I'm waiting for Spoony's review. I'm sure he'll upload it any day now.
By the way, are there paladins in this masterpiece?
Fixed.The big difference between UA and say PoE is that the latterwas at least functional... had an 8 mil budget and all the resources of a 150-employee company.
hey guys, to make things easier, here's a list of the spells Tim started to compile before he stopped (and perhaps we can re-use some of these characters): ᛖᚲ, ᚾᚲ, ᛒᚲ, ᚦᚲ, ᚢᚲ, ᛖᛃ, ᚾᛃ, ᛒᛃ, ᚦᛃ, ᚢᛃ, ᛖᛏ, ᚾᛏ, ᛒᛏ, ᚦᛏ, ᚢᛏ, ᛖᛗ, ᚾᛗ, ᛒᛗ, ᚦᛗ, ᚢᛗ, ᛖᚲᚢ, ᚾᚲᚢ, ᛒᚲᚢ, ᚦᚲᚢ, ᚢᚲᚢ, ᛖᛃᚢ, ᚾᛃᚢ, ᛒᛃᚢ, ᚦᛃᚢ, ᚢᛃᚢ, ᛖᛏᚢ, ᚾᛏᚢ, ᛒᛏᚢ, ᚦᛏᚢ, ᚢᛏᚢ, ᛖᛗᚢ, ᚾᛗᚢ, ᛒᛗᚢ, ᚦᛗᚢ, ᚢᛗᚢ, ᛖᚲᛒ, ᚾᚲᛒ, ᛒᚲᛒ, ᚦᚲᛒ, ᚢᚲᛒ, ᛖᛃᛒ, ᚾᛃᛒ, ᛒᛃᛒ, ᚦᛃᛒ, ᚢᛃᛒ, ᛖᛏᛒ, ᚾᛏᛒ, ᛒᛏᛒ, ᚦᛏᛒ, ᚢᛏᛒ, ᛖᛗᛒ, ᚾᛗᛒ, ᛒᛗᛒ, ᚦᛗᛒ, ᚢᛗᛒ, ᛖᚲᚱ, ᚾᚲᚱ, ᛒᚲᚱ, ᚦᚲᚱ, ᚢᚲᚱ, ᛖᛃᚱ, ᚾᛃᚱ, ᛒᛃᚱ, ᚦᛃᚱ, ᚢᛃᚱ, ᛖᛏᚱ, ᚾᛏᚱ, ᛒᛏᚱ, ᚦᛏᚱ, ᚢᛏᚱ, ᛖᛗᚱ, ᚾᛗᚱ, ᛒᛗᚱ, ᚦᛗᚱ, ᚢᛗᚱ, ᛖᚲᚢᚱ, ᚾᚲᚢᚱ, ᛒᚲᚢᚱ, ᚦᚲᚢᚱ, ᚢᚲᚢᚱ, ᛖᛃᚢᚱ, ᚾᛃᚢᚱ, ᛒᛃᚢᚱ, ᚦᛃᚢᚱ, ᚢᛃᚢᚱ, ᛖᛏᚢᚱ, ᚾᛏᚢᚱ, ᛒᛏᚢᚱ, ᚦᛏᚢᚱ, ᚢᛏᚢᚱ, ᛖᛗᚢᚱ, ᚾᛗᚢᚱ, ᛒᛗᚢᚱ, ᚦᛗᚢᚱ, ᚢᛗᚢᚱ, ᛖᚲᛒᚱ, ᚾᚲᛒᚱ, ᛒᚲᛒᚱ, ᚦᚲᛒᚱ, ᚢᚲᛒᚱ, ᛖᛃᛒᚱ, ᚾᛃᛒᚱ, ᛒᛃᛒᚱ, ᚦᛃᛒᚱ, ᚢᛃᛒᚱ, ᛖᛏᛒᚱ, ᚾᛏᛒᚱ, ᛒᛏᛒᚱ, ᚦᛏᛒᚱ, ᚢᛏᛒᚱ, ᛖᛗᛒᚱ, ᚾᛗᛒᚱ, ᛒᛗᛒᚱ, ᚦᛗᛒᚱ, ᚢᛗᛒᚱ, ᛖᚲᛉ, ᚾᚲᛉ, ᛒᚲᛉ, ᚦᚲᛉ, ᚢᚲᛉ, ᛖᛃᛉ, ᚾᛃᛉ, ᛒᛃᛉ, ᚦᛃᛉ, ᚢᛃᛉ, ᛖᛏᛉ, ᚾᛏᛉ, ᛒᛏᛉ, ᚦᛏᛉ, ᚢᛏᛉ, ᛖᛗᛉ, ᚾᛗᛉ, ᛒᛗᛉ, ᚦᛗᛉ, ᚢᛗᛉ, ᛖᚲᚢᛉ, ᚾᚲᚢᛉ, ᛒᚲᚢᛉ, ᚦᚲᚢᛉ, ᚢᚲᚢᛉ, ᛖᛃᚢᛉ, ᚾᛃᚢᛉ, ᛒᛃᚢᛉ, ᚦᛃᚢᛉ, ᚢᛃᚢᛉ, ᛖᛏᚢᛉ, ᚾᛏᚢᛉ, ᛒᛏᚢᛉ, ᚦᛏᚢᛉ, ᚢᛏᚢᛉ, ᛖᛗᚢᛉ, ᚾᛗᚢᛉ, ᛒᛗᚢᛉ, ᚦᛗᚢᛉ, ᚢᛗᚢᛉ, ᛖᚲᛒᛉ, ᚾᚲᛒᛉ, ᛒᚲᛒᛉ, ᚦᚲᛒᛉ, ᚢᚲᛒᛉ, ᛖᛃᛒᛉ, ᚾᛃᛒᛉ, ᛒᛃᛒᛉ, ᚦᛃᛒᛉ, ᚢᛃᛒᛉ, ᛖᛏᛒᛉ, ᚾᛏᛒᛉ, ᛒᛏᛒᛉ, ᚦᛏᛒᛉ, ᚢᛏᛒᛉ, ᛖᛗᛒᛉ, ᚾᛗᛒᛉ, ᛒᛗᛒᛉ, ᚦᛗᛒᛉ, ᚢᛗᛒᛉ, ᛖᚾ, ᚦᛒ, ᛖᚦᛗ, ᛖᛖᛖ, ᛒᚱ, ᛖᚱ, ᛖᚢᚱ, ᛒᛉ, ᛒᛒ, ᚾᛖ
