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Wizardry 8 | |
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Developer(s) | Sir-Tech Canada |
Publisher(s) | Sir-Tech Night Dive Studios (digital) |
Producer(s) | Linda Currie |
Designer(s) | Brenda Romero Linda Currie Alex Meduna Charles Miles |
Programmer(s) | Derek Beland Alex Meduna |
Artist(s) | Kristofer Eggleston James Ferris |
Writer(s) | Brenda Romero |
Composer(s) | Kevin Manthei |
Series | Wizardry |
Engine | SurRender 3D |
Platform(s) | Windows |
Release | |
Genre(s) | Role-playing video game |
Mode(s) | Single-player |
Wizardry 8 is the last installment in the Wizardry series of role-playing video games developed by Sir-Tech Canada. Serving as the third game in the "Dark Savant trilogy," it follows Wizardry VI: Bane of the Cosmic Forge and Wizardry VII: Crusaders of the Dark Savant . Originally published in 2001 by Sir-Tech, it was re-released by Night Dive Studios on GOG.com and Steam in 2013.
In Wizardry 8, the objective is to gather artifacts and place them on a pedestal located in the final zone of the game. This action enables the player to ascend to the Cosmic Circle, where they have the opportunity to attain godhood.
Wizardry 8 offers five potential starting points that build upon the various endings of the preceding games by the same producers. In the concluding section of Wizardry VII, players are faced with the decision of disclosing to their companion whether they possess a means of departing the planet Guardia. Opting for honesty grants access to the Girl and Globe endings, while choosing to deceive leads to the availability of the Umpani, T'Rang, and Globe endings.
Although the specific details of the player's entry into the game world are unclear, the objective remains to locate the necessary artifacts for the purpose of achieving godhood. The player must acquire the keys to life, knowledge, and change.
Once in possession of these artifacts, the player proceeds to Ascension Peak, initiating the journey towards becoming a deity. Upon reaching the castle and assuming the role of Rapax Templars, access to the Peak is granted.
Within the Cosmic Circle, the Dark Savant is already present and engaged in conversation with Aletheides, the cyborg whom the party either aligns with or follows to planet Guardia in Wizardry VII, depending on their choices in Wizardry VI. In a fit of rage, the Dark Savant kills Aletheides. As the player approaches, they discover that the Cosmic Forge has returned to its rightful place in the Circle, the theft of which is detailed in Wizardry VI.
The Dark Savant unveils himself to the player as Phoonzang, the enigmatic deity figure featured in both Wizardry VII and 8, and a former Cosmic Lord. He was cast out by the other cosmic lords for attempting to bestow universal knowledge upon mortals such as humans, T'Rang, and elves. To prolong his life beyond that of an ordinary man, he was compelled to merge with machinery. He then extends an invitation to the party, offering them the opportunity to join him and become cosmic lords alongside him.
At this juncture, the player is faced with three choices that result in different outcomes:
In Wizardry 8, the player has the opportunity to form a party of six adventurers at the beginning of the game. Each race and class possesses a combination of strengths and weaknesses. The design of the various races and classes aims to maintain balance, enabling a wide range of playable party compositions. Characters have the ability to change their class as they progress, allowing for diverse combinations.
The game is experienced from a first-person perspective, with fluid movement replacing the grid-based movement of previous Wizardry games. A notable improvement introduced in Wizardry 8 is the visibility of approaching enemies, eliminating the sudden appearance of foes. Combat takes place in a turn-based manner, although players can choose to activate a continuous-phase mode. Monsters are adjusted in difficulty according to the party's level, ensuring that higher-level parties face distinct sets of monsters compared to lower-level parties in the same area. However, the scaling of difficulty is constrained to provide variation.
Wizardry 8 employs a different set of statistics compared to its predecessors, requiring conversions from the previous upper limit of 18 to the new upper limit of 100.
For players seeking a more challenging experience, Sir-Tech reintroduced the "Iron Man Mode" option, reminiscent of the rules used in early Wizardry games. In this "permadeath" mode, players are unable to manually save the game; instead, the game is automatically saved upon quitting.
Numerous hidden areas, including "retro dungeons" reminiscent of the dungeons in Proving Grounds of the Mad Overlord , are scattered throughout the game. These areas present a traditional grid-based dungeon design, featuring obstacles such as spinners, traps, and teleporters.
Wizardry 8 was released approximately nine years after its predecessor, Wizardry VII: Crusaders of the Dark Savant, which came out in 1992. It arrived five years after the completion of Wizardry VII's Windows 95 version, known as Wizardry Gold, in 1996.
