Wizardry 7:Crusaders Of The Dark Savant - Sir Tech œ35.99 (PC RPG) Reviewed by James Judge on a 486sx After seeing the graphical splendour of games such as Ultima Underworld 2 it is something of a backwards step when playing an RPG such as this. Why? Well, it takes you back to the heady days of one step mode, six characters and, really, the basics of the classic CRPG. That is not to say this game is basic - far from it. To be honest this is one of the largest, most involved and hardest games I have ever played and, coupled with that, one of the nicest looking and most enjoyable. The basic storyline (outlined in an animated intro that get quite tedious after watching it once) is that you take control of six people who arrive on this planet to retrieve a magical artifact that is very, very powerful. Also trying to get the artifact is the bringer of death (aka the Dark Savant) and you can either team up with him or rival him. You start the game with a hefty read of the manual and appendices. Normally I wouldn't do this but the manual is written in a fun way ("An iceball won't do an Ice Giant much good - unless he laughs himself to death" and other such odds and ends help to keep the reader alive) and knowledge of how each race and character acts helps immensely when choosing your six starting characters. After choosing their race, sex, profession and assigning bonus points you choose their name and portrait and then get on with the game. You start the game in a forest with the bare essentials and not the foggiest as what to do. Already choices present themselves - do you go and search for the automap, go down into a dungeon or see what is in the city? Once in the city what do you do? Solve the library, get a boat, figure out the museum, try and find the magic pedlar, release the guy in prison, swim to the statue, pick some locks or do you just go on to the next place down the road. All throughout the game you are presented with a wide choice of what you can do which is, invariably, a good thing. Just wandering around the city and the dungeon took me about 4 days and I still haven't completed it, although I am now many game miles away. The wide choice allows people who get stuck to go to somewhere else and see whether that can provide them with more clues or present them with a whole new puzzle and quest. The interface of the game is intuitive and enjoyable. The movement is the same as old Dungeon Master but everything else has changed. You can pick locks (that includes chests which could be trapped), search areas, buy and sell objects, swap lore with NPCs, join armies, interview/interrogate/steal from/pick fights with NPCs and a whole plethora of other options. Apart from the interface this game goes into great detail with everything from spells to character levels and professions. Fighting is handled on a turn system where each turn you instruct each of your characters to do something (attacking, resting, casting spells, running etc.) and after you have dished out your instructions the computer takes over moving the quickest monster or character first and so on down the chain until everyone has had their go. Then you supply a new set of orders and so on. This may sound boring, but after a few fights and you have more spells and weapons to fiddle with you can start to develop in-depth strategies, especially when you are facing more than one rank of monsters. Spellcasting is more simplistic, working on a mana system that works very well. Instead of having just one large clump of mana the spell caster has six areas of magic (earth, air, fire, water, divine and mental) and has a set amount of mana for each area. Then spells are split into those sections and you can cast to your heart's content from one pool until it runs out. There is a huge variety of spells in the game, split into four spell books, and only certain classes can cast from the spellbooks. Classes, that is another brilliant aspect of this game. Many moons ago I used to run a tabletop RPG called Warhammer which had options for players to change their character's professions whenever they wanted but they had to follow a certain tree (a soldier couldn't become a mage straight away unless he became a lot of other characters to gain magic experience). COTDS follows this idea but as there are only 12 professions the option to change class depends on your stats which go up every level. For example, if you want a new fighter you must have a character with strength of 12 or above. The good thing is, though, if you make a mage into a priest the newly made priest retains the mage skills and learns the priest skills too! Graphically this game is very good. True, we don't have 3D movement here but we do have some great scenery that is varied and the monster graphics are a cut above the norm. Object graphics are wide and varied (different kinds of sword LOOK like different kinds of swords) and so are the character portraits which you can change at will during the game to reflect new professions (although non-human races will find it a bit difficult as the piccies are mainly human ones, shame). Sonically the game is, again, above average. The music is OK for the first couple of days but after a while you just want to rip the speakers apart but, unfortunately, you are unable to do that as music announcing level increases, monster encounters and the such are inevitable and the only long piece of music that plays is during sleeping. Sound effects are good ranging from whooshes and clangs during fighting to bird song and crickets when wandering around. All of the above takes back seat for me when looking at RPGs. If the puzzles are bad, the game is an instant failing. Luckily while everything else in the game is very very good, the puzzles are even better. To me it seems as if the best in RPGs have meshed with the best text adventure and point and click games going. Let me give you two examples: In an early dungeon you come across a pool of blood and an unopenable door. Upon inspection of the blood you see a ray of light coming from the ceiling. If you have the right tool (a shiny plate) you can reflect the light into the gateway to open it! A large quest a little later on involves summoning four witches to kill them and release their good sister. To do this you must learn their true names, but you can only do that if you have a certain artifact which is hinted by in a book of fables you find at the start of the game. To get the artifact you must intrude into a lair of giants and kill their pets. Even after summoning the evil sisters you must have enough money to fulfil the prophecy, have enough strength to defeat them and find out what to do with the artifacts you find. Then you have to figure out what to do with the item you are given by the good witch - it never stops! Two things that did put me off the game was firstly the way the cursor was snatched to the bottom left hand corner of the screen whenever a message appeared. The other is the fact that you can't see any objects or monsters in the game, unless you meet them or see a symbol of them (ie monsters ALWAYS sneak up on you - you can never see them in the distance). After a while, though, you stop noticing this as the game just drags you in and your imagination just fills in the gaps. In all a very good game that will take even the hardened RPGer a L-O-N-G time to complete. At the moment I am about a tenth of the way through and I have been playing nearly solidly for three weeks. If I hadn't been playing it along with someone who has completed it 7 times (he likes it) and is playing it again for mapping purposes I wouldn't be half as far as I am now. Maybe a little too much for the beginner but for the casual player this is a very good long-term investment. For the RPG nutter (moi) this is a challenge that will either enthral or annoy - either way you'll enjoy it. Buy it! - o -