To say that I've played my fair share of MMOs would probably be an understatement. Lacking a reliable income will leave you heavily acquaianted with all the F2P (free to play) options available online, and overtime I've come to learn what to expect from an MMO. In short, I'm incredibly familiar with the MMO genre and I've probably seen some incarnation of everything an MMO has done.
This experienced perspective means that when I logged into the beta for Wizardry Online, I was swept by familiarity more than originality.
However, before I state how similar and contrived Wizardry Online currently is to a bevy of other games, I have to take note of a very unique feature that Wizardry is offering: permanent death. If your character dies and you don't save their soul in time, they're gone. Permanently. Everything you've worked to achieve would be lost because you didn't save your character's soul in time. It has a way of making you a more wary player when this death could literally be your last.
Beyond the permanent death, Wizardry Online is, for lack of a better word, very same. While the art style is unique enough, I can't personally call it appealing. For me, the color palette feels a little too washed out for an epic fantasy adventure. Of course, at the time of writing, my run of the world had been relatively limited. We're just talking about a beta, after all.
Wizardry Online's combat is based around the player actively defending themselves and not using their skills and innate abilities to dodge or defend against strikes. Fortunately, that doesn't make the combat impossible challenging, it just forces you to remain conscious of how many enemies are around you at any given point in time. The Warrior I chose to play had little trouble dispatching enemies once I'd familiarized myself with the combat engine.
The dungeons in Wizardry Online seem to be interesting enough, as they actually operate like dungeons and not linear straightshots, which is seen in most MMO. Really what impressed me was how true to a typical RPG these dungeons felt.
Still though, with everything that seems to set Wizardry Online apart, I could never shake the feeling that I'd done this all before. Outside of the Permadeath feature in the game, Wizardry might be clinging close to the formula of a MMORPG and doesn't seem to be doing much in the way of deviation from it. For those looking for a new, relatively challenging MMO this could be seen as a boon. Personally? I'd like to see Wizardry step out of its comfort zone and push its boundaries beyond a recognizable formula.
We'll have to wait and see how it turns out one the final version of the game comes out!
|Joey Blackwell II
Follow @Mr_J_Write |
Avid gamer who's more passionate about writing. Hopes to be a renowned writing voice in the world someday, while still being addicted to games.
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