While David W. Bradley had served as the chief designer for Wizardry VI and VII, he was not involved in the design of Wizardry 8. Following Bradley's departure, Sir-Tech, the publisher, entrusted the development of Wizardry 8: Stones of Arnhem to DirectSoft, their distributor in Australia. This team comprised programmer Cleveland Blakemore (known for Grimoire: Heralds of the Winged Exemplar) and actor Max Phipps. [2] However, this collaboration was unsuccessful, leading to the dissolution of Directsoft. Consequently, the project was relaunched entirely under the direction of Sir-Tech Canada. Linda Currie is credited as the producer of Wizardry 8, while Brenda Romero served as the game's lead designer.
Despite a "final save" option after the concluding battle, Sir-Tech announced that they had no intentions of creating a sequel. The company ceased operations in 2003.
Notwithstanding the closure of the development studio, Sir-Tech continued to offer support and release several patches and updates for Wizardry 8 for years after its release. This support was made possible thanks to the collective efforts of the Wizardry 8 developers, who volunteered their time. Fans of the series have also contributed to these efforts by providing editors, moderators, and game-related information.
Aggregator | Score |
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Metacritic | 85/100 [3] |
Publication | Score |
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AllGame | [4] |
Computer Gaming World | [5] |
GameSpot | 9.1/10 [6] |
GameSpy | 88% [7] |
GameZone | 8.5/10 [8] |
IGN | 7.5/10 [9] |
PC Gamer (US) | 89% [10] |
X-Play | [11] |
The Cincinnati Enquirer | [12] |
Wizardry 8 garnered "generally favorable reviews" as indicated by the review aggregation website Metacritic. [3]
In 2017, Wizardry 8 secured a spot on IGN's "Top 100 RPGs of All Time" list, ranking at #99. Chris Reed of IGN, more than a decade after the game's initial launch, commended its character creation tools and party system. He highlighted the remarkable variety of combinations available to players when forming their party. [13]
Wizardry 8 received recognition as the best computer role-playing game of 2001 from Computer Gaming World , [14] GameSpot, and Computer Games Magazine (tied with Arcanum: Of Steamworks and Magick Obscura ). [15] [16] RPG Vault, The Electric Playground , GameSpy and the Academy of Interactive Arts & Sciences nominated Wizardry 8 for the "PC Role-Playing" honors, although the awards were ultimately given to Dark Age of Camelot , Arcanum, and Baldur's Gate II: Throne of Bhaal . [17] [18] [19] [20] [21] However, Wizardry 8 did win RPG Vault's "Outstanding Achievement in Music" and "Lifetime Achievement Award" prizes. [21] It was also ranked as the tenth-best computer game overall by GameSpot. [16]
Computer Gaming World editors praised Wizardry 8 as "an awesome achievement" and an unapologetically hardcore labor of love created by experienced game developers. [14] Computer Games Magazine hailed it as "Sir-Tech's opus" and the finest party-based loot-gathering dungeon crawl since Crusaders of the Dark Savant. [15]
The game had also received additional accolades, including the title of Best Single Player RPG[ citation needed ] [22] and Best Sound in an RPG of 2001 from RPGDot.[ citation needed ] [23] It was awarded the Editor's Choice Award by ActionTrip [24] and GamePen. [25]
Wizardry is a series of role-playing video games, developed by Sir-Tech, that were highly influential in the evolution of modern role-playing video games. The original Wizardry was a significant influence on early console role-playing games such as Final Fantasy and Dragon Quest. Originally made for the Apple II, the games were later ported to other platforms. The last game in the original series by Sir-Tech was Wizardry 8, released in 2001. There have since been various spin-off titles developed for the Japanese market.
Icewind Dale is a role-playing video game developed by Black Isle Studios and originally published by Interplay Entertainment for Windows in 2000 and by MacPlay for the Macintosh in 2002. The game takes place in the Dungeons & Dragons Forgotten Realms campaign setting and the region of Icewind Dale, and uses the 2nd edition ruleset. The story follows a different set of events than those of R. A. Salvatore's The Icewind Dale Trilogy novels: in the game, an adventuring party becomes enlisted as a caravan guard while in Icewind Dale, in the wake of strange events, and eventually discover a plot that threatens the Ten Towns of Icewind Dale and beyond.
