Wizardry VI: Bane of the Cosmic Forge

Wizardry VI: Bane of the Cosmic Forge

I don’t…. I mean….. How is…. Alright fine, whatever.

Game Name: Wizardy VI: Bane of the Cosmic Forge (1990)
Developer: Sir-Tech (Jagged Alliance 2, Wizardry 8, Freakin’ Funky Fuzzballs)
Platform: AmigaOS, MS-DOS, SNES, Mac OS, NEC PC-9801 and FM Towns according to Wikipedia, whatever those are (reviewed on PC via DOSBox)
Categories: 1st Person Dungeon Crawler, Custom 6 Person Humanoid Team, Old Skool Fantasy RPG, Movement Grid, Turn-Based Battles, Vendors/NPCs, Deep Spell System, Sprawling Labyrinthine Locales, Dialogue via Word Parser, Traps and Loot, Punishing Difficulty, Archaic Presentation, DIY Mapping, DIY Quest Notes/Tracking, DIY Item Juggling and Stat Cataloguing, Multiple Classes, Multiple Endings (sort of)

May Appeal To:¬†senior citizens, codgers, curators, dinosaurs, dotards, fogeys, fossils, geezers, grandfathers, greybeards, old timers, patriarchs, and those with an unusually severe computer budget. I’m kidding around but this game is really showing its age.
The cartography is quaint and amusing while epic completionists looking to export their party across the Dark Savant trilogy will want to start here.
May Repulse: anyone with eyeballs, ear holes, or sensibilities. Wizardry 6 lacks post-90s conventions and by no means should be played on its own without ulterior motive.

Comparable To: the overall feel of Wizardry 7, Bard’s Tale, and The Dark Spire. Wizardry: Tales of the Forsaken Land, Strange Journey, and the Etrian Odyssey series are all superior versions of the same style of grid-based first-person dungeon crawling. Wizardry 8 and Legend of Grimrock take obvious cues from Wizardry 6 though have splintered off in considerably different directions. I couldn’t help but think of King’s Field and Shadow Tower as being inspired by this game despite a lack of similarities. Continue reading