UnderRail
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Über das Spiel
The game is set in a distant future, when the life on the Earth’s surface has long since been made impossible and the remnants of humanity now dwell in the Underrail, a vast system of metro station-states that, it seems, are the last bastions of a fading race.
The player takes control of one of the denizens of such a station-state whose life is about to become all that much more interesting and dangerous, as our protagonist is caught midst the conflicting factions of the Underrail as the violently struggle to survive in the harsh underground environment.
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2947 Std. insgesamt
Verfasst: 26.04.22 02:19
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11004 Std. insgesamt
Verfasst: 11.04.22 07:05
What a journey it has been... 183.4 hours it took me to beat it. Started it in 2016, got soft locked because of my bad character build, then returned six years later. Thankfully when I came back the game had an in-game map. Essentially a puzzle game. It was very addicting but infuriating. Had one of the hardest puzzles I've ever experienced in a game (...should have given me an achievement for that one...)
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10814 Std. insgesamt
Verfasst: 09.04.22 02:17
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5258 Std. insgesamt
Verfasst: 05.03.22 03:21
pros // coolest setting in the genre, very atmospheric, fascinating lore, very high level of reactivity, engaging questlines, superb (mostly) encounter design, limitless replayability due to a deep, flexible character creator and branching quest design
meh // an awkward difficulty curve. as many before me have stated, depot A is a major make or break point for your build. if you can make it past depot A the rest of the game is, on the whole, significantly easier .. no dungeon is as challenging, and it features arguably the best design as well. the level forces you to improvise and adapt in a way most after it do not. post depot A the game was honestly too easy and as a result somewhat less engaging. this was on normal, first playthrough, using minimal wiki assistance and a premade knife psychokinesis build - these variables will impact the difficulty a lot, my experience will likely not be the same as yours!
cons // encounters do not flow well with more than a handful of combatants (fuck the fetid marsh and fuck deep caverns), characters are overall forgettable (with a handful of notable exceptions), TONS and TONS of backtracking - a speedhack is mandatory if you dont want to waste hours of your life making merchant runs or returning to quest givers
underrail is probably my favorite singleplayer game of all time and i highly recommend it if you have some patience and are up for a bit of a challenge.
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4731 Std. insgesamt
Verfasst: 27.02.22 05:20
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80425 Std. insgesamt
Verfasst: 06.02.22 08:21
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2192 Std. insgesamt
Verfasst: 31.01.22 20:26
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3553 Std. insgesamt
Verfasst: 14.01.22 00:21
Save often and if you feel like you've hit a a brick wall don't be afraid to ask for help. The community around this game is very knowledgeable.
Also I HIGHLY recommend looking a build guide your first time through. Some feats don't work together, some work well together you wouldn't think would, and some feats aren't clear about how exactly they work.
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1220 Std. insgesamt
Verfasst: 27.12.21 21:45
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4362 Std. insgesamt
Verfasst: 23.12.21 06:17
Downside: No modding kit so barely any mods. No ingame respec options, and there are a looot of ways to go wrong on a build.
Still really fun just make sure you plan out your build before starting or play on Easy experimenting with things knowing you'll have to remake. You can't do everything, pick only some specializations to succeed in endgame (is what I hear).
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11322 Std. insgesamt
Verfasst: 17.12.21 05:46
LADS, THIS IS THAT GAME. I AM A NEW MAN. GOD I LOVE THIS GAME SO MUCH IM JUST GONNA SMASH MY FACE ON THE KEYBAORDSD FSHDGPULH SFDU
This game really scratches that itch. Be it from dandruff, sweaty balls, or a desire from within your soul to move on from this upside-down matrix world. This game will essentially keep you alive.
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1225 Std. insgesamt
Verfasst: 11.12.21 05:42
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29122 Std. insgesamt
Verfasst: 09.12.21 10:14
- fallout 1 (10 october 1997)
- fallout 2 (29 october 1998)
then ... you might probably enjoy playing underrail over and over again ... like me !!!
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6183 Std. insgesamt
Verfasst: 25.11.21 17:00
All in all a really fun yet somewhat time consuming crpg experience. Worth every penny. (dlc is good too btw, and adds new content to the whole game, not only dlc area).
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5859 Std. insgesamt
Verfasst: 14.11.21 21:19
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9346 Std. insgesamt
Verfasst: 12.11.21 17:52
I both like and greatly dislike the game, but I do not think it is essentially a fun game. I'm going to list pros and cons.
Pros:
-Lots of available builds and a lot of build freedom... except it's less free than it appears. Also like the addition of psychic powers.
-Like the cyberpunk post-apocalyptic ambience but underground. Music is on point. Graphics are only alright, but that's not the point of th game.
-Building your character is fun ! Perks are fun and it reminds me of Fallout 2 in a good way.
-The crafting system is both powerful and fun. Use it. You can craft almost every weapon, armor, and consumable in the game.
-I like the hard science approach that the game goes for.
-A lot of weapon, armor, and so on customization brought by crafting.
Cons:
-You can't do everything. Which is fair but the game still expects you do be able to do everything. It's very much a game where if you want to experiment most of the content, you have to replay it 5 times or so.
-There are two kinds of enemy encounters in this game : the inconsequential and easy to beat ones and the bullshit overtuned ones that rely on you dying multiple times to learn how to beat it, which only encourage filling the map with traps and make you die sometimes 6 times to a normal, non-boss encounter. Sometimes you can't even do that. You have to focus on a few abilities and dump the rest into uselessness if you want to be competitive - except the game is deadly enough to make you pay for those lost abilities. I'll explain.
The obvious example is Depot A. My first build, which was a lightly armored, quick melee/psionic hybrid didn't have Perception. In the first part, I constantly died due to blowing myself up on mines. IT WAS NOT FUN, HOLY SHIT. Not to mention the first area will trigger a rush which ends you fighting 1 vs 12 - no need to mention that those odds are terrible and you need more trap abuse to simply survive. Dogs that literally cripple any ranged build with their grapple debuff (fine if you're melee, really bad if you're ranged and fight 1v4 odds) And then the utter bullshit of acid dogs constantly rooting you and, dealing damage passively - if you avoid the root, then you take MORE damage simply for staying moving, because fuck you. You say you need acid resistant armor ? Well there's none available unless you do have Tailoring (and even then you need to survive a pack of acid dogs to get it), if you don't, well, fuck you !
Depot A can be done but the game all but forces you to get some skills and abilities (Perception), unless you don't want to die 20 times to dogs or mines or something like that. Also, get Tailoring. Really.
Then the expedition. I constantly fought constructs, which my melee build (so dealing mechanical damage) was countered by badly, because none of my knife stabs did any damage. Had to spam traps, grenades (and even then grenades have a cooldown for some reason...), or do kiting with an electrical knife. Not to mention them being completely immune to the mind control psy discipline. And then the damn serpents kiting me on water in the sea, not to mention that being on a jetski NERFS your melee so I get penalties for just fighting them.
Then I got to a place that murdered me no matter what I did, it was by the end of Expedition when I was looking for the submarine. The psi-crabs just spawned out of ambush (being undetectable beforehand) and then stunlocked me to death. Traps wouldn't help in this situation, though I did manage to eventually beat it on my second playthrough of this game with careful positioning to confuse enemy AI, use of psi and grenades (toxic gas grenades are great).
And then on my second build I'm randomly finding some enemies that I barely walk into and then and bumrush me with 5v1 odds or something. And there's two psionics which I am mostly harmless against, because one both stuns and damages me (pretty much guaranteed death sentence) and the other both slows me down, damages me, inflicts Constitution penalties, and then there's a gunner with Kneecap which removes all my movement points. Action points = basically none.
After dying far too many times, I managed to win by rooting them with traps, and using a grenade and a previously placed mine's explosion to one-shot everybody. So - my chemical pistol build ended doing nothing there. Even if I have max guns skill and my perception is high, I had to use grenades and traps because you HAVE to abuse AI behavior to win some fights.
More bullshit encounters, one with 7 cats or so and then 5 raiders including 2 psychics. The cats are harmless BUT hard counter the usual trap preparation strategy by all triggering those, and would surround and completely block a melee build from moving forward without wasting several turns (turns used by the actual threats to murder and/or cripple that build). And when i'm done with the cats, I already am stunned, at half AP, and at half HP due to psychokinetic punch and cryokinesis. Needless to say, I am already dead.
More bullshit including my chance to hit decreasing as I level while I have full points invested into Guns and quite a bit of invest into Perception, literally opening a door and then immediately getting auto-critted by a sniper and dying, and if I bypass that with manual combat I walk into a mine one tile away from the door and die.
Also, all the planning that you need to succeed, might be completely fucked over by RNG, and then it's reloading time. You miss a critical shot at 85% chance to hit that was supposed to root this dude in a chokepoint and stop every foe and then every enemy surrounds you and you are already dead. Savescum, reload, try not to die. You did nothing wrong, but the game punished you anyway.
And all of this is on normal. I refuse to play on Easy because i've been raised on Normal (sometimes Hard difficulty). Except this game's Normal is Hard.
Right, rant over. I'm going to be honest, not *every* encounter is like this, in fact that's a minority, but the game being build with constant death and savescum is not fun !
-Even as a veteran RPG player, game also requires a lot of system mastery to not die like a bitch several times in a row. Mechanics are not always obvious. Better check the wiki, or the forums, and follow a tried-and-true build, or die. You have a lot of build freedom BUT the game forces you to minmax stats and skills (or invest into things like Traps or Perception or Throwing because you need those), anyways, if you don't, prepare to save and reload a lot. If you make a mistake in your build because you don't master the system, the game will make you feel it, and there's no respec mechanic - if you fuck up and realize 5 levels later, too late, you better start a new game.
