


                  [43m  WIZARDRY VI - BANE OF THE COSMIC FORGE  [0m

                   [33m  CONFESSIONS OF A ROLE PLAYING ADDICT  [0m


                               [3m by Gus Wrethman


   Ed: Gus finds quite a few drawbacks in this one, but loves it anyway.


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   This was my virgin Wizardry experience and despite a lot of shortcomings
  it won't be my last. The Wizardry series was conceived and written by
  David Bradley, who by all accounts is something of an eccentric. Wizardry
  VI is released by Sir-Tech (in fact Wizardry is all they release!) and
  comes in a well presented package. In the package are five game disks, the
  manual, Amiga reference card, and the obligatory offer for "The Official
  Hints Guide". Also included are some "stat sheets" which are very handy
  things to have when playing a complex RPG, such as this.

   One of the strong points about this game, (in fact it is THE strong point)
  is the storyline. It goes (loosely) like this......

       "Once upon a time... the bad and nasty man took a pen, THE pen, the
        pen with which destiny is written, The Cosmic Forge. Having done
        this, all sorts of unspeakable things started to happen and it is
        up to you and your hardy, intrepid and brave partners to uncover
        the hiding place of the Cosmic Forge, thus freeing mankind from its
        terrible burden, to live happily ever after, in peace, rhapsody
        etc..."

[33m   Interfacing

   The interface has modeled itself on Dungeon Master and Eye of the
  Beholder, but unfortunately comes nowhere near either, whether in terms of
  presentation or user-friendliness. The presentation is poor because, as
  always, this was originally an IBM game and it looks like nobody told the
  programmer about icons and point&click interfaces, menus and the like. The
  graphics are poor to average, but I suppose this is due to the fact that
  they are EGA (16 colors). (The IBM version has options to install the game
  in CGA, EGA, or VGA, so I suppose that the graphics would be pretty good in
  VGA). Somebody also forgot to tell the programmer that computers have
  stereo sound now, 'cause this is in MONO, despite these extravagant claims
  on the box "...will push your computer to its very limits" (Maybe it would
  push a Vic-20 or a C-64) "Only through the power of modern computer
  technology, could the full dimensions of this new genre in Fantasy Role
  Playing, be possible." "State of the art." What garbage!

[33m   Playing

   As usual you control the standard six player characters (PCs) and match
  wits, via a 3-D perspective, against an impressive array of puzzles and
  monsters. The normal "roll of the dice" technique is employed to create
  your characters and this can take quite some time as some of the races
  (there are 11 races and 14 professions) take a big roll to enter certain
  professions. As with most RPGs, the more time you spend doing this
  initially, the better, because it is all worth it in the long run. Be
  prepared to save this game often, as the magic users start with abysmally
  small hit points (like two or three would you believe?), and in the early
  stages you get wiped out a lot. I found these low hit points enjoyable, as
  it presented a greater challenge, but to first time RPGers, it would be a
  BIG problem.

[33m   Single drivers beware

   Saving the game is no problem, that is if you have a hard drive, or at
  least, one external drive. If you have only one floppy drive, think twice
  before buying Bane, as the disk swapping will drive you crazy.  Despite
  being a five disk game, it only uses the internal drive as the main drive
  and the first external as the save game drive. Crazy, what about those who
  have more than two drives?? Again, poor programming. Also, it doesn't
  multi-task, which is a real downer. Haven't these clods heard of
  multi-tasking??? If you do have a hard drive, make sure you use the HD
  install program and not just filecopy the thing, as the program is hard
  coded to work from df0: and the HD install makes the necessary changes to
  the files on the fly.

[33m   Monster programmers

   The monsters are great (well, sort of great). There are LOTS of them,
  lots of different ones that is, though several share the same picture.
  Herein lies another problem. When the monsters attack, they are presented
  as animated (sprites?) and if attacked by seven Pirates, you see seven
  pirates. Due to the Amiga's slow CPU speed, the game slows down to a
  standstill when fighting large groups, or indeed just large, monsters. But
  it only slows down because these IBM guys have never heard of "Custom
  Chips" or "blitter", they just put the whole load on the CPU and that's it!
  Although the message delay speed can be quickened up, fights can take as
  long as 20 minutes!

   The fight style is a la Bard's Tale, in other words it is NOT in real
  time. You choose each player's action individually at your leisure and
  proceed when you think all is OK. The options are FIGHT, PARRY, EQUIP,
  SPELL, USE, MOVE and RUN all of which are clumsily selected with the mouse.
  Now sit back and read your favorite novel while the "state of the art"
  (mono) sounds load and the action starts. If you're fighting more than one
  group, pray that you can kill at least one group, because if you don't the
  monsters at the rear will advance in the second round, and this takes AGES
  as they shuffle around and make their state of the art sounds.

   As monsters go, they are many and varied and a lot of strategy must be
  applied over all stages of the game, to win with all members still
  breathing. At no stage of the game do you find yourself in the
  particularly boring position of fighting "Two Rats" when your party
  consists of Level 103 Mages that can cast "NuclearBlast'emup-
  AnnhililationKiller" The monsters seem to match you at all times. Very
  nice!

