31 of 32 people found the following review helpful:
4.0 out of 5 stars
Tradtional Role-Playing, Wizardry-Style, January 2, 2002
This review is from: Wizardry: The Forsaken Land (Video Game)
There are those of us that can remember the old days, playing the first three Wizardry games on the PC. Wizardry: Forsaken Land reminded me of that old-school style. I actually have a hard time putting the game down.
First, let me highlight what I like about the game. Character creation was good. I've played a number of 'console' RPG's that don't put enough emphasis on picking the right race and class. While this game is not on the level of say...Daggerfall, or the PC versions of Baldur's Gate, it certainly is enough to satisfy most hard-core RPG lovers. Both priest and wizard spells fall into the same category of not so many spells it makes your head spin, but enough to keep magic-using lively.
Control is simple. Dungeon crawling is of the stepped variety; altough you can look around by using the Analog stick, you cannot actually MOVE with the analog control. If you want to examine something, you just press 'X'. Random encounters occur by running into a monster you can actually see. There is also an in-game map to keep you from getting lost. In fact, the dungeon crawling is what reminds me the most of the old Wizardry games.
I also really liked the way you unlock chests. When you try to open them, they require you to punch buttons on the control pad in a certain amount of time.
Graphically, the game is on-par with most PS2 games. You get a nice feeling of actually being there. The monster battles also have good look and feel allowing for many monsters on screen at once.
Battles are GREAT!! You have a choice of the normal individual actions, such as attack, spell, and defend, but you also have a number of Allied Actions. These special commands can make use of multiple party members to quell the effects of a Rush, or automatically counter-attack, and stop the attacker, with characters from the back row. This system really makes fighting like a War Simulation Game and use requires you to use strategy, rather than just having everyone attack all at once, over and over and over again.
On the could be much better side, I have to admit that I don't like the Magic Stone spell system. The amount of spells in the game is okay, but I'd like to see more of a spellbook style than having to use Magic Stones to learn and cast spells.
As I mentioned previously, dungeon crawling is the traditional style. This seems rather outdated and a little fustrating at times. We don't move in 10' x 10' blocks and I think most of us feel that RPG's should be moving out of that system. Graphically, it looks like the game engine could hold up to complete analog control, so Atlus, listen up!
The inventory system could be a little more polished as well. No weight encumberance, no 'slots', just a big bag that allows you to carry about 12 items. Considering the depth of play in other areas, the inventory system just seems...crude.
Finally, for a DVD-ROM video game, I was disappointed by the lack of speech. So far, I have yet to hear a single voice in the game; all dialog is text. What's the use of having such a large media format if you're not going to use it? While you could make an argument that voice-overs in the U.S. are usually really bad, and maybe it's best that Atlus stuck with text instead of speaking, but I think most of us have come to expect more from these kinds of games, and personally, I was disappointed.
However overall, it IS a good RPG for those of us that remember that old-style playing. If you played the old Wizardry games, you'll like this new one, and on a console at that! Or if you're a Final Fantasy or similar enthusiasts, and you've already beaten FFX, then by all means pick up a copy of Wizardry for you fix until FF XI comes out.
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58 of 69 people found the following review helpful:
3.0 out of 5 stars
Mediocre RPG Doesn't Keep Up with Peers on PS2, January 9, 2002
This review is from: Wizardry: The Forsaken Land (Video Game)
The good: Feels like Wizardry, especially in character creation, leveling, and dungeon exploring. Deep spell lists for higher level characters. Lots of magical equipment. "Chance" interactions with other characters in out of the dungeon amusing. Fun watching your characters increase in power. Monster graphics in combat are excellent.
The bad: Zero speech. Out-of-combat static "painting" characters during dialogue, again not speech. Everything is text message. Translation is poor, with everything written awkwardly in the past tense. Example: "He stopped talking" is often written, when "He pauses" is clearly better, and in the present tense. Simplistic combat strategy will have you clicking "X" a lot, cycling through too many battles mindlessly. Can't explore the town phsyically, you essentially click to get to a location. Confined adventuring in one location, a dungeon, a la the Wizardry series.
The ugly: The music is inappropriate for an RPG, especially the "hard core" fantasy world of Wizardry. Techno-ish? And bad at that, too! Sound effects are loud, repetitive, dull, and even annoying as you click through windows and every single treasure chest. Horrible fantasy names like "Ricardo" and "Sara" hurt your suspension of disbelief.
Bottom Line: This mediocre RPG would have been more palatable on a different system, about two or three years ago. A good game for the hard-core RPG fan, or fans of the series, yet otherwise this game doesn't keep up with its peers on PS2 like Baldur's Gate: Dark Alliance and Final Fantasy X. The PS2's capabilities - information storage capacity, 3D graphics, sound quality - were clearly not maximized for this average RPG.
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22 of 24 people found the following review helpful:
5.0 out of 5 stars
Finally, an RPG that requires thought!, August 25, 2002
This review is from: Wizardry: The Forsaken Land (Video Game)
Although some individuals have been rather hard on this title for its lack of flashy CG animation and voice acting, Wizardry cannot be simply characterized by the features that have turned most recent RPGs into thoughtless, mind numbing affairs. Wizardry is a throwback to the day when one actually played an an RPG! As a fan of the series since its early days on the PC, I am happy to see a Wizardry title that has recaptured the spirit of its first incarnations. With large, puzzle-like dungeons filled with secrets, a score of diverse enemies to battle, and the near endless strategy that comes with one of the most extensive character management systems on a console, Wizardry is certainly a prize.
In short, this is not a Final Fantasy style game, but rather a welcome return to what RPGs are supposed to be: an exercise of one's mental acumen. Wizardry is a solid game for those in the know. It's always better to "play" an RPG than watch it.
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