Difficulty
"The Return of Werdna" is considered an extremely difficult game; as Computer Gaming World notes, "This game was designed expressly for the expert Wizardry player." Knowledge of the first game of the series is vital to completing Wizardry IV. It is equally unforgiving of mistakes and bad luck as its predecessor trilogy, but unlike the trilogy, there are no experience points for defeating enemies, and therefore no reward for surviving difficult battles, or opportunities to grow stronger at the player's pace. The only way a player may grow stronger is to fight their way through the current level, and find a pentagram on the next level, no matter how overwhelmingly difficult the foes on the current level may be. Some of these foes include ninjas capable of killing Werdna instantly with a critical hit, mages with area-effect spells that can wipe out entire parties of monsters, thieves who can steal items that are critical to completing the game, and clerics capable of resurrecting Werdna's fallen adversaries.
Like the previous trilogy, mapping out levels is vital to avoid becoming lost. But the difficulty of mapping out levels is increased exponentially. While the previous games included occasional traps that could throw the player's maps off, such as dark areas, teleporters, pits, chutes, and rotating floors, these traps and many more are abundant in "The Return of Werdna". An early level contains a minefield, with an invisible safe path that can only be discovered through exhaustive trial and error. Another level is a series of seemingly identical intersecting pathways, with rotating floor tiles on each intersection. At the top of the dungeon is the Cosmic Cube, a 3D maze consisting of dozens of rooms, connected by passageways, chutes, ladders, and teleporters, all of which have their own unique tricks, traps, and mapping difficulties. In addition, some of the most deadly foes in the game roam the cosmic cube, and because it contains the final pentagram, no further strengthening is possible.
Another major example that seriously hinders unfamiliar players is the seemingly impossible task of exiting the very first room. The only way out is a hidden door which may be revealed by casting a "light" spell called "Milwa". The only way to do this is to recruit a group of Priests. This seemingly-simple task is made unintuitive due to the lack of any evidence that there is a door to begin with; the necessity of recruiting a group of Clerics, which are ineffective in combat and take the place of effective combat recruits; and the need to enter combat until the Clerics cast this spell. There is no suggestion in the context of the game as to what Milwa or any other Cleric spell name means; only players familiar with prior Wizardry games would understand its function. To a player unfamiliar with these earlier Wizardry titles, it would seem that the Clerics cast a useless spell. Furthermore, the Milwa/Light spell eventually expires, meaning that there is a limited time to find the door once the spell is cast. (Acknowledging the difficulty of this very first puzzle in the game, Sir-Tech included a sealed envelope in the game package containing its solution, to be opened if the player couldn't figure it out on their own.)
Read more about this topic: Wizardry IV: The Return Of Werdna
Famous quotes containing the word difficulty:
“In spite of all their kind some elements of worth
With difficulty persist here and there on earth.”
—Hugh MacDiarmid (18921978)
“I am continually fascinated at the difficulty intelligent people have in distinguishing what is controversial from what is merely offensive.”
—Nora Ephron (b. 1941)
“A mans love, till it has been chastened and fastened by the feeling of duty which marriage brings with it, is instigated mainly by the difficulty of pursuit.”
—Anthony Trollope (18151882)