-Limited buying mechanics from sellers is extremely tedious and unfun. Yes, they make sense from a real-life standpoint. But is it fun to wander between towns to sell ALL the crap you find in your wandering (and there's a looot) and wait for shop inventory reset every 90 min to have to continue selling ? NO. I'm the kind of man to loot everything and sell everything. I understand the need for limiting player wealth. But it's not working, because even with no Mercantile and with crafting I basically become very rich after level 7 or so. Like... decrease selling prices and let people sell whatever. I understand having shops not buy everything - let shops have only buy their own kind of loot from the player (say a hunting vendor only buys throwing knives, crossbows, traps, and the likes), decrease prices without Mercantile and remove the limited sell mechanic.
And that's about all. Wall of text, needed to vent a bit. I will probably go back to the game, because I like a lot some parts of it. I want to like the game, but it is being difficult for difficulty's sake.
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4023 Std. insgesamt
Verfasst: 07.09.21 15:19
Or, you can grind out like 500+ hours and make the game as well-known to you as it would be for a speedrunner, and then maybe, just maybe, get another build or two allowed.
Edit: Don't forget, this game heavily, HEAVILY encourages save-scumming to the point that nothing matters, even though it says that every choice matters. The elitists who say otherwise don't really know any better, to be honest.
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9466 Std. insgesamt
Verfasst: 04.09.21 15:33
What the hell are you waiting for the game is cheap as dirt and a lot of fun. Full disclosure I have not played the expansion but Im planning to buy it after I finish writing my review of the original game.
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6451 Std. insgesamt
Verfasst: 26.08.21 01:58
Tedious fights.
Nothing in the world feels connected. Despite who you join or what actions you take, very few will end up with any consequences down the line.
[SPOILERS BELOW]
Almost none of the looting you do matters, as the game throws you tons of the end game weapons and materials before the final boss.
Unless you go traps, its nearly impossible not to get killed due to RNG. the game occasionally saves for you, so even it expects you to have to die and restart.
I constantly quick save before any encounter because of how easy it is to get screwed over by any given fight.
Character building is punishing rather than rewarding.
A potential love interest Vivian is killed off screen and you never get the opportunity to investigate it or get revenge on the people who did it.
In the end, i regret putting this much time into it.
Dont make the same mistake as I did
[EDIT] Just reached the ending cutscene, its sort of new vegas in the way that its a slide show following up on all the factions and their outcomes. I was hoping itd be satisfying enough to make me change my review, but it was the opposite. Does not go into detail about any of the important factions, and leaves you feeling incredibly unsatisfied.
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13002 Std. insgesamt
Verfasst: 26.08.21 00:15
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6967 Std. insgesamt
Verfasst: 23.08.21 05:48
Just finished the main campaign and I can say I enjoyed it a fair bit. The story was quite cool with events I definitely did not foresee happening. Even the side quests had their own mini story most of the time that gave me much more time to spend in the world or just enjoying the game. One of the first side quests I did was apparently a story side quest that you might not even find because it relies on your save having a randomly generated location spawn in which I thought was cool (might be wrong about that, that's just what the wiki said).
The sound design and music is also quite good. When I'm exploring an abandoned part of the metro, wandering through dark corridors, throwing flares to light my way and hearing skittering in the dark with ominous music playing, it actually made me uneasy because I was not sure if the skittering was actually part of background noise or if it was the dreaded death stalkers waiting for me to open a door.
The combat is your run of the mill old-school turn based game, movement points and action points, consumables, blah blah blah. Nothing to write home about, but it was the variety of weapons that I saw and tactics I had to employ to defeat different types of enemies that made it enjoyable. Setting minefields and bear trap chokepoints, stealthing through and killing alone targets, using my stunning throwing knives on the right target. All of that made it for quite an invigorating experience.
I remember watching a video where if I remember correctly they called Underrail the epitome of save scumming, which I now agree with because I was saving and reloading multiple times for a single fight (was playing on hard difficulty not dominating because I don't usually play turn based games in the first place). It also depends on your build I want to say because I was playing a low health, but fast and hard hitting knife character, so a couple unlucky crits the enemy lands means pretty much instant death. Most enemies have at least one weakness, so my earlier hours I spent most of my time probing enemies for their weaknesses, like when I first encountered burrowers I thought they were ridiculous, until I started experimenting and found that electricity melts them like butter.
The build variety is also pretty amazing, I am a guy who loves thinking of and trying out different builds, with having a word document of different Skyrim builds somewhere on my PC. So once I started seeing all the different unique weapons and feats I could get both outside of and inside of leveling, I started getting really into it. I always go for a stealthy melee build first and foremost since that's my main playstyle. However, I now want to try an acid pistol build because I found a specific belt that makes acid pistols sound much better, a shotgun build because I love shotguns and it seems like a blast just sprinting at someone and blasting them in half, and of course a psionics build because I did not even touch psionics my first playthrough.
There were only a couple times where I actually raged or got annoyed with the game to the point of not wanting to play it again. The first time was at the very start, where I thought I was going the right way but actually was not and was dying over and over again. The second was near the end when enemies continuously respawn and blocked my way past a tunnel since it was the only way I could go, and I had to rely on RNG to hope not to be stunned by the time it was my turn so I could run past or kill a couple and escape.
Overall, this game is quite fun. Me being someone who does not enjoy turn based games often because I do not like relying on RNG to win a battle but rather my own skill and precision and whatnot, still found this game a hidden gem. I 100% recommend this game to anyone who enjoys old school turn based and RPG games.
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436 Std. insgesamt
Verfasst: 22.08.21 21:06
The game seems like it is so close to being amazing, but it's like Fallout x Dark Souls. It's too unfair and requires too much trial and error (sometimes requiring you to reload a save that loses hours of progress).
Unfortunately, I can't recommend this game and I suggest giving this a pass.
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14504 Std. insgesamt
Verfasst: 31.07.21 12:13
If you can handle normal rpgs I sincerely recommend playing on easy for the first time. I had a bit of a hard time on my first playthough. This game is difficult, however whenever you do something big you feel accomplished, really accomplished. Getting the drills parts is the first challenge and you will feel great after doing so.
Although I do agree some mechanics and features are not well explained during the game, that is a bit annoying. However besides the lack of hand holding anybody should be able to beat this game if they use their brain enough. Hopefully.
If you are downright terrible at games and find skyrim difficult, do not touch this. You are simply too casual, sorry.
I wish all rpgs were this fun.
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5862 Std. insgesamt
Verfasst: 23.07.21 00:39
I just completed my first playthrough of this game (without the DLC). The main thing that pushed me to try this game was that it was a lot like Fallout 2, one of my favorite games.
Pros
- I felt like I was playing a modernized version of Fallout 2.
- Loads of replayability. After beating the game with my critical sniper/crossbow build, I'm eager to try new builds. I especially want to try the DLC in my next playthrough.
- The amount of content is great for anyone looking to kill a lot of time. I heard the average full playthrough is about 100 hours, which is very close to what my first playthrough hit.
- The oddity leveling system was fun. As someone who explores and scavengers in all games, this system felt very rewarding to me.
- The world and lore is interesting. I would definitely be interested in a sequel or further DLC that fleshes out the world further.
Cons
(These are more detailed than my Pros because despite my enjoyment of the game, I couldn't stop thinking about my gripes with the game.)- The learning curve in the beginning is quite steep. The combat encounters are difficult and certain mechanics are brutal for new builds. This can discourage some people, but personally it made me git gud. Getting over the hump is one of the most satisfying parts of the game, though. I call this a con because it was constantly frustrating for the first part of my playthrough.
- There is no option to respec your character. I learned this is an intended choice by the developer. The problem is that the dungeon that tests your build's viability is too far into the game to make people want to make a new character. I ended up save-scumming for hours to get through that dungeon and then fixed my build's problems with subsequent leveling. I see arguments that the ability to respec will make people respec every time they come to a new skill challenge, but I don't see why there isn't a one or two-time use respec option per playthrough to fine-tune build issues or learn from a mistake.
- Combat is almost always decided by who strikes first. I'm willing to entertain the idea that I may have had problems because I misunderstood some mechanics or that it was just the nature of my build. However, it seemed that if the enemy gets the initiative on you, you are likely going to die. They'll start off by stunning you and then you are dead after you pass your turn. This seems to happen either because of enemy strength or that they seem to have far more action points than you do.
- No companions. This wasn't a huge problem, but the game is balanced around solo combat. Companions would have prevented some save-scumming and made some extremely difficult combat encounters much more bearable.
- This is more of a personal issue, but I think the darkness precision penalty is too harsh. Someone in slightly dim light is a 60% chance to hit and only with night vision can I get it to 95%. The quick win-loss nature of combat combined with bad precision will make you want to save-scum every encounter.
- I'm also not a fan of the hard 95% precision cap. No amount of combat skill will get you beyond that. It feels like XCOM where you can miss 3 95% shots in a row. It's one of the most frustrating things about combat.
Tips for new players
- Get a good idea of what you want your build to be before starting your character. There is a character builder that will help you do this. Because there is no respec option, you should be careful how you allocate your stats and skills.
- Always invest in stealth. No matter what build you are, stealth is a massive help in every single way. You can avoid many encounters that are difficult for your build and significantly increase your advantages in forced encounters.
- If you like speech-based builds in Fallout games, know that persuasion and intimidate are not nearly as good as those games. You can avoid some encounters or get more information with persuasion, but it's few and far in-between.
- Invest in crafting skills to craft gear that will generally be better than any other item you will find as loot.
- You have tons of tools and items at your disposal. Use them! You can always find and craft more.
Conclusion
Despite the problems I had in the beginning of the game, I still thoroughly enjoyed it. The overall gameplay was great, the combat eventually grew on me once my character could finally handle a few hits, and the world is interesting. I'm planning on taking a break from the game before I do another playthrough with the DLC.
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3318 Std. insgesamt
Verfasst: 21.07.21 15:24
I can't recommend this game to anyone anymore. (Not even to the most hardcore min-maxers who are the only target audience the game could be said to cater for. If you finally manage to develop a build that somewhat works there will be an update that wrecks it. And regardless of your build RNG plays too large a role, literally the only way to play this game is constant save-scumming.)
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7729 Std. insgesamt
Verfasst: 14.07.21 12:32
I finished the game on normal and have to advise everyone to be prepared for the games difficulty: a spread out build, a jack of all trades so to say, will have problems on the normal difficulty. I had to start a New Game some times until i found the right build. Some Quest Designs also left me stressed, because of the things you can miss or paths you can become locked out of if you make a mistake, so i checked the wiki pretty often.
It was a pleasant Experience for me playing this Game so i leave a Thumbs Up. If you have any Questions, feel free to ask me :D
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4605 Std. insgesamt
Verfasst: 19.06.21 01:06
There's games where it's fun to just discover everything on your own. If you like pain and have a lot of time on your hands to figure everything out, go right ahead and do that here. But if you'd like to not have to repeat 10-30 hours of gameplay a couple times, look at some guides, find a solid character build, and save yourself month of weekends.
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4365 Std. insgesamt
Verfasst: 07.06.21 13:08
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7021 Std. insgesamt
Verfasst: 01.06.21 10:36
-Play on normal (for your first playthrough)
-Get to early/mid-game
-Get your ass kicked because your build sucks
-Restart until you learn
-Get to the end and get your ass kicked anyways
10/10 The fallout sequel we deserved
P.S. If you like the game the DLC is VERY worth it
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3755 Std. insgesamt
Verfasst: 17.05.21 14:46
So this is a very hardcore CRPG in terms of creating viable player characters to make your way through the game. But it is very good and very challenging. The mechanics at play here are sound.
Moreover, it is super easy to f^(k up your build via skill points and feat selections AKA ultra-hostile to non-researchers. You can't just come in casually and wade through this game with an idea for a build, you MUST conform to a degree, or this game will destroy you! (This IS a negative aspect you f@^k$!)
Recommend only if you take the STEALTH skill, otherwise a hard NO!
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9794 Std. insgesamt
Verfasst: 15.05.21 08:52
Here's why you shouldn't play the game and why it's my favorite CRPG to date.
https://youtu.be/-Hs-Db8YIsM
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12193 Std. insgesamt
Verfasst: 04.05.21 11:11
You will quickly look past the dated graphics if you enjoy a challenging, well designed RPG. Deep without being unnecessarily convoluted.
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5303 Std. insgesamt
Verfasst: 21.04.21 20:03
I first heard about Underrail back in 2015 or 2016, I can't quite remember which year but I do remember how I heard about it, it was from discussions about the infamous last puzzle of the game. Quite an interesting introduction to a game but it was always followed up with praise for the game, so I decided to throw the game into my wishlist and wait for a sale, and then I promptly forgot about the game. Fast forward to sseth's review in 2019 and my friend hearing about the game, that friend then sent me a copy on Christmas of 2019, so I thanked him and told him I would play it. So thanks whoever gifted it to me, I finally did and just finished the game.
Gameplay is pretty standard for CRPGs. You explore the world, interacting with the people of the underrail, you steal their stuff, and you kill pretty much anything that looks at you funny. What's not particularly standard is the attributes, when I first made my character I wondered where charisma was, or why agility/dex are seperate attributes, that said I don't mind these this change as the game gets a lot of milage out of them. Skills are pretty standard with some oddball choices and the feats are quite unique overall. Genuinely I think this system is dying for a pen and paper system, just tweak it a bit and it would be perfect, I know it'll never happen but a man can wish. Navigation is also quite unique because of how the screen is placed and how it doesn't align with the cardinal directions like in most games, that said after you get used to it it's not an issue. Crafting is something you're gonna be doing a lot in this game and the system works well most of the time, although it's a chore to find good quality crafting components a lot of the time so you're gonna find yourself running all across the map looking for the one person who sells a good quality weapon part and it gets tedious really fast and never stops being tedious.
Writing and worldbuilding is seriously top notch overall, it's going for a very casual style most of the time and it's very appreciated, I might love games like Pillars of Eternity but as someone who speaks English as a second language the dialogue in those sorts of game can be pretty difficult to follow, but I never lost myself in the writing of underrail, furthermore it doesn't fall into the traps of the genre. It must be difficult to write for post-apocalyptic games because it's easy to be overtly negative but underrail never does that, there's humour and touching moments to be found amongst the bitterness of the underrail. It's nice how the devs managed to cram in so much in universe slang which is different to regions and factions, such worldbuilding is excellent for being immersed. Not every character is up to scratch though, I really enjoyed how I had to speak to most protectorate leaders unarmed but the characters in the fort were a grade below the rest of the game which was a damn shame. What adds to the writing and worldbuilding is the soundtrack which is outstanding, Josh Culler did an excellent job setting the mood, standouts in my mind is the protectorate track and the song which plays in labs.
The main story isn't as good as most of the sidequests, although something which I very much liked is how it feels that you're just some guy who's only special because you're lucky enough to survive the jobs you get, it's nice not to be some destined hero some times.
Spoiler warning, I'll talk about the ending now [spoiler] I genuinely didn't like it as much as the rest of the game, I still really like it but it feels way too similar to Fallout 1. I felt the parralels to Fallout 1 from the start of the game, you're some guy sent out by his community to do something beyond your abilities and you somehow succeed, but I genuinely thought the game would subvert it at the end. I had hoped that the Institute of Tchort wouldn't be Children of the Cathedral 2, and I was sort of lulled into that false sense of security because of how the Institute of Tchort building was sort of the polar opposite of the Cathedral, instead of the final area of the game it's a questing hub which threw me off, but then they end up just being Children of the Cathedral 2. The deep caverns are a cool final area and I liked my time there, but Tchort feels too close to the master, he was even created the same way. The things I most enjoyed about the ending was how it reversed the Super Mutant/Master story entierly, the Faceless were the ones who created Tchort, and instead of being allies they are enemies, I also very much enjoyed how ironically they played with the concept of the chosen one, six pretty much says I am the chosen one just because I'm the only pawn left, that's really clever [/spoiler]
If you took your time to read this WoT, thanks. It's probably really bad since it's my first time writing a review like this, but you gotta start somewhere I suppose. If you made it this far, please play underrail, and if you already have, please play it again. You won't regret it.
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14767 Std. insgesamt
Verfasst: 16.03.21 01:45
Well, I was wrong. Underrail strikes at the heart of what made those 90s CRPGs. I beat this game years ago, and have only recently learned that not only has there been a major expansion/DLC release, but apparently there have been major bug fix/content releases up until this year, even. Incredible!
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5413 Std. insgesamt
Verfasst: 28.02.21 23:08
The story is awesome. Bear in mind there's a bunch of reading in this game if you want to really follow the lore. Not necessary, but well worth it. Also there are sooo many side quests making the game time that much longer. This is a game for the long haul. You can also choose your play style, go loud, go quiet, your choice. You can play any way you want. I love the fact that I can be a stealth crossbow/trap build.
Gameplay-wise it takes some doing. It takes some strategy and understanding of gameplay mechanics. The learning curve is just slightly long. The starting area/quests are annoying on first play - they are hard, long, easy to get bored like many other games (think Peragus/Telos from Kotor 2) but you'll appreciate going back once you progress in the game. I wouldn't recommend a crossbow starter build if it's your first time playing. It's like playing as depraved for first timers in Dark Souls. Died too many times to find game enjoyable, at first. Eventually gave up. It took some doing and some 3-4 new characters as the years progressed to really get into the game. Once you get the hang of it, the crossbow becomes a power horse. Absolutely unstoppable.
Underrail also has tons of secrets and hidden treasures. And don't even get me started on crawlers. First time was terrifying. Now, I'm the sole reason they're on the verge of extinction!!!!
Highly recommend the expedition dlc. It's really an expansion rather than dlc. Tons of new content. Can't wait to play further and get to Styx update.
Overall well worth the price!!!
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6232 Std. insgesamt
Verfasst: 25.02.21 10:06
I picked this up a few years ago not expecting much tbh. But I think it’s now probably one of my favourite rpgs.
The world is really interesting, it’s different too, and quite unique (though it certainly will give vibes of Fallout/Metro).
The oddity system is a great idea, and I really liked it. I like how it encourages exploration and builds lore but means you actually don’t always want to be killing things.
The main story is really fun, it starts out a little slow but very quickly picks up, and all comes together nicely. The final area which you might see some people dislike I found fine (might be it’s been updated since these complaints).
Side quests were also great.
The game has ALOT of content. I’m a slower player than some but it’s basically taken me like over 80hrs to finish the game and it’s DLC (also 100% worth it I personally think it’s better than the base game!).
There’s varied play styles. I played a pretty standard heavy with a machine gun but there is Psi which is kinda a Sci fi ‘mage’ I guess, and I think stealth is valid. I did use vents a lot to bypass and scout areas as a heavy.
The only issues I can see some having are if they go into this thinking it’s like newer games. It’s very much like older rpgs, that means I had a notebook as the quest log doesn’t note down all the info.
The game is hard, and combat can have some rng (though it’s nothing too bad). Whenever I got stuck; coming back at a higher level always worked.
No voice acting, so a lot of reading (I prefer this).
Simplistic graphics; though the music and atmosphere is amazing, and you quickly don’t notice them.
I got lost sometimes but there’s a wiki that can help, and this didn’t happen much like maybe twice in 80 something hours!
Good compelxish perks and abilities. I restarted after about 10 hours to re do my class as I was struggling. There’s some good guides around the forums.
I believe a sequel is in the works and it will be a day 1 buy for me. This is up there with my other favourites, so it’s safe to say I really liked this game.
If you are a fan of the old fallouts or Arcanum, I think it’s safe to say you’ll enjoy this.
