Wizardry: Tale of the Forsaken Land
Review by thewaynemanor
"Wizardry shows true brilliance...sometimes"
Wizardry: Tale of the Forsaken Land is a Japanese RPG that was translated and released without any fanfare into the Western gaming market in 2001. While Wizardry is not unlike Final Fantasy in that there are several games in the series, this was the first time any part of the series had been released outside the Japanese market. This is in itself is worth noting as it shows that game designers Atlus obviously had confidence in their product.
However, it was that lack of fanfare that brought Wizardry undone and is still a point of contention amongst fans. It is because of this that Wizardry has shared the fate of many quality RPG's. Non-existent marketing ensured that the game became an underground classic rather than a mainstream hit. It also guaranteed that the now released sequel stayed in the Japanese market. As to the game itself, it has several interesting features.
The story is fairly simplistic. A land called Duhan was devastated by the catastrophe called the Flash, which many thought was a comet. The palace is in ruins and has sunk into the ground, creating a vast Labyrinth. The main character - who is never seen and seems to have no memory of their past - is recruited to explore the Labyrinth, and through the course of their adventures comes to learn the truth about the Flash and his own mysterious circumstances.
Through the course of the game, the Team Leader's deeds will attract the attention of other adventurers who for reasons of their own wish to explore the Labyrinth and solve the mystery of the Flash. After ten very hazardous levels comes the inevitable showdown with the mastermind behind the disaster.
The gameplay is outstanding. As the Party progress they must learn an innovative system of techniques called Allied Actions, that are both offensive and defensive and can have a weapon or spell application. These techniques are the key to survival and can often save a character from what would otherwise be certain death. Blocking blows, stopping a spell from being cast, double teaming a foe...these are all essential moves that will help win the day.
What makes this system of combat unique is that the success of Allied Actions is related to Trust, a quality that the Team Leader must develop through their actions. Trust initially starts at the Doubt stage, and if nurtured correctly will advance to the Bond stage, at which level the Party will be able to master the most powerful Allied Actions. An added factor is Alignment, as the Leader can choose to be Good, Neutral or Evil. Decisions that correctly reflect the Leader's alignment will boost Trust, while choices that conflict with Alignment will lower it, and reduce the number of Allied Actions.
Spells and equipment are also noteworthy. Spells are learnt and augmented through the use of magic stones, that can be found or made if gathering the right ingredients - materials that of course must be collected from defeated monsters. The more powerful the spell, the more dangerous it will be to retrieve the right ingredients. Equipment is diverse and is often best suited to a particular class of character - of which there are eight - with the best items being found on the lower levels where the risk is greater.
Gameplay is enhanced further still by the addition of a wildcard - in the form of the deadly Reaper, a proverbial Death that appears on certain levels and chases the Party. If the Party are unfortunate enough to be caught, a Party member is then possessed. If killed while possessed, that character is gone forever. While it is possible to cure the condition, there is an advantage to keeping a character possessed as only they will be able to detect the Reaper doors, where hidden riches await. As with everything in Wizardry, it is a calculated risk.
When not adventuring there is also the Town, currently surviving on the interest generated by the Flash. There are the Lodgings, where the Party rest and level up; Vigger's Shop where items can be bought and sold and magical stones for spells created; the Bar Luna Light, where Party Recruitment occurs and Quests are accepted; Salem Temple, where wounds are healed and dead characters are resurrected; a save point and of course the entrance to the Labyrinth itself.
The sounds are quite well done, with realistic effects for footfalls, different types of weapons, monster roars and shrieks and of course spells. There is also a Music Menu with all the ambient tracks and battle themes that is available from the beginning of the game.
Graphics seems to be an area in which the game designers have skimped. Any character interaction comes courtesy of 2D still shots and dialogue at the bottom of the screen. Even in combat there are only a handful of stock standard backgrounds that are used time and again. This slows the pace of the game and at times kills the momentum. The monsters, however, are outstanding. They are 3D and look the part at all times, whether attacking, casting a spell, using a breath weapon or simply fleeing.
Drawbacks? The game's dialogue suffers. Even allowing for the "lost in translation" factor, the dialogue is at times juvenile, corny and even cheesy. There are a few scenes that needed to be culled from the game - such as the exchange between an Orc and his sweetheart Corpse and a very annoying character who provides several Quests - to keep the story tight and serious.
All in all a very solid game. Sadly, poor marketing looks to have prevented Western gamers from ever seeing a sequel.
Reviewer's Score: 7/10, Originally Posted: 05/27/05
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