Wizardry: Proving Grounds of the Mad Overlord

Wizardry: Proving Grounds of the Mad Overlord

Released: Sep 01, 1981
Version played: Digital Eclipse Remake (2024)

On the very first floor of the very first Wizardry game, in a corridor shrouded in mystical darkness, there is a small room that is impossible to see from the outside. In that room is a grumpy Wizard, and he does not want to be interrupted. He demands you begone, and instantly teleports you back to town. In mechanical terms, this is a simple shortcut that lets you warp out near the elevator rather than journey the now unthreatening first floor. It could have been a simple warp point, the game has tons of them after all. But instead it’s a man. You can’t talk to him and find out what he’s doing down here. He always sends you away.

Wizardry is basically perfect. The RPG emerges in digital form essentially fully formed, they are still making games that are just fucking Wizardry. But even beyond that, the amount of games and genres that share the core loop of tense exploration leading to difficult combat with the release of returning safely to town to upgrade and do it all over again are so numerous that it is not inaccurate to claim that Wizardry is video games. The sense of atmosphere as you take every step is overbearing and purely mechnical; it’s no wonder this game was such a sensation with wireframe graphics and no music whatsoever. And yet it is the Wizard in the cupboard that is the standout moment. It’s never dwelled on, never explained, and yet it is the seed that will flourish into something unimaginable at the time. Wizardry’s gameplay loop may be the bones of the genre, but this is the heart; anything could be down here.

This is Shin Megami Tensei, this is Dungeon Meshi, this is Earthbound, this is Pokemon and this is Dark Souls. This is Planescape Torment, this is Binding of Isaac and this is Morrowind. This is why people play Dungeons and Dragons in real life, this is the worth of a good Dungeon Master, a moment of pure authorship that takes the experience beyond the mechanical. After this moment, you never know what could be on the next tile, and you’re never sure where the boundaries are.

Unfortunately, Wizardry reserves these moments for its early floors. The first half of the game is somewhat of a test from Trebor, as you explore every crevice to find keys and statues that ultimately unlock the keys to the elevator that takes you down to Werdna’s lair. It is immensely satisfying to put the pieces together, to map out the dungeon physically and understand how information in one place grants you access to somewhere new on an entirely different floor. Wizardry is also Resident Evil, by the way, it really is every video game.

After recieving the Blue Ribbon and delving down towards the endgame there is disappointingly little to discover. There are no more key items, and if you already know where to go then the spot where you unlock the Blue Ribbon is around 20 or so tiles from the final Boss Rush. The only thing to discover are dead ends, the only thing to do is fight, and the only rewards come from random drops. It is a disappointingly weak second half from a game that starts out so incredibly strong and satisfying, but I can forgive it since they were inventing RPGs after all and also the second half being full of reused content and nowhere near as intricate as the first half is a time honored tradition that the genre continus to honour til this very day. But those first few hours are genuinely a miracle, and this is a game I think everyone should play at least once. To see how complete it already is, how little has changed in over 40 years, and how totally engrossing it can be when you give yourself over to the dungeon.