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3138 Std. insgesamt
Verfasst: 24.02.21 00:12
On the surface this game is great. The story is good, the mechanics are fun, and the world is great to explore. Unfortunately, it all falls apart in combat. At first, the combat feels great; you have a ton of different ways to approach it and plan a strategy. The more you play however, the more you start to see through it. This game has critical failures much like x-com, i.e. no matter how accurate you are, you have a chance to miss. This works in x-com because while it means your character may die, you can still continue the mission and need to replace them. It's emergent gameplay and forces you to change your strategy.
In this game when you miss a 95% chance to hit with a crossbow twice in a row, you die and have to reload. Your 9 bullet burst fire misses 7 of the shots at an 80% chance to hit, you die and have to reload. When your grenade doesn't go where you clicked, you are forced to reload. When an enemy gets a string of critical hits, you are forced to reload. When a low base initiative enemy max rolls, moves before you and stuns you, you are forced to reload.
The whole combat loop revolves around not getting screwed by the high variance RNG, and being forced to reload constantly. It doesn't feel like you can strategise to truly beat an encounter. You pick any strategy and save scum the shit out of it until the dice rolls go your way. It's completely fake difficulty, and it really starts to drag the game down after a while.
The game would be massively improved if high variance RNG was removed. e.g. misses are replaced with glancing hits that still do partial damage, critical damage is massively reduced, initiative was static, etc. It isn't fun to constantly reload until it works.
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819 Std. insgesamt
Verfasst: 12.02.21 11:47
A very deep game with plenty of mechanics that you have to learn as you go, as there is NO
Hand holding at all...
But if you stick with it and take your time then you will find a great time playing through it!
Pretty graphics are not what this game is about... Its the Game-play that shines here and what
Makes it a truly unique Gem! If you are a fan of all the old Fallout days then you will love it!
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2886 Std. insgesamt
Verfasst: 11.02.21 03:25
They are constantly improving the game, and anyway you want to play the game can be done. I decided not to follow any build guides and built a psi heavy character based on my instinct to min/max. They they updated some of the psi features, and it made my character.... more powerful somehow?? But because it took several extra turns, my old laptop took WAY to long to complete even a simple fight. But now that I have a new laptop, I am super excited to try and min/max my way to the top through the new Psi trees.
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2631 Std. insgesamt
Verfasst: 02.02.21 07:35
Also this game doesnt hold your hand, you WILL get your arse kicked if you arent careful and thinking things through. Muchly recommend!
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9331 Std. insgesamt
Verfasst: 27.01.21 15:33
+ I really enjoyed the spec/talent system
+ Challenging game
+ It's all about the money!
+ The sense of discovering/exploring
+ Crafting system
+ Great music!
+ Cool looking world
- Weak story
- Horrible map system
- Better have a lot of save files, because there is often no way back.
- RNG system is not working, the percentage say one thing but don't trust it.
- For the love of all that's holy! Just let me sale everything in one shop.
- Quests sometimes hard to solve/find.
- The game is unforgiving, if you built your character a certain way you will be punished.
This game reminds me of fallout 1 and 2 and right there you know what kinda game your dealing with. It took me 155 hours (DLC included) to reach the final boss of the game and i could not defeat him, The last part/level of the game was brutal. I still recomend the game because it's like they say `it's about the journey not the goal´´.
8/10
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7109 Std. insgesamt
Verfasst: 04.01.21 05:29
Like other rewarding games, it is challenging, it is unforgiving, it expects you to meet it more than half way, but it is fair, and if you persevere, then you are in for one hell of a ride.
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26956 Std. insgesamt
Verfasst: 27.12.20 21:14
This game somehow became my comfort game, after I've had the exact location and spawn every critter and enemy imprinted into my brain, it ain't for everyone, but for those that this game is for, there is nothing like it
It basically expects you to meet it more that half way there, build optimisation is key, and it's basically CBT
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8173 Std. insgesamt
Verfasst: 13.12.20 20:36
The atmosphere is good, with a decent soundtrack adding to that. You'll meet some interesting characters on your journey. Some funny, some sad, and some out flat out crazy.
The biggest decision you'll make before playing the game is probably which experience system you want to choose. Do you want to play with classic exp, or do you want to go with the oddity system. On both my unfinished run and my finished run, I opted to go with oddity, as it encourages exploration.
Of the rpgs coming out in the past 10-20 years, this has been one of the best that I have played, and I recommend this for anyone that likes the genre.
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15 Std. insgesamt
Verfasst: 10.12.20 02:01
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9441 Std. insgesamt
Verfasst: 12.11.20 05:57
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4534 Std. insgesamt
Verfasst: 09.11.20 16:45
Underrail is brutally honest and honestly brutal- You can't just waltz right into a bunch of bandits, slight their chief and his mother and hope to come out of it with your head on and wallet secured. It teaches you real fast about its mechanics and how you will die to them, time and time again....
Stunlocking, poisons, swarming, traps and improvised explosives, killzones- the game throws all of these things and more at you to teach you a lesson. But like every lesson, there are things you learn, for you can do the exact same to your enemies and its really cathartic watching the same bandit camp who have been stabbing, shooting and flat out murdering my character get snared in a bunch of my bear traps and watch as I throw a single grenade at them and explode all of the highly volatile mines that I've carefully placed over the course of about 30 minutes after reading and memorising their movements in combat, and create one grand explosion that takes out the whole base in a single turn. Its pretty good.
The setting is as you would expect of the genre; grim and gritty but with a charm that comes from its writing and dialogue which sets at sometimes a seriously messed up ecosystem in the rails and sometimes equally funny and memorable moments that have really upped the bar for the genre- without making things too stupid. To me the setting very closely resembles the Metro 2033 Series and Dmitry Glukhovsky's work along with the obvious nod to the original Fallout 1/2 and Brotherhood of Steel / Tactics. But with its own little quirks and creations to make it a unique tile and stand out from those that came before it.
As of the time of writing I still have not finish the game 50 hours in- I've also just started on the DLC and I'm technically on my 3rd character. One thing about this game is to not get attached to your first few characters, they'll die and you'll most likely hit a brick wall in progression but that's ok. Create another and try a different play style this time, you'll start again with a better understanding of the game's mechanics and how to build your character each time you do as well as what to expect going forward. There is however, encounters and fights that are hard for a reason- there are areas where you really are not supposed to be and creatures you really don't want to fight even though you can get to them, and Underrail lets you know this through the power of the game over screen. Maybe that 100 lock level door is locked for a reason- or maybe the reason no one goes down into those caves is the exact reason you are dying... You are not a god or a hero, you are just one dude with the power to alter space time via save states, use it wisely. But slowly, you will find yourself better equipped, better armed and better at the game. You'll seek to take those difficult fights for the sheer challenge of them, and when you throw yourself at that brick wall for the last time and watch it crumble, you'll feel a rush of excitement and relief, a mixture of pain and pleasure as the last charred bandit body falls onto the floor...
And then you'll forget to save and die from stepping on your own mine.
Have fun!
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7230 Std. insgesamt
Verfasst: 04.11.20 17:00
Be warned, this is a true CRPG, you're gonna die, A LOT, but it saves so often you get the chance to fix any mistakes or even just avoid what killed you in the first place. I started playing this game after I finished the masterpiece that is Arcanum: Of Steamworks and Magick Obscura and it just feels like they came out in the same year. The depth of the world and characters alone is amazing, but on top of that the philosophy and deep introspection the game slowly brings to you leads to great moments of existentialism and self realization that I've only ever really felt in a few games.
If you're wanting to get into CRPGs this game is a must play, but not as the first one you play, start with the Fallout games, then something with less depth of philosophy like Baulders Gate, then Arcanum, and finally UnderRail. There's a lot more you can throw in the interim there so never be afraid to try every CRPG you can.
Alright I gotta go figure out if I'm even real at this point, I give this game 10 drunk hippies that can bend the fabric of space-time out of 10.
I'm truly excited to see what they work on next. Oh yeah and rockpapershotgun.com sucked at the game so they gave it a bad review so go read that if you want to see how not to be a games journalist, it reads like it was written by that person who said the music in DOOM (2016) was too quite and never got intense.
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4669 Std. insgesamt
Verfasst: 03.11.20 02:33
Fun game but I've never seen an RPG so heavily encourage save scumming with its BS difficulty spikes and RNG. Only buy it if you hate yourself. Also [spoiler]ignore Dude if you don't have high lockpicking/persuasion, unless you have the patience to savescum for 3 hours.[/spoiler].
The oddity experience system feels great. It actually feels really good having experience drops be surprises from exploration/combat rather than being forced to grind combat for levels. The only real complaint I have with it is that once you've exhausted a particular oddity and can no longer learn from it, it will continue to show up from time to time. Not a huge problem, it's just kind of a bummer to keep seeing that blue outline, get really excited, and then see that I've already studied it 3/3 times.
[spoiler]The arena is horribly balanced. First handful of fights are fine, next few after that are cake, the penultimate fight can be easily one shot, and then the final battle is waaaaaay too hard (for certain builds, including my own). Not that the final boss is necessarily overpowered, but the difficulty spike is straight up a 90-degree incline (again, for certain builds).[/spoiler]
In fact be prepared to realize 50 hours in that your build isn't viable (or is at least severely handicapped) and there's no way to rebuild unless you start a new game. Gotta love games that let you build yourself into a corner with no way out lmao
The friendly AI is some of the worst I have ever seen in a video game. They will walk through your fire/gas grenades during combat and then turn hostile. Don't even fucking bother with incends on the [spoiler]Tunneler fight against the Black Crawlers with Gorsky & co[/spoiler].
The RNG is worse than XCom. You will throw grenades with a 90% chance of landing where you want them to, and they'll fly off in the entire opposite goddamn direction even though you have reasonably high Throwing skill. Said grenade will then fly to any nearby friendlies and turn them hostile, even though it was blindingly obvious that it was an accident.
