Wizardry comes to iOS

November 7th, 2011 12:14 PM
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Back in March, I wrote that Wizardry: Labyrinth of Lost Souls, a new entry in the classic RPG series, was coming exclusively to the PlayStation 3's PlayStation Network (or the PS3 PSN). But in this age of multiple gaming platforms, it is rarely economically feasible to dedicate one's product to a single audience. It therefore is only mildly surprising that Wizardry is now available for iOS (though, oddly enough, not optimized for iPad). Behold the opening sequence and 15 minutes of gameplay:

The game, released on November 3, is a free download, but the press release states a caveat: "While players will initially be able to level their characters up to level five and explore the entire first floor of the 'Dungeon of Trials,' brave adventurers who want to dig deeper into the depths of Labyrinth of Lost Souls will be able to unlock the full Wizardry experience for $9.99 via In-App Purchase."

A bit too expensive for you? Then kick it old school for just $1.99 with Akalabeth, an iOS version of the precursor to Ultima. Though not the same series as Wizardry, they share a common history as predominantly first-person RPGs. Or go the free route on classic hardware with similar to Silvern Castle for the Apple II. Sounds like the best of all fantasy worlds to me.

(Hat tip to Eli Milchman)

The history and future of Wizardry

March 24th, 2011 5:08 PM
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The Magic Candle is one of my all-time favorite role-playing games — though on the computer platform, it doesn't have much competition for that title: I honestly can't recall any other RPG I've played for the Apple II or Mac. All other games in that genre were either console exclusives, such as Final Fantasy, or ports from the computer, like Ultima.

One such port was Wizardry, which you wouldn't think would work on a two-button controller, but with no basis for comparison, I enjoyed the Nintendo version just fine. There was little the interface could do to strengthen or soften what was already a punishing experience. As Wizardry's adventurers explored the labyrinthine dungeon of despair from a first-person perspective, developer Sir-Tech made sure they encountered wave after wave of more powerful foes. It was only by playing it safe, not venturing far past the dungeon entrance, and fighting only minor foes before escaping to the safety of camp — a process eventually known as "grinding" that players could slowly prepare themselves to pursue more tempting treasures.

At the dawn of electronic entertainment, "challenge" and "gameplay" were practically interchangeable, so for the reasons above, I found myself drawn to Wizardry. Unlike with the more narrative Final Fantasy, I was not locked to a specific party but could design my own, encouraging endless experimentation. In fact, by some fluke, the very first character I ever rolled up was given enough discretionary building points that I could've created a ninja, right off the bat. But I'd never played the game before and didn't know what a high number I'd rolled; I must've hit "reset" to see if I could do better, as I never did get that ninja.

Bitmob recently published a history of Wizardry, detailing its origins, successes, and anime adaptations (the game was even bigger in Japan than in the USA). The article ends with the series' ultimate demise in North America — or ultimate, up until recently. Announced yesterday was the return of this franchise for a new generation of gamers, marking the first Wizardry title in a decade. But unlike with the series debut, where players could choose between the console or computer versions, this time, there is no choice: Labyrinth of Lost Souls will be exclusive to the PlayStation Network, an online "app store" for the Sony PlayStation 3 video game console. If that weren't change enough, the game will have a distinct Eastern flair, as seen in this screenshot of the character creation process.

Wizardry: Labyrinth of Lost Souls

Photo courtesy RPGFan

It's too soon to tell how this spring 2011 release will be received, and whether it'll be too modern for retrogamers or too hard for PS3 players. In the meantime, if you'd rather return to the age of classic Wizardry, I highly recommend Jeff Fink's Silvern Castle. This ridiculously comprehensive RPG offers everything Wizardry did on the Apple II and more, all while running from Applesoft BASIC on any 8- or 16-bit Apple II.