In its current early access state, Wizordum presents a curious juxtaposition reminiscent of the classic Goofus and Gallant dynamic. The initial episode, while featuring an engaging goblin warlord boss fight, ultimately felt like a drawn-out slog, particularly during the last level that stretched on for an hour. However, the release of the second act in June revitalized my enthusiasm for this medieval fantasy boomer shooter. This positive trajectory is promising, especially with a third of the game still to unfold, though some earlier levels hinder the overall enjoyment.
Artistic Flair and Nostalgic Vibes
The artistic design and musical score of Wizordum are standout elements, evoking the essence of classic first-person fantasy RPGs like Daggerfall and Ultima Underworld, while offering a more vibrant and cheerful twist akin to Hexen and Heretic. This nostalgic ’90s fantasy atmosphere resonates deeply, providing a comforting backdrop that helps mitigate some of the game’s more frustrating moments.
Players will engage in battles against goblins, undead, and dark mages, wielding a medieval arsenal that includes flame missiles as a pistol, a fireball spell serving as a rocket launcher, and a Palpatine-inspired electro-beam reminiscent of a Quake lightning gun. The aesthetics enhance what is otherwise a conventional FPS weapon set, with one notable exception: the “machine gun,” a frost staff that fires icicles to freeze enemies, setting them up for a satisfying shatter with a mace. This unique combination introduces a rhythm that feels distinctly Wizordum.
While the enemy variety across both episodes is commendable, two persistent frustrations emerged during my seven-hour playthrough. The first involves distant foes or snipers positioned on high perches, an aspect of verticality that clashes with the game’s limited jumping mechanics and predominantly close-range arsenal. High-up goblin shamans often evade retaliation, while the second episode introduces an acid-spitting cocoon enemy that blends seamlessly into the environment, sometimes feeling deliberately placed to ensnare players. Additionally, the retro draw distance fog, while aesthetically fitting, often allowed enemies to strike before they were visible.
The second combat issue lies in the rapid auto-attacks of melee enemies when they close in, providing little feedback and leaving players scrambling for options to stun or push them back. The dance of avoiding these foes can be enjoyable, but it becomes tedious when players inadvertently clip scenery, leading to being overwhelmed by swarms of enemies. Enhancing player feedback—such as hit stops, screen shakes, and clearer directional indicators for damage—could significantly improve the experience.
Long Haul
Wizordum boasts twelve expansive main levels, each imbued with a strong sense of place that feels suitable for an RPG. Levels set in a medieval town, for instance, offer a plethora of optional interiors to explore, from homes to inns and churches. While the sheer scale of these environments is impressive, the pacing can falter. The latter levels of the first episode clocked in at over 40 minutes each, with one particularly lengthy mission leaving me questioning its endurance.
Moreover, the puzzles and exploration can occasionally feel esoteric, with a handy waypoint feature on the map sometimes failing to guide players effectively. The puzzles themselves can evoke a ’90s adventure game level of frustration, prompting the use of external resources like YouTube walkthroughs. However, the second episode marks a significant improvement, featuring shorter levels that, while still lengthy compared to other boomer shooters, manage to feel more generous and imaginative, offering surprises at every turn.
Among my favorite moments was E2M1, where players traverse a forested area teeming with hidden secrets and unexpected encounters. This level encapsulates what makes Wizordum special: its ability to blend nostalgia with fresh ideas in a way that keeps players engaged and eager for more.