I hate that I still like this game. It's awful and I couldn't recommend it to a single person yet I guess I'm going to keep playing it. I can't decide if it's the worst good game I've ever played, or the best bad game. I cannot recommend it to anyone unless they've got a really high tolerance for the kind of crap I mentioned above.
If you want a fair challenge, this is not the game you're looking for. If you like being salty, then maybe pick it up on sale.
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1754 Std. insgesamt
Verfasst: 28.10.20 11:43
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5229 Std. insgesamt
Verfasst: 07.10.20 19:24
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7835 Std. insgesamt
Verfasst: 30.09.20 12:55
The dialogue and characters in this game are also amazing. Personally i have very little complaints about the game and those are usually when i get FUCKING CRIPPLING STRIKE stacked on me for 10 turns straight by a mugger, preventing me from doing anything due to the heavily overburdened debuff i get. If you're interested in the game, i'll give you a few tips on how to enjoy it.
1: It's normal to die in this game. Just remember that you should reconsider your strategy, or try something different rather than doing the same thing and hoping for RNG to work in your favor.
2: Put points into crafting. Seriously. Things you can craft are usually better for you since you know how they work.
3: Use Oddity XP. It may be annoying for a bit, but it takes the focus off of enemies and makes you able to skip combat without losing much.
4: Explore, but know when to turn back. There are some great places you can find with good loot in them, but if you start going into 1-turn territory, then turn back and either reconsider your gear or look for oddities and side quests to level up.
5: Don't stay in Depot A longer than you need to. Seriously, when an NPC calls that place Hell, he's being honest. It will suck your enjoyment of the game out of you along with your soul.
6: Explore Core City, but avoid combat. Most enemies you find there will probably 1-turn you if you visit it immediately after it opens up.
7: Don't sell things in SGS past the early-game. SGS credits are like monopoly money, and as such are absolutely goddamn useless anywhere outside of SGS, and the exchange rate for them at Junkyard is absolutely terrible.
8: Specialise. Know where to put your points. Lockpicking and Hacking come in handy at any stage of the game, but if you're going for a non-psi playthrough, putting points into any Psi stat is just a smooth brain move.
9: Immerse yourself. Your enjoyment of the game will increase exponentially when you take breaks and chat with the NPCs. Their writing is absolutely amazing and you're simply denying yourself more fun if you ignore side characters and only talk to quest NPCs or merchants.
I've gone on a pretty long tangent. As such i'll be finishing it up here.
The current stacks of Crippled i have on me/10. Amazing game.
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20336 Std. insgesamt
Verfasst: 27.09.20 17:24
A premise: I’m absolutely sure you came here after a certain african warlord video, which means that the game has already been introduced to you in a way or another. This review’s aim is to list what makes the game good and what makes it bad, its pro and contro. While I give a positive review and I think the game is worth the experience, one must also consider that nothing is perfect and the game isn’t exempt from this
PRO
The Fallout without Fallout
A lot of people have compared the game to the first 2 Fallout games, which is understandable, considering how the game itself can be considered their spiritual successor. A note: I never played the original Fallouts and I’m speaking on this regard following what others have written on the internet. The main difference between the games is that Underrail is the one more focused on combat: a true pacifist playthrough is impossible, since even if you can avoid certain fights, many others cannot be skipped. The story (this one is debatable imo) and the quest structure are more looked after in Fallout, but Underrail combat is extremely fun. It’s very easy to play the game multiple times to try and test new builds because of how much satisfying the combat system is. Leaving these points aside as I’ll introduce them properly later, Underrail serves also as an excellent choice for people who want to try a secluded isometric CRPG, as I noticed the Fallout serie has more issues regarding comparison between their own titles
“You play as a random shmuck”
The story, or the gist of it, is that you are a literal nobody thrown in a very structured world. The main setting is that after a world-wide disaster humanity has been forced to live underground, in the game’s case in the tunnels of the metro. You have been admitted at South Gate Station as a full blank character and as a resident you must find a way to be useful, which is mainly doing quests for the station’s leader Tanner. Later, a certain event will set begin to a chain of situations which will drag the protagonist to even new places…
The main appeals of this game story-wise are 2:
-the world is really well build and has a lot to offer lore-wise, so much that without the wiki you need multiple runs with various builds to truly understand what happens; it does not offer its information directly, you need to connect a few things together to get what is at maximum the gist of what really happened
-in this world you are literally a nobody; take everything regarding “chosen one” bullshit and so on and throw it into the trash, as everyone will try constantly to use or harm you by either more direct or subtle approach; be warned, as a LOT of characters will either lie to you or be vague
Trash can diving
The game features 2 different systems for experience gaining: classic and oddity. Classic experience is… the classic experience. You gain experience by killing enemies and completing quests. Oddity experience is instead based around completing quests and finding “oddities”, special collectibles that increase your experience everytime you gather them. Because it is centered around finding objects, Oddity is more for players that enjoy exploring and try to avoid fighting as much as possible, meaning that with Oddity one does not need to go on murderous rampages every game.
Play X games, win X prizes
Quests are well structured and have multiple endings and ways to complete them. Moreover, they can affect accessibility to other quests depending on the outcome and how you managed them. To better let you understand, I’ll use 2 examples trying to be as vague as possible to avoid spoliers
In one quest, you’re tasked to find a stolen object. If you manage to find the object and the one who stole it, there is the possibility to not snitch on them. While the following option WILL end the quest in a failure, it will however allow you to get a new quest line from the thief.
In another quest, the quest giver will offer you money if you do a certain thing. In doing this thing, they ask you specifically to be as much discrete as possible, but it is possible for you to not be discrete and still end the quest in a success. Neverthless, your way of doing things WILL have repercussions...
In a few words, quests and actions can be both interactive and relevant in the short and long run, adding points to replayability
No hoarding
Underrail uses a shop system which discourages mindlessly picking every single item in the game. In a sense, it forces the player into a more thoughtful experience regarding inventory and value management
First of all, there are multiple currencies, with shops accepting only specific ones. To generally get them, you need to either convert other currencies to the one needed (although while being a more accessible one, it’s always a bad deal) or sell items. However, every shop will not buy everything you propose them: they only accept specific items and only in limited quantity; the currency they have is treated as a sellable item, which means that they can only pay you a certain amount for what you sell; if they’re not buying anything you must wait for the shop to reset, which happens every 90 minutes. The gist of it, gameplay wise, is that hoarding everything is counter-productive as not only they may not need what you brought them, but they may also not have enough currency to pay you for it
To summarize, shops in the game follow more a barter approach based on item value, allowing you to pay for the bought value with only items, as long as they are what the shop is searching for (if the value is enough, you can get currency for any surplus). One of the skills you can level up allows you to reduce the amount of value shops will sell you stuff for, as well as unlocking more rare/better items in their shops
(continue)
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11678 Std. insgesamt
Verfasst: 26.09.20 15:09
Right Click - Properties - Betas - LEGACY.
The reason why, is because the developers in all of their infinite wisdom, decided that a SINGLE PLAYER GAME needed to be BALANCED such as one that has PVP. The result was heavy restrictions on character development. In the Legacy version of the game, you have more freedom to develop your character, and far more utility to allow you to explore more of the game. In all later versions, the systems where heavily reworked into near uselessness.
Still, the Legacy version of the game will be available indefinitely (forever) according to devs, so... I'd say, yes. This game was worth the money. Even if 1.1.1.6 is the last version I ever play
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2790 Std. insgesamt
Verfasst: 25.09.20 18:56
The bottom line: A Troika's Fallout-esque hellishly addictive experience.
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7155 Std. insgesamt
Verfasst: 15.09.20 16:21
Let's work through the pros and cons.
Cons:
- There is no official mod support, and no real modding community surrounding the game due to the engine; This means that there are no skill overhauls, no item overhauls, nothing along those lines, which, for me, is a negative when dealing with CRPGs.
- Movement is very slow. There are a lot of loading screens, a lot of moving back and forth, and while Styg has added a FFWD feature, I used CE to increase the game a further 3x.
- Stealth enemies are programmed to hit you and then bounce - Debuffing mutated creatures, stealthy humanoids, they'll stab you in the butt and then hide around a corner somewhere while their poisons tick, even if they don't do any damage. I wish there was a strength+agility perk that let you grab them when they come out of stealth and slam them into the ground.
- No NG+. I'd love to export my character with all 5k lbs of crafting parts I've hoarded in my house, but that doesn't exist outside of a character exporter and different difficulty levels.
- The story can be a little monkaS sometimes.
Pros:
-Character building is exceptional. Melee, ranged, psi. Swords, knives, spears, hammers, fists. Guns, bows, throwing. Temperature, time, physics, mind control. Feats based on those skills, modifiers from abilities, stat requirements for gear and abilities.
-Gear variety is pretty intense. At least a couple different classes of guns alone, maybe ten different kinds of crossbow frames, different knives, swords, and variable materials and quality to all of those items. Crafting plays a huge role in that, provided you can find high enough quality materials.
-Crafting skills are another place to invest skill points, feats, specialization points, and money. The crafted gear appears to be largely better than anything you can find in the game, with some exceptions, making it a very viable path to invest in.
-Ammo types are another fun little facet. Acid, explosions, shrapnel rounds, JHPs - Every caliber, of which there are six, has a few different bullet variants. There are also energy and chemical weapons, the latter of which also has a few ammo variants, though both are comparably rare.
-Combat is pretty enjoyable. I like walking into a room, pulling 10 enemies to me, switching to my spear, popping an upgraded sprint and adrenal shot, doing a spin-to-win and dropping a plasma grenade at my feet to clean up anything left over.
-The lore and character writing is quite good - It's an indie studio, and English isn't their first language, but it may as well be with the lack of errors and how well it all flows together. A lot of the characters are very memorable, have backstory lore, and it's generally A+.
