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The magic torches are lit, the monsters are as ferocious as ever, and the magic kingdom is waiting for a hero.

Wizardry: Labyrinth of Lost Souls is now available DRM-free on GOG.COM along with the Growth Fruit DLC and a 10% discount until 22nd January 2020, 6 PM UTC.

Experience the legendary Wizardry series’ modern rebirth as you traverse perilous dungeons and take on hordes of fantastic enemies.If you want to catch up with some of the earlier Wizardry games, they are now available on GOG.COM with discounts lasting also until 22nd January 2020, 6 PM UTC.
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Crosmando: Does this game have aging characters? Japanese dungeon crawlers (Elminage, Sword City) all seem to have this mechanic of your characters degenerating.
Sort of.

There is a hidden stat called "energy", which according to what I've read, works as follows:
* High energy helps with stat increases; the higher it is, the less likely it is for stats to decrease at level up, and it may also affect HP gains.
* Leveling up increases it. (According to some sources.)
* Reviving a character without using Wish decreases it (and VIT, which is definitely visible). (Wish is the game's equivalent to Wizardry's MAHAMAN, but instead of level draining the caster, it uses all of the caster's level 8 mage spell points, which can be easily recovered at the inn.)
* Chest traps can also change energy; note that there is one trap that actually *increases* energy, so you may want to trigger it on purpose.
* A couple items change energy when their special abilities are used; note that the game explicitly mentions it when you use it, and the one that increases energy lowers your stats (and vice versa), creatig a bit of a trade-off as to whether you want to favor better stats now (handy if you need the stat boost to class change, for example) or better stats later.

By the way, I note that there are a few games of this type on the Nintendo DS that don't have such a mechanic, namely the Etrian Odyseey series and The Dark Spire.

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Ham08: I know that's a choice, but it is hard to resist trying to make the best party possible before continuing.
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GameRager: I have that issue too...so I try to maximize the skills that will give me the most dialog/options in the game and leave it at that....hard as it can be when one has OCD/etc.
Stats have no efect on dialog in this game, as it's not the sort of game where that mechanic would be meaningful. (If you play games for story or dialog, look elsewhere; I here there's some game set in the Planescape universe that focuses on such things rather than combat.)
Post edited January 17, 2020 by dtgreene
I admit I didn't play the game, I only watched the trailer and saw screenshots... but this looks so horrible! :D even old Wizardry 8 had some 3D models of enemies

it would be fabulous to have a new modern Wizardry game but this looks like a cheap copy to me :(
Well for 14,- EUR i don't expect AAA effects&graphics and for a CRPG a number of other things is more important to me and to be honest...if i look at some of the AAA releases 2018/2019 ist very easy to have better cost/benefit-Ratio.
=instantbuy after some Let's Plays proved that the game is at least decent at the important parts.
low rated
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dtgreene: Stats have no effect on dialog in this game, as it's not the sort of game where that mechanic would be meaningful.

(If you play games for story or dialog, look elsewhere; I here there's some game set in the Planescape universe that focuses on such things rather than combat.)
Good to know, though to be clear I was talking on games in general as well in that bit IIRC.

(Also yeah I think I got that PS game on console[and even backed it via Kiuckstarter]....gotta play it, though[big backlog])
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dtgreene: Stats have no effect on dialog in this game, as it's not the sort of game where that mechanic would be meaningful.

(If you play games for story or dialog, look elsewhere; I here there's some game set in the Planescape universe that focuses on such things rather than combat.)
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GameRager: Good to know, though to be clear I was talking on games in general as well in that bit IIRC.

(Also yeah I think I got that PS game on console[and even backed it via Kiuckstarter]....gotta play it, though[big backlog])
I don't think there was a Planescape game on Kickstarter; if you're referring to that Torment game, it doesn't have the Planescape name (and likely lacks the license), and is therefore not a Planescape game.

(I'm referring to the game first released in 1999.)

Speaking of planes of existence, I get the impression that you don't really get to explore the planes in that game; games where you actually *do* get to explore other planes of existence include Bard's Tale 3 and (from what I've read) Pools of Darkness.
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Kunovski: I admit I didn't play the game, I only watched the trailer and saw screenshots... but this looks so horrible! :D even old Wizardry 8 had some 3D models of enemies

it would be fabulous to have a new modern Wizardry game but this looks like a cheap copy to me :(
The Japanese wizardries' are not a direct continuation of the Sir-Tech games, they are more like spinoffs.
low rated
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dtgreene: I don't think there was a Planescape game on Kickstarter; if you're referring to that Torment game, it doesn't have the Planescape name (and likely lacks the license), and is therefore not a Planescape game.
That's the one. And yes, it's not officially titled, but it's essentially another planescape game in all but name.
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Kunovski: I admit I didn't play the game, I only watched the trailer and saw screenshots... but this looks so horrible! :D even old Wizardry 8 had some 3D models of enemies

it would be fabulous to have a new modern Wizardry game but this looks like a cheap copy to me :(
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Crosmando: The Japanese wizardries' are not a direct continuation of the Sir-Tech games, they are more like spinoffs.
With that said, they do sometimes make references to the earlier games in the series. (Creeping coins, for example. And vorpal bunnies.)

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dtgreene: I don't think there was a Planescape game on Kickstarter; if you're referring to that Torment game, it doesn't have the Planescape name (and likely lacks the license), and is therefore not a Planescape game.
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GameRager: That's the one. And yes, it's not officially titled, but it's essentially another planescape game in all but name.
It's just that, to me, it feels like the concept of Planescape as a setting is that there are many planes of existence out there, so it feels like a waste for the game to mainly take place on one of them. Why call it Planescape, then, especially once you remove the trademark license?
Post edited January 18, 2020 by dtgreene
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dtgreene: It's just that, to me, it feels like the concept of Planescape as a setting is that there are many planes of existence out there, so it feels like a waste for the game to mainly take place on one of them. Why call it Planescape, then, especially once you remove the trademark license?
1st thing: Just because it sticks to one plane doesn't necessarily mean it's not a PS game(unofficial) or shouldn't be considered one.

If a game was set in the US and they called it US Adventures but set it in one or two cities/areas the title would still be accurate(albeit maybe a bit over-hyping the scope of it)

2nd thing: You mean the name(removed)? Because some things(imo) make a game/game series, and if a game has those it is part of that canon/world to me...even if not officially stated as such by the makers or ip holders(old and new).

Heck, most of the EU of Star Wars(games) I still consider canon even if Disney says otherwise.
Let's be entirely fair here, Torment Tides of Numenera is not a Planescape game it's a Torment game (spiritual successor) and both Planescape Torment and Tides of Numenera main focus is to explore the theme of torment and how it changes you but in vastly different ways.

The setting has nothing to do with what the game is about, the theme does and Planescape is just a DnD setting like Forgottten Realms, Greyhawk and dozens of others. Theoratically a future game set in Planescape if it ever happens might not even be similar to Torment in any way.
Post edited January 18, 2020 by ChrisGamer300
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dtgreene:
So how are you liking this game so far? What do you think of the game mechanics, classes, plot and dungeon layout so far? How is the difficulty compared to the other games? Thanks for your reply about this game in the other thread, by the way, I was doing some RL stuff and then forgot to reply, so I'll get back to it later.
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dtgreene:
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Green_Hilltop: So how are you liking this game so far? What do you think of the game mechanics, classes, plot and dungeon layout so far? How is the difficulty compared to the other games? Thanks for your reply about this game in the other thread, by the way, I was doing some RL stuff and then forgot to reply, so I'll get back to it later.
I am enjoying it so far.

