The Wizardry name holds a hallowed place in RPG history. There have been over 15 releases between the U.S. and Japan bearing the Wizardry name, starting on the Apple II and spreading to consoles and portables. However, the U.S. has been without a console version since the SNES days. Atlus is reintroducing Wizardry to console owners and reminding them why they started enjoying RPGs in the first place.
Players start by creating a character from scratch. You can choose race, alignment, character class, etc. It is sort of like creating a Dungeons & Dragons character without having to lie to your friends about how you really did roll three sixes six times in a row. Your created character then ventures into Ruhan where, through a number of encounters, gathers a group of fellow adventurers and begins his descent into the Ruhan labyrinth. Without giving too much away, part of the fun is putting your party together. You can reject or accept anyone, truly letting you control the alignment of your party.
The look of Wizardry is unlike most RPGs. When talking with other characters, they are displayed with highly detailed character drawings on a static, hand-painted background. This only serves to reinforce the entire D&D feel of Wizardry, since these drawings reminded me of those found within the old TSR Monster Manual or Fiend Folio.
The whole feel of Wizardry: FL is fresh, yet retro…if that makes any sense. This title is a departure from where RPGs are currently heading. I'm not saying Wizardry's path is one that all RPGs should be following, but it is a trip down the road less traveled and is a better title because of that.
While the scope of this title does not take you outside the city limits of Ruhan, the engaging combat and party system focuses the energy inward, exploring the heart of the adventurer, not just his combat expertise.