-Dialogue options seem pretty good. I particularly like dragging people around with my 20 strength sledgehammer wielding Amazonian. Won't open the door? I'll just literally drag you and your microchipped arm to it.
For those that enjoy CRPGs, I can't recommend Underrail enough. I look forward to spending more time with it, and I especially look forward to Infusion. Exceptional.
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14779 Std. insgesamt
Verfasst: 15.09.20 13:07
As many, I got here from watching Sseth, and while I don’t regret it, it didn't live to the hype or expectations he set.
This game uses the standard and basic quests-leveling-specing format of most RPGs and works from there. It does a fine job but has a few considerable short-comings. My main recommendation for one-time/run players: go psi build, you are going to miss out of stuff otherwise.
So to the review:
I find that a simple way to dissect most RPGs is to look at 4 fundamental factors that, while related, can be easily improved or neglected independently from one another. In order from lower to greater importance this are:
- Audio/visual technology, development and quality: most of the time simple ol’ graphics. Anyone who has read a book knows this isn’t a strict requirement to get immersed in a fiction world (what RPGs are all about), but a pretty game is always nice.
- Gameplay: Pretty self-explanatory, how fun and elaborate the hour to hour grind is (usually combat). It being good is not completely necessary, but it can easily hinder the experience while not affecting much of the world immersion.
- Content: This is the quantity and quality of the entirety of the world of the game, places to explore, people to talk to, amount of choices to make. How much stuff is there to do basically.
- Interactivity: this is probably the cream of the stuff in RPGs. How much your choices matter, and how responsive the world is. Top level stuff is when the world interacts with itself (Mount & Blade, Dwarf Fortress, etc.) It makes the previous point, content, come alive, and achieves that wonderful feeling that the experience is truly organic and unique to the player. It puts the RP in RPG.
More elaborate reviews are obviously possible, and this format probably leaves out a bit of merit (or lack of) of some games, but for comparison sake I find it quite useful. So here is what I think of each of these points when it comes to Underrail.
- Audio/visual technology, development and quality: the game is gorgeous. Another prime example that 2D sprite works are absolutely relevant and are probably the best at creating that grim and tetric atmosphere. Sound and music are pretty bare minimum (no voice acting and such) and that’s fine. Watch Sseth’s review. It pretty much sums up all I have to say about this.
- Gamepaly: Here we have a bit of a problem. I think it’s great how unforgiving the game is when it comes to optimizing your build, and combat interactions are quite elaborate, as most turn-based games can be. There are several types of builds to try that are viable without mindless grinding. However, only a few are actually fun, as in requiring actual strategic thinking other that steamrolling linearly out of sheer DPS and HP. Specifically, any other build other than stealthy-trapper and psi user (basically a wizard), has little in the way of approaching combat situations and get boring fast since this is a turn-based game with almost no motor skills required (click on thing and thing dies). But even more troublesome is the fact that basically only one build, psi-user, allows you to experience the game to it’s full potential content wise, since many of the interactions are locked behind stat-checks of stats psi builds build around (the whole sci-fi willpower, mind control, psychic beings affair). There is no mayor or story relevant content reserved for shooty shooty or punchy punchy characters.
- Content: The game is fucking huge. Holy shit the map is massive. Lots of dialogs, lots of places to see. Story is good, and there is a fair amount of branching BUT, there is no substantial main story branching. You get your basic Fallout Power-Point presentation at the end of the game regarding your choices on side-quests and that’s about it. It’s ok, but not as immersive as Sseth set it out to be.
- Interactivity: Only the most basic to make the game functional, aside from some quirky extra dialog if you did something particular in previous instances of the game. You can butcher a whole town of innocent people and the game won’t respond differently in any substantial manner in the rest of the game, aside from characters from the faction you attacked becoming instantly hostile on sight, or perhaps the game actually breaking because it’s lacking a character to carry on the quest. No economy, no power balance, just some scripted branching but not that branching paths. It’s fine, but the world definitely doesn’t feel alive. Stuff doesn’t happen outside of the players sphere of direct interactions. This most certainly cuts down the replayability value of the game since all you can get differently is different text dialog and a few different small side-quests.
Would I recommend it? To a RPGs, apocalyptic survival games and turn based games fan sure. But it is not an experience you want to live without external aid (wiki) since it doesn’t have enough interactivity to show the player through character interactions how to get through the game, which also cuts down on merit.
If you liked to game, the expansion is definitely worth it, since it slightly improves all previous points.
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1952 Std. insgesamt
Verfasst: 08.09.20 02:49
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7630 Std. insgesamt
Verfasst: 07.09.20 19:49
It really reminds me of Fallout 1 and Fallout 2 but with maybe less story and more combat. The combat is very involved as is the crafting mechanics.
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5065 Std. insgesamt
Verfasst: 06.09.20 17:50
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22314 Std. insgesamt
Verfasst: 25.07.20 00:38
I don't think it's right for a developer to make sweeping changes to a game systems years after release. Bug fixes, additional content, and balance tweaks are all welcome and appreciated, but don't change the core of how things work half a decade later. The time and place for that kind of work is Early Access, and I shy away from games in EA specifically to avoid this kind of issue. This is my first (and likely only) review, which should express how important this is to me.
Underrail is one of my favorite games, but the game as I know it doesn't exist anymore. I'll likely never get to play it again, and that makes me very sad.
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5125 Std. insgesamt
Verfasst: 24.07.20 21:23
Is it too much to ask for a single player game to actually stay the same after a year or two?
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9872 Std. insgesamt
Verfasst: 23.07.20 00:34
I really really wish I could recommend this game. I do. The parts I like I don't like I LOVE but so few people would actually enjoy this game and with the recent patch notes it looks like the devs are trying to cut that down even further.
Pros: The writing is really strong throughout and I found myself enjoying the quests text and design a lot and was really pushing to finish the game because I wanted to figure out the entire story. The crafting system in this game is one of the best I’ve seen and being able to craft an energy shield that allows you to laugh off everyone but the crossbow guys is satisfying. Make your own guns, armor, the best grenades in the game, etc… it’s all amazing.
Between building gadgets and Cave Wizard magic and more peaceful skills there are a lot of different ways to approach any given quest or encounter.
The expansion is excellent and while there are a few tedious or opaque parts of it like the main game it definitely went a lot better even if it was short. Perhaps this means the devs are learning?
Con: I’m not kidding. This is maybe the most tedious game I’ve ever played. Everything about this game from the massive proliferation of loss of control effects to the obnoxious carry weight limits to the games damn economy is there because the developers confused tedium with challenge. I got a handle on the combat really quickly but even doing really well there are several times when you can zone into an area and then immediately be beset enemies and die without taking a move. If you find yourself at a disadvantage and retreat the enemies will stay in their exact position and state until you come back. If you leave with 3 poisonous space bugs clustered and angry around the only entrance to that area they will still be waiting for you in that exact position hours later.
Either I stumbled upon a great build or on normal difficulty build isn’t as important because combat wasn’t that hard most of the time. The issue is there isn’t that much tactical depth to the combat and even with very high skills you can still have a high chance of missing your attacks. Remember all those missed 95% shots in X-Com? Same deal here. This doesn’t make the combat difficult this makes it tedious when you basically have to save scum through certain encounters where you get ambushed at the start of an area. At that point you’re just re-rolling a set of dice until you get double 6s.
I could ignore all of that and appreciate the game for what it is but then I arrived at the final area of the main game. Holy god I nearly rage quit the game. It felt like the developers were just laughing at me at that point. If you’ve been putting together a competent character it won’t be any *harder* than the rest of the game even if the enemies are stronger but the tedium is really ramped up. There is a mechanic where a creeping debuff will decrease all combat skills by an increasing amount until finally at the 40 % mark the area unleashes powerful monsters on you that you are now at a big disadvantage facing and they never stop spawning. This is actually pretty easy to circumvent by hiding in “safe zones” scattered around until the debuff drops off. But wait a second: You’re telling me I have to backtrack as a means of “beating” the enemies now?
Another thing is after a very poor explanation the game has you complete FOUR DAMN FETCH QUESTS in this incredibly tedious area. One of the quests involves you gather five parts to fix a gate and the game put in a lot of parts that don’t actually work and you don’t know for sure it will fit until you take it back to the gate. You also have to get annoying debuff to make a chemical to remove material over the gate. When you get to a final area it should be hard, it should be a challenge, it should test you on game mechanics like a final exam… but it shouldn’t slow the pacing of the game to a crawl. Maybe the game mechanic they really wanted you to master was patience with tedious garbage?
There’s an obnoxious puzzle you can complete to make the boss easier. It involves reading a lot of notes and teasing it out but at that point my patience ran out and I just took the thing on the natural way.
After such a strong start and some good ideas I am so disappointed in this game. I put a lot of hours into this game and at this point I just feel like it was a horrible waste of time. I find myself retroactively questioning if I was having fun at all after the midway point.
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40903 Std. insgesamt
Verfasst: 14.07.20 02:08
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4441 Std. insgesamt
Verfasst: 10.07.20 07:55
Underrail Review | Arcade Theory
It is tradition for cRPGs to pay homage to the classics of the genre, and Underrail is no exception. The influence of the first two Fallout games are clearly incorporated into the design of the game in its world, its gameplay, and its storytelling. Yet Stygian Software had no desire to simply copy the Fallout series’ essence: they took it, reshaped it, and made a setting that can most aptly be called a post-post-apocalyptic underworld. It is a unique, sometimes futuristic, sometimes primitive, subterranean world that wounds up becoming one of my favorite settings, and by proxy, cRPGs.