A few interesting points:
* The ability to convert gold to experience by tithing is a nice feature, though it can sort of break the game, particularly if you focus on a Mage or Bishop to get NAL Burst and the teleportation spells (though you can't warp to places you haven't been).
* Magic Boost is an interesting ability, but I feel it's a bit wasted on a Mage; taking a round to do double damage the next doesn't seem particularly useful. I think that ability would have been more strategically interesting on a Priest or Bishop. (The ability *does* work on healing spells, as I've tested it; it's too bad that the long term use of that strategy is hampered by the fact that there's a spell that fully heals the entire party, making healing boosts pointless at that point.)
* Samurais are strange with spell learning. At one point, I was reloading a level up to try and get my Samurai to learn a 2nd level spell (she had some casts of that level, but no spells with which to use them), and eventually got her to learn...Thunder Arrow, which is 3rd level. (She *still* had no 2nd level spells at that point.)
* I wish Lords were easier to create; it seems they learn Priest spells faster than actual Priests, but only learn some of the spells, and it would be interesting if it were more reasonable to have that trade-off more easily at the start. Or, they could have included a pre-made Lord, as they did with the Samurai class.
* Mage spell power doesn't always correlate to level; for example the second level spell Flame Field is the strongest group attack spell of 4rd level or lower, while Graupel Hail (also 2nd level) hits only one enemy, does less damage, and is weaker that the 1st level spell Flame Arrow.
* Class changing is different. You lose half your HP and spell casts, but your other stats don't go down. HP gains do not work like in classic Wizardry; you just get an independent HP increase at each level, so a little class changing gets you more HP in the long run. Then again, apparently level draining doesn't lower your max HP either; many players have abused that to increase the HP of characters.
* Difficulty wise, it fluctuates. B4 of Shiin's Dungeon was a big difficulty jump until I got a Bishop to level 16 (by tithing), B5 was dangerous even with that Bishop and her Magic Wall (enemies hitting for 700+ damage, or breaking the Magic Wall in one hit if it's still up), while B6 is quite easy with Magic Wall. (Haven't gone any deeper yet.)

As for dungeon design, there are 3 dungeons in this game:
* The Dungeon of Trials feels a lot like Wizardry 1's dungeon. B1 has the 4 corners, B3 has hallways with things at intersections like B3 of Wizardry 1, and there are other similarities. The first 5 floors of the dungeon never get as hard as B4 of Shiin's Dungeon and the remaining 5 were originally DLC.
* Shiin's Dungeon is quite new, though it seems you don't get themes in the level structure. You do, however, get themes in terms of what enemies you face on any given floor, starting with B4.
* The Deep Dungeon (or whatever it's called) can be accessed right away by talking to people in town (on the PS3 you had to buy this dungeon separately as DLC), but it is *not* meant for new characters; you are expected to be able to fight a level 37 (IIRC) enemy that can hit for over 800 damage right away. (It might be a good idea to beat the main game first.)
The game can be compared with elminage gothic, School of heroes, Strangers of the sword city etc... and of course with old era wizardies 1-5. Apparently, as reviews say, the game is too generic in the genre, in dungeons layout and shorter than the rest. Not tried myself though.

One thing that I do not understand is why is needed a i5 CPU to run it, noticing that the rest of the requirements are extremely low (1gb RAM etc). Is it really needed for a game with stil images no animations?
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Gudadantza: The game can be compared with elminage gothic, School of heroes, Strangers of the sword city etc... and of course with old era wizardies 1-5. Apparently, as reviews say, the game is too generic in the genre, in dungeons layout and shorter than the rest. Not tried myself though.

One thing that I do not understand is why is needed a i5 CPU to run it, noticing that the rest of the requirements are extremely low (1gb RAM etc). Is it really needed for a game with stil images no animations?
Playing it on a (modern) Celeron (2.0 GHz dual-core) and not having any issues. There is some slowdown in places with lots of railings, and there's slowdown when Thunder Burst (or a certain ice spell I saw an enemy cast) is used, but nothing game-breaking, particularly since the game is turn-based.

The game, with all the DLC factored in, has 26 dungeon levels. Compare this to the 10 of Wizardry 1, the 6 of Wizardry 2 and 3, or the 75+ of Elminage Gothic.
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Gudadantza: One thing that I do not understand is why is needed a i5 CPU to run it, noticing that the rest of the requirements are extremely low (1gb RAM etc). Is it really needed for a game with stil images no animations?
Often GOG/Devs set the requirements a bit higher than needed to cover their butts legally/etc.