned to Bela in Wizardry 8 for a massive experience bonus and his thanks.

Returning to the branching story line, a party allied with the Queen is forced to fight the King, and on the more difficult game settings, his lover Rebecca. As vampires, the two of them may only be damaged by holy stakes of wood and holy water. After his death, the spirit of the King relates his struggle, and then disappears.

After the King is dead, either by his own hand or by the party's, the chamber of the Cosmic Forge is finally revealed before them. If the party decides to secure it, a voice says, 'I'll take that!' (this is the voice of Aletheides, a cyborg who returns in Wizardry VII and 8). At this point, a screen appears to tell the player to save a savegame for use in the sequel, and is then transported back to the forest outside the prison so the party can continue to train for the sequel, or just adventure.

If the party does not take the pen when prompted, they continue on through another door to meet Bela, and the final story branch occurs here. If the party did not believe the Queen and did not kill the King and Rebecca, Bela is elated at having new company. Together, if the player so wishes, the dragon and the party enter the mouth of a spaceship and take off for the stars to chase Aletheides. On the other hand, a party that believed the Queen is forced into combat with a vengeful Bela. After killing him, they may enter the mouth of the spaceship on their own, and blast off into the stars by themselves.

A shipbound party that goes with Bela meets the Umpani in the next game, while a shipbound party that goes without him will end up captives, and unwilling servants, of the Dark Savant and the T'Rang.

The origins of the spaceship are explained by Bela during the story path where the party befriends him. He apparently made it through instruction gained from an interstellar communication device from the Umpani, a race prominently featured in Wizardry VII and 8. He also says that it is powered by the remains of the dinosaurs in the forest, i.e. oil/gasoline. Also, if the party refuses Bela's offer to travel the stars, he offers them the key to the castle so that the party may return to the entrance where the game began. He then asks them to turn the lights out when they're done.

Endings[edit]

In all, there are three different endings to the game:

  • The 'Bela' ending, which requires dropping the silver cross before meeting the King for the second time (and therefore, disbelieving the Queen), then accepting Bela's offer to chase Aletheides.
  • The 'Ship' ending, which requires holding on to the silver cross when meeting the King for the second time (and therefore, believing the Queen), then choosing to board the spaceship after killing Bela.
  • The 'Cosmic Forge' ending, completely independent of whether the party believed the Queen, which is achieved by trying to take the Cosmic Forge when prompted.
Wizardry 6, 7, And 8

Reception[edit]

Computer Gaming World's Marc Clupper in 1991 praised the game's detailed weapons and skills, user interface, graphics, digitized audio, and non-grid maps. He concluded that Bane was 'a triumphant celebration of the Wizardry heritage' that would 'repeat the glory of its predecessor'.[5] The magazine's Scorpia that year and in 1993 described the game as 'weak in parts, but better than Wizardry V'.[6][7] The game was reviewed in 1991 in Dragon #168 by Hartley, Patricia, and Kirk Lesser in 'The Role of Computers' column. The reviewers gave the game 4 out of 5 stars.[8] The Lessers reviewed the Macintosh version of the game in Dragon #174, giving that version of the game 4 out of 5 stars.[9]

In 2013, Wizardry VI was ported for modern systems and re-released on Steam by Night Dive Studios.[10]

Awards and honors[edit]

  • Strategy Plus Magazine, 1991, Best Role Playing Game.
  • Computer Gaming World, April 1991, nominated for Role-Playing Game of the year.[11]

References[edit]

  1. ^DeMaria, Rusel; Wilson, Johnny L. (2003). High score!: the illustrated history of electronic games (2 ed.). McGraw-Hill Professional. p. 157. ISBN0-07-223172-6.
  2. ^Clupper, Marc (February 1991). 'Wizardry Forges into the 21st Century - Sir-Tech's Bane of the Cosmic Forge'. Computer Gaming World. Golden Empire Publications, Inc (79): 30–32. ISSN0744-6667. Retrieved 2019-07-14.
  3. ^Barton, Matt. 'The History of Computer Role-Playing Games Part 2: The Golden Age (1985-1993)'. Gamasutra. Retrieved 2009-07-09.
  4. ^'Playmaster's Companion, The Official Hint Guide'. Dog & Panda. Retrieved 2009-07-09.
  5. ^Clupper, Marc (February 1991). 'Wizardry Forges into the 21st Century / Sir-Tech's Bane of the Cosmic Forge'. Computer Gaming World. p. 30. Retrieved 17 November 2013.
  6. ^Scorpia (October 1991). 'C*R*P*G*S / Computer Role-Playing Game Survey'. Computer Gaming World. p. 16. Retrieved 18 November 2013.
  7. ^Scorpia (October 1993). 'Scorpia's Magic Scroll Of Games'. Computer Gaming World. pp. 34–50. Retrieved 25 March 2016.
  8. ^Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (April 1991). 'The Role of Computers'. Dragon (168): 47–54.
  9. ^Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (October 1991). 'The Role of Computers'. Dragon (174): 57–64.
  10. ^[1]
  11. ^Staff (November 1991). 'Computer Gaming World's 1991 Games of the Year Awards'. Computer Gaming World. Golden Empire Publications, Inc (88): 38–40, 58.

External links[edit]

  • Wizardry VI: Bane of the Cosmic Forge at MobyGames

Wizardry 6 7 And 8 Commentary

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