So here’s the scenario: life on the surface is long over, the result being the relocation of humanity into the underground. What happened? No one knows for sure. No one really cares. After that, however, came another catastrophe. That one, you can actually learn about in-game. The result of all that is the current living condition of what is left of humanity: a sprawling cavern system connected by a metro, linking up independent communities known as station-states. Some are large and thriving (if you can call it that), while others are small and are in a struggle to continue existing. Your character begins the game in one of the more major station-states named South Gate Station. You name your character, pick your starting ability and skill scores, and choose normal for the difficulty. Or easy. Or hard. But for the love of God, don’t set it on DOMINATING. The description serves as a disclaimer explicitly stating you are not guaranteed to be able to complete the game. Once you’re done, the ruling council of the city will boss you around, giving orders until you’re effectively given free control over what you can do and where you can go. Good luck out there.
Your first experience with combat will likely come in the form of a pack of rathounds mauling you while the body parts exposed to the chain-linked fence behind slowly become diced meat diamonds. The game ain’t easy, and the early game is especially unforgiving. You’re fortunately given an ample arsenal of sniper rifles, shotguns, and SMGs; knives, swords, and spears; and traps, grenades, and psionic powers. You’re unfortunately stuck with a pistol in the early game, with the hopes that you will have at least a 10% chance to hit the cannibal barreling toward you. I may be exaggerating about that, but it really feels like that’s how your luck goes with the accuracy RNG sometimes. This is not a game where you have a party to back you up: almost all of your fights will have you fighting alone against however many enemies that are after your sorry hide. You can’t just run and gun through these encounters, and because it’s a turn-based game, every decision you make matters. You have to use every item you have on hand to gain enough advantages to overcome your would-be murderers. Choose to hoard your equipment, and you will have a short playthrough.
On a similar note, crafting is essential. The gear you find will never be as good as the gear you craft. But crafting isn’t easy either. It’s not terribly complicated, but it’s not as simple as Skyrim where you just throw two iron ingots into a forge to make a dagger. First, you must acquire a blueprint for what you want to make. Doesn’t matter if a spear is just a wooden stick with a pointy piece of metal at the end because by God you’re getting that blueprint. Then, you must find the components for it. You often find components by either buying them, scavenging them off of dead corpses, or shifting through trash. And then, you may finally craft the item … you do have the required skill for it right? There’s more to crafting of course, but the gist is that if you want to get into crafting, you’ll have to dedicate precious resources into it. The rewards, however, are well worth it when the stat difference between a stock shotty and a homemade boomstick is what saves your life.
Allow me to briefly explain character stats. You got abilities, which are just your character’s attributes: Strength, Dexterity, Agility, Constitution, Perception, Will, and Intelligence. They’re fairly self-explanatory, will and intelligence affecting psi regeneration (for psionic powers), and having a high ability score lets you pass certain checks in dialogue and world interactions. You get one ability point every four levels. You got skills, which lets you do stuff that require skill. They can range from skills for self-defense such as guns and evasion to non-combat skills like chemistry and persuasion. One level up nets you 40 skill points to spend, and with every level up you get a feat point. Feats are perks that give you bonuses, but they usually have some sort of requirement like a skill check before you can unlock them. [...]
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161 Std. insgesamt
Verfasst: 08.07.20 10:15
Further more, the world is open, yet every other zone holds an enemy that will one shot you without warning. It has turned into follow the Rathounds because they are the only ones I can take on. It is as Sseth pretty much said that exploring is a bad idea, which seems such a waste to me of a potentially remarkable world. Resulting in me having to reload every 5 minutes which just completely ruins any investment i might have in this character.
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571 Std. insgesamt
Verfasst: 07.07.20 01:57
u cant get 100% precision on any weapon in this game and that 5% can really just mean your death
also some fights are just way too fucking hard requiring you to quicksave and load plenty of times until you get some good luck or cheese the hell out of fights
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4629 Std. insgesamt
Verfasst: 22.04.20 06:12
Still fun.
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14872 Std. insgesamt
Verfasst: 10.04.20 00:22
It doesn't respect your time.
If you don't have enough knowledge about the game already, you'll find out if your build is viable or not in 7-8 hours. It's easy to spend hours searching for that little quest item tucked into a desk drawer on one of the levels of a compound. You've got to get out of your way a bit, but it's quite possible to kill an NPC that will advance the story and silently dead-end your run.
The fast travel is pretty limited and is only available with the DLC. Vanilla version on release didn't even have a map.
The game offers you an exquisite collection of footguns and it's up to you to not to fire them. You wanted no hand-holding, right? Here's your no hand-holding, meet you at GMC compound.
I played the game on and off since, I think, 2014, always abandoning a run due to this or that.
But in February 2020 I decided to sit and get to the end of the game, once and for all.
Turned out I don't respect my time too. I was kinda obsessed, clocking about 120-140 hours in three weeks.
Underrail is huge. Huge and handcrafted. And beautiful. Superb lighting, careful construction of the athmosphere and assets of crispy, age-resistant variety. And music. Very fitting music.
Level design is good to great. If you didn't sneak in ventilation in an isometric RPG, it's time to try. Chances are you really wanted it.
Rich and varied mechanics of building (and messing up) your character, surprisingly interesting crafting.
Original trade (oh no, merchants only want to buy stuff they thing they need and not the garbage I have) and XP (I highly recommend the oddities system; it really rewards exploration) present a fresh look at mundane progression activities. They do not eliminate grinding, but it's... fun?..
The story is good to very good in the main game and, I'd say, superb in the DLC.
Main thing to note is that Underrail a postapocalypse game. Sure, they had an apocalypsis. Two or three, actually, depends on how you count. But they were long ago. The last big-ish war was twenty years ago and people moved on.
Underrail is a cyberpunk game. It throws you not into your generic wasteland where you rebuild the civilization, law and order by your little hands. It low-key thrusts you into the power struggle between established city-states and you've got to maneuver your way to your goal.
And why you have this goal is subtly and neatly wrapped up at the end of the game, suggesting that a certain character has influence on you as a human player too.
You've got to read though. No voice-over. That's a lot of text to read, a lot of implications to notice and a lot of connections to make on your own. They aren't critical to beating the game per se, but it's a wrong game to beat. It's better to finish it.
While the main story has good foreshadowing of what and why and how happened in the final locations of the game, DLC has it oh so much better.
The quest that starts in the bar in Rail Crossing, I think, is one of the best quests I ever played. The best part for me was after it finished. I said goodbye to that guy (we spent a day or two drinking, I don't know), exited his house and... understood I don't know where I am and how do I get out of here. I've got the same thing happen to me once in real life, only in real life I didn't meet any death stalkers on my way home.
But overall, writing in the DLC is... Well, I worried about the expedition because of two characters, shown through their banter between themselves. First I wanted to know more about them, then I just wanted for them to be able to leave this hellhole alive and content.
The main story of the DLC at the end was like reading a really good sci-fi novelette. The one that intrigues you to the end, respects you to make the unstated connections yourself and doesn't resort to any cheap tricks whatsoever. Well, until that one with lights out in a certain 'lift'. Har-har. Very funny.
I don't think I'll be replaying the game. Forums and wiki show that I missed a bunch of content available with different choices and that's absolutely fine.
I made my choices and if Gorsky considers me his personal enemy, so be it.
Immersion is a dirty word, but I was a part of that world. And that was great.
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7300 Std. insgesamt
Verfasst: 09.04.20 01:32
The good bit of this game is its lore, world-building, and the sheer amount of ways to play it. There's a bunch of documents here and there to read so you can understand Underrail's world and how it came to be. The overall style and feel of the environment and the plot is also works together to immerse you into it. You get a large assortment of abilities that you can mix and match to truly build the kind of badass you want to play as, thats also one of the great things I loved about this game.
You'll see despite all the nice things above I still rated this game negatively. Simply put: the game goes for immersion and realism to a degree that stops being fun. Its world is interesting to visit, but has absolutely nothing that will make you want to stay.
You'll come to appreciate the creature comforts of modern games such as: a streamlined and simplified inventory system, fast travel, respec options, simple buy-and-sell merchants, mods, and most of all a pacing thats faster than molasses. Handling inventory is a pain, given limited carrying capacity and a large mass of items that player will likely want to bring with them, you'll struggle with planning things ahead. For some this is a plus and for I while I did enjoy it, but as the game went on and more and more items became available to me its honestly became a clusterfudge. This is rectified by not being a crafting-person to begin with but I feel as though this puts the player in a tight spot: have more fun with a simplified no-crafting approach or spend more time arranging your inventory for crafting than you actually spend utilizing said inventory. Its all immersion and realism that just is. soooo. freaking. boring.
The plot, as interesting as it may be, also fails to motivate me to actually engage in it. The game does have dialogue options and plot elements that take into account a care-free player but honestly that seems like the default playstyle. There are no companions to take with you, its a solo quest. NPCs are VERY static and primarily act as quest givers/checkpoints. No friendship systems of any kind, no bonding. You don't get to live in Underrail's world. Because of this the player is not really given ANY reason to want to save it, beyond the call of adventure, loot, power, and lulz. This is not a plus - this is present in all games, Underrail is instead lacking in that it has no alternative motivation for the player besides callousness and selfishness.
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9516 Std. insgesamt
Verfasst: 15.03.20 07:35
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8410 Std. insgesamt
Verfasst: 15.03.20 03:47
Just make sure to build your character correctly at the beginning - check character guides for good starting ideas. Bad builds WILL be punished even in the early game.
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25806 Std. insgesamt
Verfasst: 12.03.20 20:26
Underrail is a long and complex game with a lot of content. I've put hundreds of hours into the game over three playthroughs, which includes two aborted playthroughs, I must admit. Since release, the developer has made many improvements including quality of life, visuals and more content. For fans of old-school CRPGs, Underrail is an essential purchase, even if it does have a couple of flaws in my opinion (see below).
Although in general I dislike pixel-art, Underrail's art style is detailed and very well done. The lore and world-building is great, and locations range from cities to caves to creepy abandoned laboratories. By the end of the game, I was genuinely curious to know what has (apparently) happened to the surface of the planet, given that the game takes place entirely underground, and whether or not we'll ever get to see it in an expansion or future game.