More input from Tim: So, in general, you need an action and a target to make a spell. There are 5 actions and 4 targets. Then (if you have the Rune Mastery skill) you can also add optional intensifiers, which come in two power levels. This can actually change the effect of the spell along with its "power," e.g. by turning a root into a paralysis or a damage-over-time to instant damage. The same skill allows two optional triggers, which can change the spell from its normal auto-targeting behavior into either a trap or a projectile. So, that's 180 spells total. Then there's a short list of set phrases called idioms that do particular things even though they don't follow this sentence structure. (edited) You can also put the runes in any order you want as long as the action comes before any intensifiers or targeters. It's basically a crafting system for spells.
Wait, you mean he is still alive?I'm waiting for Spoony's review. I'm sure he'll upload it any day now.
By the way, are there paladins in this masterpiece?
Info on the spell system, documented exclusively on the OE discord:
hey guys, to make things easier, here's a list of the spells Tim started to compile before he stopped (and perhaps we can re-use some of these characters): ᛖᚲ, ᚾᚲ, ᛒᚲ, ᚦᚲ, ᚢᚲ, ᛖᛃ, ᚾᛃ, ᛒᛃ, ᚦᛃ, ᚢᛃ, ᛖᛏ, ᚾᛏ, ᛒᛏ, ᚦᛏ, ᚢᛏ, ᛖᛗ, ᚾᛗ, ᛒᛗ, ᚦᛗ, ᚢᛗ, ᛖᚲᚢ, ᚾᚲᚢ, ᛒᚲᚢ, ᚦᚲᚢ, ᚢᚲᚢ, ᛖᛃᚢ, ᚾᛃᚢ, ᛒᛃᚢ, ᚦᛃᚢ, ᚢᛃᚢ, ᛖᛏᚢ, ᚾᛏᚢ, ᛒᛏᚢ, ᚦᛏᚢ, ᚢᛏᚢ, ᛖᛗᚢ, ᚾᛗᚢ, ᛒᛗᚢ, ᚦᛗᚢ, ᚢᛗᚢ, ᛖᚲᛒ, ᚾᚲᛒ, ᛒᚲᛒ, ᚦᚲᛒ, ᚢᚲᛒ, ᛖᛃᛒ, ᚾᛃᛒ, ᛒᛃᛒ, ᚦᛃᛒ, ᚢᛃᛒ, ᛖᛏᛒ, ᚾᛏᛒ, ᛒᛏᛒ, ᚦᛏᛒ, ᚢᛏᛒ, ᛖᛗᛒ, ᚾᛗᛒ, ᛒᛗᛒ, ᚦᛗᛒ, ᚢᛗᛒ, ᛖᚲᚱ, ᚾᚲᚱ, ᛒᚲᚱ, ᚦᚲᚱ, ᚢᚲᚱ, ᛖᛃᚱ, ᚾᛃᚱ, ᛒᛃᚱ, ᚦᛃᚱ, ᚢᛃᚱ, ᛖᛏᚱ, ᚾᛏᚱ, ᛒᛏᚱ, ᚦᛏᚱ, ᚢᛏᚱ, ᛖᛗᚱ, ᚾᛗᚱ, ᛒᛗᚱ, ᚦᛗᚱ, ᚢᛗᚱ, ᛖᚲᚢᚱ, ᚾᚲᚢᚱ, ᛒᚲᚢᚱ, ᚦᚲᚢᚱ, ᚢᚲᚢᚱ, ᛖᛃᚢᚱ, ᚾᛃᚢᚱ, ᛒᛃᚢᚱ, ᚦᛃᚢᚱ, ᚢᛃᚢᚱ, ᛖᛏᚢᚱ, ᚾᛏᚢᚱ, ᛒᛏᚢᚱ, ᚦᛏᚢᚱ, ᚢᛏᚢᚱ, ᛖᛗᚢᚱ, ᚾᛗᚢᚱ, ᛒᛗᚢᚱ, ᚦᛗᚢᚱ, ᚢᛗᚢᚱ, ᛖᚲᛒᚱ, ᚾᚲᛒᚱ, ᛒᚲᛒᚱ, ᚦᚲᛒᚱ, ᚢᚲᛒᚱ, ᛖᛃᛒᚱ, ᚾᛃᛒᚱ, ᛒᛃᛒᚱ, ᚦᛃᛒᚱ, ᚢᛃᛒᚱ, ᛖᛏᛒᚱ, ᚾᛏᛒᚱ, ᛒᛏᛒᚱ, ᚦᛏᛒᚱ, ᚢᛏᛒᚱ, ᛖᛗᛒᚱ, ᚾᛗᛒᚱ, ᛒᛗᛒᚱ, ᚦᛗᛒᚱ, ᚢᛗᛒᚱ, ᛖᚲᛉ, ᚾᚲᛉ, ᛒᚲᛉ, ᚦᚲᛉ, ᚢᚲᛉ, ᛖᛃᛉ, ᚾᛃᛉ, ᛒᛃᛉ, ᚦᛃᛉ, ᚢᛃᛉ, ᛖᛏᛉ, ᚾᛏᛉ, ᛒᛏᛉ, ᚦᛏᛉ, ᚢᛏᛉ, ᛖᛗᛉ, ᚾᛗᛉ, ᛒᛗᛉ, ᚦᛗᛉ, ᚢᛗᛉ, ᛖᚲᚢᛉ, ᚾᚲᚢᛉ, ᛒᚲᚢᛉ, ᚦᚲᚢᛉ, ᚢᚲᚢᛉ, ᛖᛃᚢᛉ, ᚾᛃᚢᛉ, ᛒᛃᚢᛉ, ᚦᛃᚢᛉ, ᚢᛃᚢᛉ, ᛖᛏᚢᛉ, ᚾᛏᚢᛉ, ᛒᛏᚢᛉ, ᚦᛏᚢᛉ, ᚢᛏᚢᛉ, ᛖᛗᚢᛉ, ᚾᛗᚢᛉ, ᛒᛗᚢᛉ, ᚦᛗᚢᛉ, ᚢᛗᚢᛉ, ᛖᚲᛒᛉ, ᚾᚲᛒᛉ, ᛒᚲᛒᛉ, ᚦᚲᛒᛉ, ᚢᚲᛒᛉ, ᛖᛃᛒᛉ, ᚾᛃᛒᛉ, ᛒᛃᛒᛉ, ᚦᛃᛒᛉ, ᚢᛃᛒᛉ, ᛖᛏᛒᛉ, ᚾᛏᛒᛉ, ᛒᛏᛒᛉ, ᚦᛏᛒᛉ, ᚢᛏᛒᛉ, ᛖᛗᛒᛉ, ᚾᛗᛒᛉ, ᛒᛗᛒᛉ, ᚦᛗᛒᛉ, ᚢᛗᛒᛉ, ᛖᚾ, ᚦᛒ, ᛖᚦᛗ, ᛖᛖᛖ, ᛒᚱ, ᛖᚱ, ᛖᚢᚱ, ᛒᛉ, ᛒᛒ, ᚾᛖ
More input from Tim: So, in general, you need an action and a target to make a spell. There are 5 actions and 4 targets. Then (if you have the Rune Mastery skill) you can also add optional intensifiers, which come in two power levels. This can actually change the effect of the spell along with its "power," e.g. by turning a root into a paralysis or a damage-over-time to instant damage. The same skill allows two optional triggers, which can change the spell from its normal auto-targeting behavior into either a trap or a projectile. So, that's 180 spells total. Then there's a short list of set phrases called idioms that do particular things even though they don't follow this sentence structure. (edited) You can also put the runes in any order you want as long as the action comes before any intensifiers or targeters. It's basically a crafting system for spells.
