Wizardry vs Ultima

Wizardry and Ultima were the two big names of early CRPGs. I haven’t hit all of Wizardry yet, but I’ve already played through the entire Ultima series, including some of its offshoots like Ultima Underworld, Runes of Virtue, Martian Dreams and Savage Empire. (There’s one Wizardry offshoot on the Stack; we’ll get to it in time.) I’ve noted before that the two series became emblematic of two different presentations of the gameworld: Wizardry-style games were ones with a grid-based first-person view, like The Bard’s Tale or Pool of Radiance, while Ultima-style ones were third-person 2D on a grid map, like Final Fantasy or The Magic Candle. In fact, Ultima itself used both presentations, third-person overland and first-person in the dungeons, but dungeons were never the emphasis of the series, and nowhere near as sophisticated as the ones in Wizardry. By Ultima III, they were dropping back to a third-person tile grid for combat, and by Ultima VI, they abandoned the first-person view entirely.

But now that I’m spending an extended amount of time in the Wizardry series, I’m thinking that the real contrast is one of tone. It’s sort of a Wonderland vs Oz vibe, with Wizardry as Wonderland: the darker and more nightmarish of the pair, a world without the comfort of consistent internal logic. As in the Oz stories, nothing permanently bad ever happens to the heroes in an Ultima game; Wizardry is not only eager to kill your guys, it drags the process out by dangling the possibility of resurrection and then frequently snatching it away. (It’s worth noting here that the Virtues system established in Ultima IV and used in most subsequent games in the series was, by its author’s account, partially inspired by The Wizard of Oz.)

Moreover, the Ultima games put a lot of emphasis on providing an entire world for you to interact with, with cheery ren-faire characters and jobs you can do for pocket change and side-quests and sub-plots. And sure, Ultima I‘s world-building was kind of sketchy, but nowhere near as sketchy as in any of the Wizardry games I’ve played. Wizardry doesn’t have a world, it has a dungeon. The entire world outside the dungeon is reduced to a smallish set of menus containing nothing that isn’t directly related to getting back to work in the dungeon.

And “work” is really the key word there. It reminds me of nothing so much as the most dismal view of life, where you live to work rather than work to live. Past a certain point, you don’t even do it for the money — I’ve accumulated gold pieces in the millions, but it doesn’t matter, because there’s nothing to spend it on. Your ostensible motivations, restoring the town’s defenses in Wizardry II and stopping disasters in Wizardry III, are blatantly tacked-on in a way that makes them feel like lies, pretexts to keep you working. The ultimate goal in Wizardry I is canonically meaningless. But when you make it out of the dungeon alive, what do you do? You just go right back in again, because that’s all there is.

The Binding of Isaac

In Ultima IV, the is a dungeon room where a mob of children attacks you. To most players, this was just an interesting repurposing of a tile not normally used for monsters to produce a things-are-different-here vibe. (The previous game in the series famously has floor tiles attack you toward the end.) But some found it upsetting, and at least one even claimed that it promoted child abuse. Richard Garriott, Ultima‘s auteur, had intended this scene as a kind of ethical challenge, and has pointed out various solutions that don’t involve killing children in self-defense, such as using charm or sleep spells. 1One of his proposed non-lethal solutions was to unwield your sword and punch them with your bare hands until they run away, but that doesn’t really help much with the child abuse allegation. But players tend to be in kill-everything-that-moves mode at that point in the game, and forget about these options, and feel like they have no choices but atrocity or quitting in disgust.

Garriott considered this little controversy to be one of the game’s biggest successes, and he included a “child room” somewhere in every subsequent Ultima. But he had better taste than to push the idea further, to take it to its logical extreme. Enter Edmud McMillen and Florian Himsl, of Meat Boy fame. This pair once created a shooter about fighting diseased vaginas. Taste is no obstacle to these guys. Their latest work, The Binding of Isaac, is the story of a horrifically abused little boy trapped alone in a basement, naked and with no weapons other than his tears, forced to fight grotesque abominations. And he really is forced: unlike the child rooms in Ultima, the game doesn’t let you leave a room until Isaac is the only thing alive. 2Actually, there are exceptions to this. There are certain items that let you teleport away, and an explosion in the right place will reveal a secret passage regardless of whether the the room is in lockdown. But these are just exceptions. Many of the enemies, particularly the early ones, appear to be deformed children, variations on Isaac’s character design. There’s one sort that doesn’t even attack you, but just runs away, sobbing piteously. You still have to kill it to continue.

In a sense, though, that one type does attack you: it occasionally emits hostile flies, like guided missiles that you have to shoot down. Monsters that flee from direct confrontation and birth more monsters are not without precedent — see the Roach Queens in DROD, for example — but the way it’s presented here makes it seem like the guy you’re trying to kill is even more a victim of the flies than Isaac: his face is a mass of lumps presumably full of insect eggs. More advanced versions of this creature are only recognizable as once-human because of the legs supporting the bulging fleshy mass.

Yes, this is a truly repulsive game. There’s blood and feces all over the place, a synergetic combination that’s far grosser than the sum of its parts, and the monsters all look like things you really, really don’t want to touch. And to survive in this world, Isaac has to make himself as monstrous and grotesque as the things he fights. There are a great many upgrades to be found (a random assortment available in any session), and most of them physically alter Isaac in some way, usually for the worse: a permanent snarl, a bent coathanger through the head, a third eye. They stack, too, which can look ridiculous even when the components aren’t ridiculous individually (which many are). All this is overlaid on a style of exaggerated simplicity and sarcastic neoteny, like the Powerpuff Girls. It’s a dead-baby-joke-like juxtaposition that’s at times troubling and at times merely puerile. And sometimes it pulls out a bit of Satanic imagery for cheap shock value.