Here's why I can't recommend Underrail unequivocally, to those who aren't fans of old-school CRPGs (note that these are not criticisms but observations, and whether or not you consider them good or bad will depend on the kind of player you are):
1. Underrail is hardcore and unforgiving in its difficulty, and for the first few hours, it might seem unfair. Unless you are an expert player, you'll need to save-scum your way through the game - a lot. You can easily wander into an area where enemies completely outlevel you. I can't imagine anybody completing a permadeath playthrough without putting thousands of hours into learning the game inside out and cheesing their way through every encounter.
2. In general, enemies all have special abilities just like the player has. In the case of a human enemy, it will have a build including special abilities. You are frequently outnumbered in encounters, so one mistake often leads to a quick death. The key to victory is crowd control and never allowing the enemies any opportunity to use their offensive special abilities, because they are just as lethal as yours. Other games deal with this issue by either having companions to soak up aggro or making the enemies generally weak compared to the player. Underrail does neither of those things and doesn't appear to care.
3. Human enemies, which generally have the most valuable loot, generally don't respawn, whereas critters generally do. This can be a bit of an annoyance, because fighting your way through respawned critters may consume resources for some builds. If you're short on money or resources, you can't farm loot from humans to sell, but this is not really an issue considering the sheer amount of loot you can potentially collect. Vendors are picky about what they'll buy and have limited currency (although they do reset after fixed intervals), which means the game effectively places a limit on how fast you can amass currency.
4. The role-playing system tends to funnel players into a relatively small number of effective builds due to (a) explicit synergies between skills and (b) the fact that certain stats grant bonuses or penalties to certain skills. If you go against this system by making a build that ignores these synergies, you're wasting stat and skill points. In other words, if you just throw together a build randomly, it will probably disadvantage you.
5. There are no quest markers, and unlike modern games, you are not led by the nose to the next objective. You have to figure out what to do from hints, books, notes, instructions from NPCs and your own intuition. As a result, it's possible to get stuck for a while, unable to progress because you've overlooked some crucial detail. In other words, you frequently have to engage your brain in order to progress or get an optimal outcome.
And here are a couple of game design decisions which I think are bad for wasting the player's time:
6. You will do a lot of backtracking through caves and ruins that you've already emptied of good stuff. The game world consists of large number of small maps with transition areas linking them, just like Fallout 1. However, unlike the Fallouts, there is no overworld map to function as a kind of fast travel, so getting from one side of the world to the other becomes quite tedious after a while. There is a form of lore-friendly fast travel, but it costs currency and you can't fast travel from anywhere to anywhere; at best, it lessens the amount of trudging somewhat.
7. Crafting, if you decide to spend skill points on it, can be frustrating. The stats of crafted gear directly depend upon the quality of the components, which is not problematic on its own. However, most of the highest quality components have to be bought from vendors, and vendor stock including quality level is randomised each time a vendor resets. Therefore, to get high quality components, you may have to wait for many vendor resets (a couple hours of real time each, I think?).
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7610 Std. insgesamt
Verfasst: 03.03.20 18:52
The game starts innocuously enough. You have just been accepted as a citizen of a small independent underground station. This station being one of the few hubs of relative tranquility in the vast and largely lawless underground complex humanity calls home after the surface became too inhospitable to inhabit. The leader of the station having taken notice of your talents, tasks you with exploring the nearby caves. After that you are free to explore the station, talk to people and start learning about this very different world that opens up in front of you. By the time you finish the initial first couple of tasks, nearly the whole world will become available for exploration. The only thing standing in your way will be your skills and resources. Obviously, the game does not scale to your level.
The setting is rich and well written. In forgotten terminals and other relics of the old world, hides an extensive backstory. Amid those relics, and largely unaware of their significance, new societies have formed. A number of small independent towns dot the map, each with a defined role in the greater political landscape and often surprising amounts of depth. Fittingly some areas even have their own currency. Those towns play host to several interesting factions that are vying for control. Speaking of world-building, the Fallout influences are very prevalent here. You have a Junktown, the resident technofascists and of course the pseudoreligious darwinists ominously creeping in the background. Morality is fittingly gray and grey, with a few pinches of black here and there. Make no mistake, the good guys have left the building.
But since we are comparing, I have to point out that here, unlike in Fallout, not all areas fit organically in the story. Exploration will often feel like something you do just because, not due to some purpose. An entire town, the Foundry, is not even part of the main story. Nothing even nudges you that way. Several factions are mutually exclusive, so even a number of places that are parts of some faction quests will be missed due to those choices. Provided all playthroughs get a similarly satisfying amount of content that is fine. But you can end up getting locked out of entire questlines because you simply didn't do things in the right order. Or your character made a decision that you couldn't possibly know the results of without metagaming. Oculus, I'm looking at you. This is unfortunate. It simply encourages the use of a guide.
From a gameplay point of view, the map can feel labyrinthine and difficult to navigate. While this can be considered a positive, showcasing the dangers of the world, in the end it can end up simply being irritating. Even more so, if you factor in the relative lack of fast travelling, particularly in the early game. Or when you consider how the trading system works. Unlike in many other games, merchants in UnderRail only buy specific items and in small numbers, they also don't carry much cash. This can make it very difficult to get rid of excess loot. Leading to frequent problems with encumbrance and extra frustration as you now navigate the labyrinth at snail pace. I can understand the game's attempt for realism, but I think the developers took things a bit too far in this case. The player should be challenged, not frustrated.
The character building system is deep, but rather unforgiving. The player must decide on a playstyle early on and stick to it. If, on level up, you pick feats/improve skills that synergize well with your pursued build, your character will grow increasingly more powerful. But spread those skill points thin or make suboptimal feat choices and things will get a lot harder fast. This, coupled with the relative lack of in-game info, can make initial runs that much more frustrating. Yet again, this game does not seem to like new players. The game offers two different experience systems. Classic mode, where you get xp for killing enemies and the anti-grind oddity system, where you only get xp by finding certain oddity items, or completing quests. I found the oddity system rather restrictive and stuck to classic. But it might be worth a shot as a novelty.
Combat is one of UnderRail's strongest elements. The diverse character builds allow for many different strategies. Being turn-based, the player is provided with the time to plan carefully and use all their available abilities and items intelligently and to the fullest. Unlike in most other cRPGs, there are no companions. The protagonist has to survive largely on his own. All these factors combine to create an engaging, challenging and very versatile combat system. Even in the later stages, it's generally not a good idea to thoughtlessly attack a group of enemies. They might use attacks your armour can't handle, or tricks you aren't ready to counter. They might themselves be very high level, or they might simply be too many. It is very easy to find yourself on the losing side of a battle. Arguably, sometimes a bit too easy.
Technically the game is rather subpar. Unimpressive graphics, rather indifferent music, fairly poor interface. There is no real QoL that I could detect. The inventory system for instance can get too cluttered and I couldn't find a way to sort things by weight to see what is slowing me down. The journal system seems to belong to a different era. There are many keyboard shortcuts you absolutely have to use if you want to save your sanity and several other repetitive tasks that don't even have shortcuts. Despite the several years and multiple patches since its release, the game still has a fair number of bugs. From minor typos to the game outright freezing. It also takes an unjustifiably long amount of time to start up. All in all, there is really not much the game has going for it here. Except that it usually works.
Speaking of flaws, the final act of the game warrants a special mention. Once you reach the point of no return, the protagonist is transferred to an entirely new, fairly big area that they cannot leave before defeating the final boss. Storywise this whole act feels fairly unsatisfying, new important characters are introduced out of the blue, important questions are not really answered, there are no meaningful choices, even the tone of the game changes. Gameplay wise, there are many areas full of difficult respawning enemies, few resources, since you have no access to most traders, few quests and constant, insufferably dreary backtracking. The final act is a clear failure in terms of design and ends the game on an otherwise undeserved low point.
In conclusion, I will agree this is a game of great promise, that despite its technical shortcomings, does a lot of things right for the core cRPG fan. I definitely found it worth my time. On the other hand, I couldn't help but notice both its flaws and the many elements that would make lots of people I know not enjoy playing it. I can't in good conscience recommend this game to the average player. Not even to those that have an interest in cRPGs, there are much better starter games out there. But to that specific group of players that couldn't hide their excitement when the sequel to Wasteland was announced, to those certain circles that still regret they never got to play Van Buren, to them, I definitely recommend this game.
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Verfasst: 20.02.20 15:50
Что есть в этой игре,что может вызвать интерес?
Интересный лор:хоть в начале вы подумаете что это типичная фантастика,но нет. Здесь есть и политика,и фракции,и конфликты влияющие друг на друга.
Диалоги и персонажи:текстовое содержание игры является чуть ли не самым главным плюсом. Если бы не было игры,а остался только текст,то получилась бы хорошая книга.
Геймплей:здесь на самом деле есть проблемы,но о них позже. Плюс геймплея здесь заключается в боевке,вы сильно будете влиять на бой. Но в начале/середине вы будете подстраиваться под него. И это неплохо может разнообразить битвы.
Но есть и плохие моменты
Создание персонажей:Объективно,оно неплохое,дело в специализации персонажа,вы не сможете владеть большинством навыков,а при прокачке не в нужные русла вас будет ждать страдание и смерть чуть ли не от любого противника.
Язык: Для игры вам обязательно нужны хотя бы минимальные знания языка,иначе вы просто не поймете что происходит в игре. Эту проблему скоро исправят,так как делается русификатор.
На данный момент будет такой обзор,пока я не допройду игру до конца.
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Release:18.12.2015
Genre:
Rollenspiel
Entwickler:
Stygian Software
Vertrieb:keine Infos
Engine:keine Infos
Kopierschutz:Steam
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
Kein Prisoner hat oder wartet auf das Spiel