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Tuesday, August 19, 2008
 
Wizardry 8: Running the Gauntlet
Since I got started on this discussion over the weekend on my recent acquisition of Wizardry 8, I figured I'd continue this "retrospective." Though it's really more of a first-time play-through for me, as I never played it when it was initially released in 2001. But frankly, this game was a last hurrah (from mainstream developers, at least) of a very fine tradition and style of computer role-playing games that I feel met a premature demise.

Now, if you've been following this blog for a while, you may remember how I complain about how games these days hold your hand and expect you to "brute force" your way through every encounter, never requiring you (or even allowing you) to considering alternatives that don't require killing everything in sight?

This ain't one of 'em.


Yeah, that's 27 enemies, each roughly equal to any of my characters. Nine-to-two odds. The gods of butt-kicking can be capricious and cruel. Or maybe that's the game designers?

Scorpia refers to Arnika Road in Wizardry 8 as the "Terrible Road," and I now understand what she was talking about.

The previous location, the monastery. had a lot going for it. It was full of interesting features (including computers and an elevator), clues as to the "big picture" of what was going on and as to the history - ancient and recent - of the order that dwelt there and the world itself. While it had its share of empty tunnels (I guess the contractors thought they could ad lib a bit and get paid extra for making long corridors that didn't really go anywhere), it was worthy of exploration. And while it had a couple of challenging encounters, it had nothing truly punishing. It was a solid, exciting intro dungeon with lots of promise for the rest of the game.

Arnika Road was something of a let-down after that. And not just because I had my kiester stomped on the second encounter. And the third. And the fourth. That pretty much defined my experience on Arnika Road, and that part isn't all bad. It's just unfortunate that it was pretty much the most interesting part of the journey. But more on that in a minute. Let's talk kiester-stompage.

I tried to be far more tactical and clever after that first defeat, and started using tactical maneuvering on the third. What eventually worked was me "pulling" enemies (just as in an MMO) to a location where I could limit their ability to flank me, and then take them out well away from other enemies who could join them. I did that a couple of times, and then made a run for Arnika. Literally. I stayed to the edges of the canyon to avoid detection as long as possible, and then when combat was joined, I ran like the coward I am. It took me a couple of tries to even do that successfully.

But it worked, eventually. Which, all-in-all, represented a little under two hours of somewhat tedious play. The tedium was particularly pronounced when it came to waiting for massive groups of monsters to move, one-by-one, into position. I found myself thumbing through a book. When I talk about how cool turn-based RPGs are, this sort of thing undermines my arguments. I didn't mind it so much when I was fighting three or even four monsters at a time. But eight... twelve... twenty-seven... that took things to an annoying extreme.

Now, it could be that Arnika Road was designed to teach players the importance of fleeing from bad odds. And it may be that they had some flaw in their encounter-scaling logic that overdid it at level 5. And it could be that the designers deliberately made Arnika Road a speed-bump in the game.

While I couldn't see much of it in my flight to the nearly abandoned city, I really only noticed one "interesting" feature of this area (besides some items sprinkled across the landscape): a building with an impenetrable barred door. I can totally understand the reason why the door was barred, considering the threat level of the creatures roaming the road. And now I'm very curious as to what is inside. That's exploration for you. You get teased by seeing something you can't quite reach, and wonder what lay beyond.

Aside from that, Arnika Road strikes me as "filler." There's another path I can take when I'm no longer required to run for my life. Maybe there's a lot more that way. I look forward to checking it out. But from what I've seen - it's just filler. Not that I mind a little filler in my games. I can get kinda zen-like about wandering off into these kinds of areas and just doing some XP-harvesting. But the difficulty level seemed to get frustratingly difficult at this point, a feature which might not earn maximum gratitude from players in a game's design. Unless, of course, the point was to learn to run like hell, in which case a suggestion that this might be the way to go at the beginning of the gauntlet might be an appropriate way to help train players for future fleeing-like-a-little-girl later in the game.