So I really can’t blame anyone for simply being turned off by the style and unwilling to play it. The problem is, such people will miss out on a really good game based on the gradual mastery of a complex system and the endless variability provided by combinations of randomly-selected game-changers.

The gameplay is a surprisingly harmonious combination of blatantly swiped elements. The basic design of the dungeon, the use of bombs to open secret passages, the appearance of the shopkeeper rooms, and the way that bosses show up later as ordinary encounters all hail from The Legend of Zelda. The horrific imagery owes a little to Silent Hill, as does the questionable reality of the whole experience, which is implied to be all a dream or hallucination that Isaac experiences while locked in his room waiting to be murdered; the cutscene after you win the game the first time shows a much more prosaic ending than the boss battle you just endured. The shooting mechanic, with its dual eight-direction controls for shooting and moving in independent directions 3Accomplished here entirely through the keyboard, WASD for movement and arrow keys for shooting, which is a curious choice for the people who were so adamant that you use a gamepad in Super Meat Boy. The fact that the entire game is in Flash might have something to do with this., are pure Robotron, down to the effectiveness of circling around the edges of the room while shooting inward, although with the twist that your movement affects the trajectory of your bullet/tears, making most of your shots somewhat diagonal. And there are sundry minor references, like a miniboss based on Bomberman.

And then there’s the rougelike elements. Other commenters seem to have mostly focused on this, and on debates over whether it really qualifies as a roguelike; the comment threads at rockpapershotgun coined the term “roguelike-like” to describe it. It seems to me that it’s got a better claim to the genre than some other things that have been described as roguelikes, such as Spelunky, whose only roguelike attributes as far as I can tell are randomly-generated levels and inability to go back to earlier saves. Isaac has these attributes too, but it also has other pointed rogueisms like randomized items: where Rogue randomly assigned colors to different potion types, expecting you to learn what each color does by drinking it, Isaac does the same with scavenging Mom’s pills, putting the mechanic in a new perspective that makes you realize just how awful it is underneath.

For that matter, the whole setting is something of a subversion of the dungeons-of-doom cliché, or perhaps a reinforcement of it, giving the idea some of the power it loses by being set in a pure fantasy environment. I’ve seen it argued that the intrinsic unfairness of the luck factor in roguelikes, where your ability to win is largely determined by what items the random number generator picks, complements the utter unfairness of the underlying story, of a little boy unfortunate to be under the power of a psycho who thinks God talks to her. For these and similar reasons, I think it would actually be a worse game if you reskinned it to be less horrible.

References
1 One of his proposed non-lethal solutions was to unwield your sword and punch them with your bare hands until they run away, but that doesn’t really help much with the child abuse allegation.
2 Actually, there are exceptions to this. There are certain items that let you teleport away, and an explosion in the right place will reveal a secret passage regardless of whether the the room is in lockdown. But these are just exceptions.
3 Accomplished here entirely through the keyboard, WASD for movement and arrow keys for shooting, which is a curious choice for the people who were so adamant that you use a gamepad in Super Meat Boy. The fact that the entire game is in Flash might have something to do with this.

Might and Magic: Whence Heroes?

The Might and Magic series is of course the source of the Heroes of Might and Magic series. So as I play the former, I’m keeping an eye peeled for connections to the latter. And, frankly, I’m not finding much. There are some spell names that the two have in common — in particular, the Town Portal spell, which I anticipated so greatly in Heroes Chronicles: Conquest of the Underworld, looks like it’ll just as useful here — but that’s pretty much it.

To be fair, this is the first episode, and it’s likely that it just hasn’t developed its identity yet. Most of what I’ve seen so far is just undistinguished D&D-style fantasy. But Final Fantasy started off the same way, and look where that ended up. Ultima was half sci-fi to start with, but toned that down considerably from episode 4 onward, when the Virtues of the Avatar became its defining characteristic. Might and Magic seems to have gone in the other direction, becoming more of a science-fantasy over the course of the first five episodes at least, with horizon-dominating planetary bodies becoming prominent on the cover art. But that’s an aspect that’s completely absent in HoMM as I know it. Considering that the first HoMM came out when the most recent Might and Magic game was set on the planet Xeen, I have to wonder what was going on there.

The one major thing I can see as an influence on HoMM so far is the outdoors sections. For one thing, the mere fact that they’re there. Might and Magic had an explorable wilderness before other Wizardry-style RPGs did — it predates the far simpler and less-varied outdoors in The Bard’s Tale II by a year or two. As a result, it establishes from the very beginning an environment for outdoor monsters. Venture into the mountains, for example, and you can wind up fighting herds of centaurs or pegasi — the same cantaurs and pegasi that would become core troop types for “rampart”-type cities in HoMM3. Obviously these aren’t unique to M&M — they’re part of the Narnia-esque mishmash of myth that forms part of D&D‘s core, and therefore the core of early RPGs in general. But that’s the part that’s generally neglected by other early RPGs in favor of the abominations-of-the-dungeon side, the troglodytes and oozes and spiders and so forth. It would be incongruous to find a pegasus wandering the corridors of an underground maze. (Not that Wizardry shied away from the incongruous.)