[33m   No sound

   Although the individual levels of state of the art sound can be adjusted,
  they forgot something, a soundtrack. There is none, just poorly digitized
  repetitious, monster sounds and the even more repetitious background sound.

[33m   More slow programming

   When the monsters are vanquished, experience is shared between the party
  and sometimes you will find treasure. Another problem, each man can carry
  only ten items and ten more in his "swag". If the character you want to
  give the item to has his main inventory full, you must go through an
  incredible rigmarole of swapping and changing between characters.
  Hopeless!  If you think this is fun, wait until you find an unknown weapon,
  because in order to "equip" a weapon, you HAVE TO "de-equip" EVERYTHING
  else, armour and all, first. Just getting the men dressed is a major
  operation. Pity that the state of the art technology didn't permit the use
  of "dragging" items between men. Speaking of items, there are LOTS, over
  400 in fact, lots of fun finding and experimenting with them.

   The spell book is pretty nifty, with a possible 462 combinations of spells
  and power. When the spells are cast in combat, you can actually see the
  spell, sometimes a smoke ring looking thing, or a ball of fire or a ball of
  ice even, although as I said before, these and all animations are
  S----L----O----W.

[33m   NPCs

   There are several non-player characters (NPC's) to meet and converse with.
  Unfortunately the parser (the thing that interprets what you type into what
  the computer/NPC understands) is very limited and it takes some time to
  come to grips with what is required of you. The Mindread spell comes in
  handy here. Interaction with the NPCs is only a small (though crucial)
  part of the game.

[33m   Puzzles

   The puzzles are many and varied, most, logical and all (with one
  exception) solveable. Unfortunately the poor interface causes some
  problems here as certain things have to be done when in a certain "mode"
  else they just don't work.

[33m   Many and varied dungeon walls

   The game proper starts inside a castle, the atmosphere of which is close
  and I looked forward to getting out into the fresh air. Pity that, the
  outside looks the same as the inside. You know, trees look like dungeon
  walls and rocks look like dungeon walls and mountains look like dungeon
  walls. Apparently in the state of the art graphics, there was no room for
  anything else. At least the water looks like water. (Well it's blue
  anyway).

   Bane progresses from the castle and its towers and dungeon to a cave, a
  river, mountains and the like. Bane is VERY LINEAR, in other words, you
  must complete a certain sequence of events before you can proceed to the
  next location. Very restrictive and frustrating as there are a few red
  herrings lying about. (Actually a "GREEN" herring HINT HINT"). Initially,
  opening the doors is a huge problem and until your thief has progressed
  several levels, leave them alone, 'cause if you jam the doors, they are
  very difficult to open, although a spell is available for this purpose.

   The level increases are good, as each class advances differently, so you
  seem to be getting advancements all the time. I played a few "get the feel
  of it" days until I made my main men and I went with a LORD
  (fighting/spellcasting), NINJA (fighting, critical hit/spellcasting),
  RANGER (fighting, spellcasting and SCOUTING, needed for ferreting out the
  secret locales which abound), THIEF (for lockpicking and thieving), BISHOP
  (Mage and Cleric spells), and a MAGE (full on spellcasting). A BARD is
  particularly useful early in the game as he can play magic instruments
  without the restrictions of spell points.

[33m   Trade up or down

   An unusual option is built in, being "CHANGE CLASS", that allows your Mage
  to become a thief or your Samurai to become a Cleric or whatever. You
  can't cheat either (unless you hack 'em) because the game saves only the
  party and its position and not individuals, so you can't use the old load
  him and swap then drop him and rename then turn it off and reboot trick.

   For those of you into intros and end sequences, you're out of luck.  There
  aren't any. There are several endings but all are VERY anti-climactic
  especially after such a long game. (There is one ending that I have yet to
  explore, but I don't hold up much hope for it.)

   Some of you might get the idea that I didn't enjoy Bane of the Cosmic
  Forge. You're wrong! I enjoyed it immensely, despite its MANY
  shortcomings.  I rate the game-

        SOUND         - 2 (state of the art)
        GRAPHICS      - 5 (pushing your computer to its limits)
        STORYLINE     - 9
        GAMEPLAY      - 9
        ADDICTIVENESS - 10
        VALUE         - 10 ($65-79 depending where you get it. Many 100s of
                            hours worth, that's top value for mine!)


   The sequel "Crusaders of the Dark Savant" is in the offing. If they
  retain the original flavor and feel of the game, but improve the graphics,
  state of the art sound, and general polish and Amigaization of the game, it
  may well prove to be the best game of 1992.

                                                       [3m Gus Wrethman

[32m   -----------------------------------------------------------------------

    Oh, well, Bane is finished, on to Fate the Gates of Dawn then Black
   Crypt. **IMPORTANT** At the time of writing, 24-2-92 Fate does not work!
   The distributors, Mindscape, informed me that the original was faulty
   and were making efforts to get another from the German supplier. This
   means EVERY SINGLE (legal) copy in this country does not work, so make
   sure that you ask before you buy.
   If you need some help with the game leave me E-Mail on a BBS (Sydney).



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