A role-playing video game, a role-playing game (RPG) or computer role-playing game (CRPG), is a video game genre where the player controls the actions of a character immersed in some well-defined world, usually involving some form of character development by way of recording statistics. Many role-playing video games have origins in tabletop role-playing games and use much of the same terminology, settings, and game mechanics. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replay value and immersion. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences.
Sir-Tech Software, Inc. was a video game developer and publisher based in the United States and Canada.
Dungeon Siege is an action role-playing game developed by Gas Powered Games and published by Microsoft in April 2002, for Microsoft Windows, and the following year by Destineer for Mac OS X. Set in the pseudo-medieval kingdom of Ehb, the high fantasy game follows a young farmer and her companions as they journey to defeat an invading force. Initially only seeking to warn the nearby town of the invasion of a race of creatures named the Krug, the farmer and the companions that join her along the way are soon swept up in finding a way to defeat another race called the Seck, resurgent after being trapped for 300 years. Unlike other role-playing video games of the time, the world of Dungeon Siege does not have levels but is a single, continuous area without loading screens that the player journeys through, fighting hordes of enemies. Also, rather than setting character classes and manually controlling all of the characters in the group, the player controls their overall tactics and weapons and magic usage, which direct their character growth.
A dungeon crawl is a type of scenario in fantasy role-playing games (RPGs) in which heroes navigate a labyrinth environment, battling various monsters, avoiding traps, solving puzzles, and looting any treasure they may find. Video games and board games which predominantly feature dungeon crawl elements are considered to be a genre.
Baldur's Gate II: Throne of Bhaal is a 2001 expansion pack for the role-playing video game Baldur's Gate II: Shadows of Amn. It adds a multi-level dungeon called Watcher's Keep to the game and completes the main plot. There are several new weapons, a higher level cap, a further refined Infinity graphics engine, and new class-related features and magical skills. The novelization of the game was written by Drew Karpyshyn and released in September 2001.
Summoner is an action role-playing game developed by Volition and published by THQ. It was released as a launch title for the PlayStation 2 in 2000, and was subsequently ported to Microsoft Windows and Mac OS the following year. In the game, the player plays the role of Joseph and can assemble a team of compatriots and summon powerful monsters. The game has a world map, involved storyline, and unique hybrid combat system involving real-time and turn-based mechanisms.
David W. Bradley is a video game designer and programmer, most notable for the role-playing video games Wizardry V, VI, and VII.
Wizardry: Proving Grounds of the Mad Overlord is the first game in the Wizardry series of role-playing video games. It was developed by Andrew C. Greenberg and Robert Woodhead. In 1980, Norman Sirotek formed Sir-Tech Software, Inc. and launched a beta version of the product at the 1980 Boston Computer Convention. The final version of the game was released in 1981.
Arx Fatalis is a 2002 action role-playing game developed by Arkane Studios and released for Windows and Xbox. The game is played from a first-person perspective and is set on a world whose sun has failed, forcing the above-ground creatures to take refuge in caverns. The game's mechanics include the use of mouse gestures to cast spells. Arx Fatalis received mostly positive reviews from critics but was not commercially successful. In 2011, Arkane Studios released the game's source code under the GNU General Public License (GPL), though the game assets remain proprietary.
Wizardry VII: 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.
Wizardry VI: 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 V: Heart of the Maelstrom is the fifth scenario in the Wizardry series of role-playing video games. It was published in 1988 by Sir-Tech for the Commodore 64, Apple II, and IBM PC compatibles. A port for the Super Famicom and FM Towns was later developed and published by ASCII Entertainment in Japan. Wizardry V was released in the US for the Super NES by Capcom in 1993, and subsequently re-released for the Satellaview subsystem under the name BS Wizardry 5.
Wizardry IV: The Return of Werdna is the fourth scenario in the Wizardry series of role-playing video games. It was published in 1987 by Sir-Tech Software, Inc. It was later ported on home consoles, such as the PC Engine CD and the PlayStation, through the Wizardry: New Age of Llylgamyn compilation.
Baldur's Gate is a role-playing video game that was developed by BioWare and published in 1998 by Interplay Entertainment. It is the first game in the Baldur's Gate series and takes place in the Forgotten Realms, a high fantasy campaign setting, using a modified version of the Advanced Dungeons & Dragons (AD&D) 2nd edition rules. It was the first game to use the Infinity Engine for its graphics, with Interplay using the engine for other Forgotten Realms-licensed games, including the Icewind Dale series and Planescape: Torment. The game's story focuses on a player-made character who travels across the Sword Coast alongside a party of companions.
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