![]() ![]() (Amazing!) - If you find a musical instrument, you can actually play it by tapping keys on your keyboard, and a lute sounds different than a flute too. You learn a particular "monster language" and actually use it to communicate. Of course, you can pick the lock or cast an opening spell on it too. If you can't unlock a door you can bash it but it might damage or even break your weapon. Somewhat standard now but the Underworlds probably did it first. ![]() It's game just playing with your boxes and coffers. Put this in that and those two in this one and so on. Many crpg designers still haven't caught on to the fact that this is an essential crpg feature.īags, pouches, coffers, boxes and packs. An automap that allows notes to be written on it. Experimentation can pay off in an Underworld game. If you've played the game you know what I mean. None of them even come close to the sense of immersiveness and fun I got (and get) from UU and UU2. I've played Baldur's Gate, the Diablo's, the Elder Scrolls games, Betrayal At Krondor, Dungeon Master, heck even Wasteland, the original Pool Of Radiance and NetHack. ![]() I think that the Underworld games are the best rpg's ever made. ![]()
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