WIZARDRY 8 Reviewed by Stefan Herber This may be the last in the series - the developers have gone bankrupt and there is no news of any other companies prepared to rescue things. The question that always arises is whether that is of any consequence - is this a series that has lived out its useful life (a la Might and Magic and sadly Ultima) or are we really going to miss it? I'm not sure I can answer that so easily. First things first - the graphics are much improved - you don't have to play in a window anymore. The plot is very strong - again the world is being threatened by the Dark Savant and you've got to stop him. Not that the world is such a wonderful place - it's full of wimpish tribes who want to do nothing but moan all the time and two very strange races - the Umpanis (who look like overgrown Great Danes) and the T'rang (overgrown cockroaches) who are at war for reasons not clearly explained. You can side with either or both - I only ever played the scenario to try and unify the two against the common enemy, so I don't know what happens if you side with one or the other. Of course the world is also filled with monsters out to kill you regardless of allegiance.. However at least it never rains! There are very few puzzles in the adventure sense and those that there are tend to be quite easy. You create your own party (maximum 4) and at times have to recruit other members - sometimes voluntarily; sometimes to develop the plot. Here comes the first crunch - your recruited members are never as strong as your created party and at times are a severe liability as all they seem to be good at are dying at the hands of weak monsters.. The usual RPG members are present but there are a few unusual ones - notably a gadgeteer who in theory can use odd bits and pieces to manufacture lethal weapons. This might work if you start off with one but the only recruitable one never gets to any level to be useful. You see some areas seem to be off limits for your non created party so they have to be ditched and picked up again when you've completed that area. As luck would have it these tend to be the areas where most experience can be obtained. I'm not sure how long this takes to play - I guess about 100 hours. BUT - and it's the reason I really can't recommend this to anybody - about 90 of these will be spent in combat. There's no reincarnation of villains as such but there is respawning. So whenever you enter an already explored area be prepared to spend at least an hour getting from exit A to B. It appears that the longer you spend in an area the more respawning takes place - so at the beginning of the game you spend all your time recovering from a tough battle only to run into two more. This may be fine for people who like nothing better than to kill, kill and kill some more but it does become extremely frustrating if all you want is to develop the plot. One nice touch is the advancement system. Yes: you advance levels and get a choice how to spend your points - but by doing things during the game you also advance. So your fighter or archer automatically develops by using these skills and doesn't have to wait until a random number of points have been accrued. It's a very old fashioned game in its appearance and execution but that doesn't bother me. Random monster respawning does. If we ever have any more in this series perhaps they can concentrate on the elements of RPG playing that attracted me to the genre in the first place. Oh and by the way - magic is virtually useless until you reach high levels and even then it's only useful against randomly respawned weak creatures. - o -