Magazine called "Game.exe" or simply "EXE". Part 1.EXE: Hello, SirTech. Thanks for the game - we are hopelessly in love. And, like all lovers, impatient. No strength to endure! When, when will the game be released?
Ian: Hi, EXE. Wizardry? She is ready.
EXE: Honestly, honestly?
Ian: Absolutely. We had more than enough time to very carefully "comb and smooth" game. More than ever, we did not create such a giant world! And never before tested
so well. We've had a lot of time, and hopefully, we ordered this time wisely.
EXE: So now, when the game is completely finished, you have time to make a demo version of the game. Yes?
Ian: That's right. We are currently in negotiations with several potential publishers, and as soon as a deal ...
EXE: This means that the release date is still unknown?
Ian: You're right. Despite the fact that the game is ready, it will not appear on store shelves for months. We learned our lesson. Marketing - it's very, very
important. The project can be incredibly good, but without a proper advertising campaign, he certainly fail in commercial terms. And for us, you know, the success of
Wizardry 8 is critical. We made this game a long four years, and if something goes wrong, the fate of the entire series would be a big question. Demo version as part
of the advertising company may appear in the near future. By the way, we still have not decided, it is a copy of which you have seen, or we will change anything. Party
of adventurers such a high level (Level 5) - this is too serious for the ordinary player. Very extensive game interface, these crazy spells and this "Swallower" ... At
the press we can rely on, you guys tested. But for a public demo, we are likely to prepare another level - easier, more primitive.
EXE: We are confident that the Russian publishers would be willing to "fight each other" for the right to publish the game. Tell us how your team withstood a long
period of four years of development?
Ian: Indeed, the game was developed for a long time and a lot of our guys were so much effort against investments in technology. Most of Wizardry 8-team has been
involved in the development of our other project - Jagged Alliance 2. You will not believe, but a year ago it was impossible to play.
Ian: We obtain a very serious role-playing game. As you called it?
EXE: "Hardcore", of course.
Ian: That's it. Depth of gameplay and the total playing time (four years do not promise, but months guarantee).
EXE: Wizardry looks amazing. We heard that you started a revolution (moved the game on three-dimensional engine), when work on the old version of W8 already lasted for
some time. Do you regret that decision?
Ian: It was the only right move. We just could not reach the market in 2001 with the outdated graphics. Unfortunately, technological progress is moving forward so
rapidly that the consumer does not perceive the products do not meet the highest standards. What is interesting since the release of W7 changed the style of computer
games. We had to work hard to pull up not only the graphical component, but also the gameplay. We really like to see a new game looked modern, but continues the
tradition of the entire series.
EXE: Is there any in the current version though the old line of code?
Ian: No good sir. Too many rules had to be broken. For example, we would like to see monsters from afar and from time to time to avoid contact with them.
As you remember in the previous parts dominated ambush.
EXE: Oh, do not worry. This is what we will remember for a long time.
Ian: Now I can make you happy: monsters will surround your party. This fact changes the tactics of fighting. Battle formation, automatic reversal in the direction of
the enemy, and even changed the principle of action of many spells. More risk, more fun, agree? With the arrival of the third dimension spells gain a proper depth.
"Fireball" finally started to work correctly. If you notice that some of the monsters no longer attack and left the front edge, it does not mean retreat. They will
avoid you from the rear and attack the wizards!
EXE: By the way, what is the ratio between the area available for research on the surface and dungeons?
Ian: Linda can answer this question better...
Linda: Hi. Good question, but we do not have the exact answer. Difficult to quantify, but I think the surface. Not all of our dungeons are those in the classic sense.
Guys, dungeons - it's fun! That there are such masterpieces as the delightful "Rapax Rift dungeon", the cave was chosen by "Umpani" race, wide halls and narrow
corridors, a city located in the trees, where you can walk inside the trunks of giant ancient trees.
EXE: Please, Linda, do not excite our appetite so mercilessly. Let's go back to our demo.
Linda: Ok. How did you like our monsters?
EXE: Cute critters (especially "Swallower"), but sometimes it seems that too many of them. We met different groups of 10 - 12 monsters in each and this is normal?
Linda: Sure. We abandoned the idea of a fixed number of monsters set at specific points on the levels. Now the population at levels manages special engine, which
determines the number of monsters, their strength and location.
EXE: Some of them were stronger than our party on several levels. Disorder!
Linda: No, you're in luck! Met a worthy opponent, got a lot of experience points. The engine is closely monitoring your progress and tries to equalize the newly
emerged monsters with your characters. The selection is made between the force and the numerical advantage. If, after some time, you return to a low-level dungeon
you'll probably find the monsters got stronger.
EXE: "Swallower" is the boss? Tell us honestly!
Linda: My favorite animal. I almost fell off the chair when I first met him in the game. Scout's honor! And this despite the fact that I knew he would be in it.
"Swallower" is unique in its ability to swallow. You're right - it's the boss. I guarantee you, in the game there are other worthy contenders, but so far I will keep
their names secret. But I can say that their special attacks, and even their accompanying entourage "unpleasant" surprise you in the best sense of the word.