![]() ![]() To its merit, the title sports a solid, accurate AD&D character generation system. It ran decently when so limited, and I started over from the beginning, this time with my mind on how much enjoyment I could distill from the characters and storyline. I reduced my time-honored full-screen mode to the windowed version where all my statistical info took up 60 percent of the screen space. But they can surf in mid-air.Įventually, I forced myself to ignore all these aesthetic and architecture-spawned blights, and focused on gameplay. Collision detection was left out of these poor saps' DNA. They spend their spare time smashing their foreheads against walls, and twitching nervously from one frame to the next. Enemies will lurch unsteadily toward you in a slippery manner, which betrays the complete lack of object-to-surface code. I installed the patch before giving it the birth run, and it still performed like a decrepit, befuddled wizard who's been sniffing the mandrake powder too heavily. Enough said about my aching eyes.įurthermore, the program code itself appears old, cranky, and somewhat senile. 'Tis thoroughly unacceptable by today's standards, in the graphical department. Everyone knows that an RPG does not have to flaunt the latest in imaging technology to be a good game. This "feature" essentially turned everything more than three steps from me into flat shaded bounding boxes. ![]() ![]() By minimum, I don't mean that the textures looked a little blockier and the viewable distance reduced a touch. The game runs on a pixel-bleeding antique version of the Descent code, and even on my P166 with 80 megs of ram, I had to turn the detail down to minimum to get an acceptable framerate in full-screen mode. The monsters leap weirdly up and down, and while some of the animation could be passable if it weren't so choppy, it still comes off as very cheap. The result is that nearly all of them look pained, as if they are mutations who once appeared semi-presentable. Enemies are crudely crafted polygonal characters with ugly, 8 bit texture art stretched haphazardly over their heads. The graphics are, of course, completely bereft of any acceleration options. The game could have almost been fun if there was somebody else in it with you, and given the expanse of Descent's ability to multi-play, the resulting removal of this option is baffling. The RPG community, who had been anxiously awaiting an authentic networkable RPG, basically feels shafted. "Originally advertised as a true cooperative multiplayer adventure, DtU had the feature axed from it a few months before release. The Adrenaline Vault's critical but revealing review explains how the AD&D license was wasted: Other than a decent plot set in the popular Forgotten Realms (AD&D) universe and using the same engine that powers the hit Descent series, this game is botched in just about every other aspect. With the power of this sword, an infinite army will be at your command, and Waterdeep will be saved.ĭescent to Undermountain is a very disappointing and buggy first-person RPG from Interplay. Your goal is to find the eight pieces of an amulet used to control the legendary Flame Sword of Lolth. You'll explore an underground labyrinth in this Forgotten Realms (AD&D) game built with the Descent engine. In this game, you are asked to descend into Undermountain to determine where they went. In the city of Waterdeep, people are inexplicably disappearing. ![]()
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