[Game]Wizardry 6: Bane of the Cosmic Forge

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Game total pnts rank Rank 3,590in 6,208 titlesTotal 1 / Deviation 47.82
Game rank of 1990 Rank 116in 191 titles
Statics of evaluation and Ranking
Reviews' statics
Post review by myself
Character/Setting3.00(Best)1
Game element3.00(Best)1
Music2.00(Very good)1
Story2.00(Very good)1
Graphic1.00(Good)1
Difficulty2.00(Very difficult)1
Sad100%1/1
Scareful100%1/1
Made me think100%1/1
Enjoyed100%1/1
Interesting100%1/1
Sexy0%0/1
Cute0%0/1
Hot heart0%0/1
Brave0%0/1
Shed tears0%0/1
Enjoyed playing with others0%0/1
Beautiful0%0/1
Romantic0%0/1
Moral0%0/1
Friendship0%0/1
Shocked0%0/1
Cool0%0/1
Learned something0%0/1
Impressed0%0/1
Funny0%0/1
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Information about this title

ASCII DETAEAST Game Studio Suemi Jyun Kentarou Haneda
Japan Released:1990 IBM Amiga
Japan Released:1991 FMTOWNS PC-98
Japan Released:1995/09/29(Fri) Super Nintendo Entertainment System
Japan Released:1996/05/31(Fri) Sega Saturn
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The below reviews are translated automatically from Japanese ones. To post your review to English version, please click here.
2011/10/25 Good(+1 pnt) [Original Japanese review]
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As I wrote 0, I will write it as much as I can, but I think that there are things that I am going to modify by wandering and so on, forgive me.

This VI was a work that felt the image of WIZ which had drawn a line with other dungeon RPGs faded and the distance felt shrunk. That means that the system has been changed drastically, adding a lot of new tribes and occupations, graphics renewing things up to now, being animating one of the actions of monsters as well I can feel that way. Just because of that it was a work that had a lot of strangeness at first.

Depending on the person, it may have been time to spend even just character creation, due to the great addition of occupation etc, and the degree of engagement was quite high also from the fact that the multi ending system was also equipped. (I was able to draw graphic images of characters by themselves, I could not draw it well ..) As difficulty as SFC version (?) Because auto mapping was quite effective, it was common as WIZ By the way, even beginners think that it was made relatively low hurd (although it is considerably more difficult compared with the DQ series etc ...). Even at that point it will be different from the previous series and I wonder if it can be considered that it was a ryosaki with many points of improvement (although there are objections). Well I thought that WIZ color faded somewhat ..

Just personally I am disgusted that the number of rest after battle has increased every time. Especially it is troublesome to be attacked while resting, and that such rest can not be done at once will make the rhythm of the game worse. In addition to being able to saves anywhere, it often happens to be in Hamari state, and it is also fresh to remember that there was a need to prepare multiple save data. There was a system which was dissatisfied with such feeling, but as evaluation it is no doubt that the better side exceeds the negative impression, so I think whether it is appropriate.




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