Wizard 101 Review

A while ago, I was sent an invitation to sign up to and review an MMORPG: Wizard 101. Well, I must say it’s an absolutely FABULOUS game, and to start with, I’ll go through the user interface and how it’s improved from your standard MMO. (By the way, if you’re not a common user of virtual worlds, you might not know what MMO and MMORPG mean- Massive Multiplayer Online and Massive Multiplayer Online Role-Playing Game, respectively. I’ll be using MMO in this review since it’s shorter and simpler.)

The first good thing is the fact that you’re not forced to do anything- instead of hints popping up in the middle of a battle and blocking out the screen, small portraits appear occasionally down the right side of the screen and, when clicked on and when clicked on ONLY, they’ll show useful game hints. In fact, not all of them are “you just got a treasure card!” at all, some of them are characters asking you to come to them (and yes, they DO say where they are) so you can do storyline quests. This is a useful touch which lets you know when your teacher wants you to do something for him/her rather than having to check every once in a while to see if they have an “!” over their head. Also, in some games, there’s so many player names hovering over people’s heads to see what’s going on. In THIS game, you can turn them off, or set them to “NPCs (again, you might not know what it means- Non-Playable Character. The kind that gives out quests or runs a store, or is even there just for the heck of it) only” or “Players Only”. Also, this game doesn’t monkey around with your settings or anything unless you quite explicitly TELL it to, so you won’t wake up to find the screen resolution broken unless YOU did it. And I must admit, I learned about the screen resolution bit the hard way. And yes, that means I was messing with the settings.

Okay, that’s it for the user interface. To be honest, I’m surprised I even managed to fit it in to 300 words.

Now we’re on to the gameplay. First, I must compliment the controls which are simple and easy to memorize, and aren’t too sensitive or slow, making it simple and easy to¬†manoeuvre through your easy-to-navigate world. If you know your way around in the game, you don’t actually have to rely on teleportation and magic maps to find your way around the place, unlike games like AQWorlds where you have to use your map to actually go anywhere. Every place is actually fully accessible by WALKING there, even your dormitory. And I must add that in some MMOs your house isn’t connected to anywhere and you have to teleport to get out. Not the case here, though. Your house is easily accessible via Ravenwood.¬†Now, the dueling system in gameplay: It’s pretty easy judging what each card does because if you know what the symbols mean (and it’s not that hard to figure out) then you can easily know how much damage it does, to who, if it’s a healing card or what. The duels are challenging, fun and rewarding. Right, I’ll do a quick walk through the duel system. If you walk into a monster (say, a rotting fodder in Triton Avenue) you’ll run to your places in a circle, and pick cards you’ve drawn out of your deck. These cards will have various effects such as plain damage, status ailments such as burns or paralysis, healing yourself or others, or they might use the most annoying aspect of the dueling system as a whole: Fizzling.

See, when a card fizzles, it won’t work and will be returned to your deck without anything happening. This can be very annoying when it happens. Picture this: You’re down to 1 health against a severely injured boss, you use your 1 healing card to save yourself, and…

It breaks.

Sounds infuriating, right? Well, luckily stuff like that won’t happen, as healing cards don’t fizzle. But this is a unique case, all other cards can fizzle. Even without fizzling healing cards though, this is still he most annoying aspect of the game. Picture THIS situation: You’re going up against the strongest boss so far. You’ve battled your way up an extremely difficult tower and if it weren’t for healing potions, you’d be dead by now. You’re both severely wounded to the point of near-defeat. You muster up the strength to pick out one last card to finish him off, and then…

It fizzles.

He uses his card to knock you out and you’re warped back to the foot of the tower.

Okay, THAT sounds infuriating.

I think I’ve covered enough already and I’m at over 800 words, so I’ll stop rambling now. The longest review ever! Now, to sum it up, It’s a great game and I’ll give a 9.89/10. Bye.

Comments

  1. Edward Kendrick says:

    Awesome review and great post ‘Spider’. Really well written and I can honestly say I’m looking forward to your next review!

    Well done!

  2. Brogan Lee says:

    A great review, catches all of the games aspects and really makes you want to play this game. The part about the duelling system sounds infuriating but it hardly ever happens to me.

    • I’ve found out that you can tell how often a card will fizzle: In your cards you can look at each one individually, and in the middle-left there’s a small purple circle with a number inside, say, 80 for example. This is what percentage of the time it will work. the stronger the card, the smaller the number will be, and healing cards don’t fizzle because they always have their number at 100. Also, I’ve posted a follow-up review on the main page which covers a couple of the more negative points of the game. Thanks for your comment!

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