Upon reaching Arnika, I've found that most of the citizens have fled from the city, fearing attacks by minions of the Dark Savant. As a total meta-meta-gaming aside, I have to admit - it's cool and strange hearing about the Dark Savant in a game. The last time I *really* played Wizardry 7: Crusaders of the Dark Savant was back in '92 or so. It's almost like running into an old friend from high school. Only then, you remember that this acquaintance wasn't actually a friend, but was a total jerk whom you always wanted to punch in the mouth. But while the desire for mouth-punching remains, it temporarily takes a backseat to savoring the reunion out of nostalgia.

So now that I'm off the road (for now), there are once again places to explore, people to talk to, and of course more butts to kick. I'm excited and ready to go!

More Wizardry 8 Play-Through Entries:
Part I: So a Samuari, a Valkyrie, and a Bishop Walk Into a Bar...
Part II: Running the Gauntlet
Part III: Vi Domina Tricks
Part IV: Arnika Bank - No Safer Than Under the Mattress
Part V: In Fear of Little Naked Winged Women
Part VI: Old-School Goes Old-School
Part VII: Ratts!
Part VIII: Dances With Rhinos
Part IX: My Duplicity Has a Price
Part X: Missing Men and Mutant Frogs
Part XI: Swimming With the Psi-Sharks

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Comments:
I've been exactly where you are in that game.

I remember it extremely well, even though it was a couple years ago. I went through the monastery, interesting.

I got out and started heading towards town. I saw some building on stilts or something that I couldn't get into (the building with the barred door I assume).

I ran into some bats or something that were a VERY long and annoying fight, and then there were the tons of monsters around the town itself.

I found that once I got into the town there were friendly patrols or guards or something that were fighting (and mostly killing) the monsters.

At that point though I felt really outgunned and like I was obviously screwing up the game, so I went to GameFAQs to do a little research.

There I learned that the game itself has surprisingly little depth, and the illusion that it did was just that. I was very disappointed. That town was pretty much the last town I saw.
 
I don't remember that at all. I think I got pretty far in the game ultimately, but now you've got me curious exactly how far I did get. Looks like it might be time to break it out and see.
 
I never read much into the game on the internet and always wondered if I was the only poor looser who ever had trouble on that road. :)

I think I am about to have to install on my new drive and go at it again. BTW, a bard comes in really handy in that game, and to a lesser extent an engineer.
 
Right now my party is a Fighter, Samurai, Valkyrie, Bishop, Rogue, and Mage. I may have to see if one of those characters can multi-class into bard.
 
I don't remember that road being that bad until after the city. Some of the later battles can get quite large with 40+ enemies though. I know a lot of people installed speed hacks to get the enemies to move faster because of how long those battles got.

As for your party, the only really good magic user is a Bishop. All the specialized ones don't get anything that compares to the amount of spells and mana the bishop gets. And you shouldn't ever bother multi-classing as the new class will never catch up (they're a disadvantage in this one compared to being overpowered in the last one). You're actually much better off removing the character and creating a new one. Changing the Mage into a Bard would be a good choice.

The enemies will scale to a certain degree with your levels which can be quite annoying.

I still remember how my brother won the game with a single Fairy Ninja. Still had the other hired npcs, but it wasn't terrible difficult. Just a bit annoying with excessive enemies sometimes.
 
You might want to use the WizFast mod to speed up some of the combat, especially with a large number of enemies. You can get it at
http://wolfie.wiz8.de/Wiz8Fast.html
 
If you're enjoying the nostalgia so far, just wait and see who joins your party a little later. :)

Also, those huge encounters get fairly easy once you have some high level mental magic. Just make half of them go crazy and attack the other half, job done.
 
One of my favorite games of all time. Just finished it again a few months ago with a solo fairy ninja...multiclassed originally from Bishop, I think, to get all spells. Lets just say nothing could stop me by the end of the game...a bit difficult in the beginning. Stick close to the walls everywhere so enemies don't flank you...#1 tip.
 
I was exactly where you are on this post but in a different game. I'm a fan of the Might & Magic games and liked it's turn based combat and world exploration. But then I tried it's 6th incarnation and got utterly disappointed because exploration was possible only after you've beat hordes of enemies. I took a screenshot very similar to yours: http://www.gamesandcode.com/blog/2008/01/return-to-might-and-magic
 
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