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In Wizardry 8, players create a party of six adventurers at the start of the game. Each race and class has a balance of strengths and weaknesses. The various races and classes are designed to be balanced so that a wide variety of parties can be playable. Characters may change their class as they advance, allowing a variety of combinations.
The game itself is played from a first person perspective. Movement is fluid, whereas in previous Wizardry games it was grid-based. For the first time in the Wizardry series, players can see enemies approaching instead of having them pop up randomly. Combat is turn-based, although a continuous-phase mode can be toggled. Monsters are scaled to the party level; higher level parties will face different sets of monsters than a lower level party in the same area. The scaling is limited to allow variation in difficulty.
Wizardry 8 uses different statistics from the previous games, necessitating conversions from the upper limit of 18 to the new upper limit of 100.
For players seeking a more difficult challenge, Sir-Tech brought back an option to play using rules from the early Wizardry games – the "Iron Man Mode". In this "permadeath" mode, players are not allowed to save the game manually; instead, the game is automatically saved when the player quits.
There are many secret areas, including "retro dungeons", which hearken to the dungeons of (Proving Grounds of the Mad Overlord). Instead of vast, open views, players are greeted with a solid, traditional grid-based dungeon. Spinners, traps and teleporters are used. |
1. Each race and class has a balance of strengths and weaknesses - ну лол, так в МЕ тоже есть классы, и расы, каждая со своими слабыми и сильными сторонами. 2. Movement is fluid, whereas in previous Wizardry games it was grid-based Ну, ок, в МЕ тоже мувемент из флюид, можно ходить как тебе хочется, система не пошаговая. 3. For the first time in the Wizardry series, players can see enemies approaching instead of having them pop up randomly - о прикинь Хедхантер в МЕ так же!!!! 4. Monsters are scaled to the party level; higher level parties will face different sets of monsters than a lower level party in the same area. The scaling is limited to allow variation in difficulty. - ну скейлинга левела монстров нет, но сложность боев растет, да, это достигается другими способами и с помощью других решений, от чего игра не перестает быть РПГ. 5. Instead of vast, open views, players are greeted with a solid, traditional grid-based dungeon. Spinners, traps and teleporters are used. Ну, Данжей в смысле как это сделано в PSO (hack'n'slash dungeon crawler) в МЕ наверное нет, но в каком-то смысле локации используют дизайн решения из подобных игр тоже - в МЕ есть сундуки с предметами (это можно же считать элементом данжа?), сами локации - это сеть коридоров (чем вам не данж?), с дверьми, которые нужно еще открывапть своего рода ключами (путем взлома электронных устройств). Все эти "жанровые" различия - чепуха.
Исправлено: JayD, 19 июля 2022, 17:49 |
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