Info on the spell system, documented exclusively on the OE discord:
hey guys, to make things easier, here's a list of the spells Tim started to compile before he stopped (and perhaps we can re-use some of these characters): ᛖᚲ, ᚾᚲ, ᛒᚲ, ᚦᚲ, ᚢᚲ, ᛖᛃ, ᚾᛃ, ᛒᛃ, ᚦᛃ, ᚢᛃ, ᛖᛏ, ᚾᛏ, ᛒᛏ, ᚦᛏ, ᚢᛏ, ᛖᛗ, ᚾᛗ, ᛒᛗ, ᚦᛗ, ᚢᛗ, ᛖᚲᚢ, ᚾᚲᚢ, ᛒᚲᚢ, ᚦᚲᚢ, ᚢᚲᚢ, ᛖᛃᚢ, ᚾᛃᚢ, ᛒᛃᚢ, ᚦᛃᚢ, ᚢᛃᚢ, ᛖᛏᚢ, ᚾᛏᚢ, ᛒᛏᚢ, ᚦᛏᚢ, ᚢᛏᚢ, ᛖᛗᚢ, ᚾᛗᚢ, ᛒᛗᚢ, ᚦᛗᚢ, ᚢᛗᚢ, ᛖᚲᛒ, ᚾᚲᛒ, ᛒᚲᛒ, ᚦᚲᛒ, ᚢᚲᛒ, ᛖᛃᛒ, ᚾᛃᛒ, ᛒᛃᛒ, ᚦᛃᛒ, ᚢᛃᛒ, ᛖᛏᛒ, ᚾᛏᛒ, ᛒᛏᛒ, ᚦᛏᛒ, ᚢᛏᛒ, ᛖᛗᛒ, ᚾᛗᛒ, ᛒᛗᛒ, ᚦᛗᛒ, ᚢᛗᛒ, ᛖᚲᚱ, ᚾᚲᚱ, ᛒᚲᚱ, ᚦᚲᚱ, ᚢᚲᚱ, ᛖᛃᚱ, ᚾᛃᚱ, ᛒᛃᚱ, ᚦᛃᚱ, ᚢᛃᚱ, ᛖᛏᚱ, ᚾᛏᚱ, ᛒᛏᚱ, ᚦᛏᚱ, ᚢᛏᚱ, ᛖᛗᚱ, ᚾᛗᚱ, ᛒᛗᚱ, ᚦᛗᚱ, ᚢᛗᚱ, ᛖᚲᚢᚱ, ᚾᚲᚢᚱ, ᛒᚲᚢᚱ, ᚦᚲᚢᚱ, ᚢᚲᚢᚱ, ᛖᛃᚢᚱ, ᚾᛃᚢᚱ, ᛒᛃᚢᚱ, ᚦᛃᚢᚱ, ᚢᛃᚢᚱ, ᛖᛏᚢᚱ, ᚾᛏᚢᚱ, ᛒᛏᚢᚱ, ᚦᛏᚢᚱ, ᚢᛏᚢᚱ, ᛖᛗᚢᚱ, ᚾᛗᚢᚱ, ᛒᛗᚢᚱ, ᚦᛗᚢᚱ, ᚢᛗᚢᚱ, ᛖᚲᛒᚱ, ᚾᚲᛒᚱ, ᛒᚲᛒᚱ, ᚦᚲᛒᚱ, ᚢᚲᛒᚱ, ᛖᛃᛒᚱ, ᚾᛃᛒᚱ, ᛒᛃᛒᚱ, ᚦᛃᛒᚱ, ᚢᛃᛒᚱ, ᛖᛏᛒᚱ, ᚾᛏᛒᚱ, ᛒᛏᛒᚱ, ᚦᛏᛒᚱ, ᚢᛏᛒᚱ, ᛖᛗᛒᚱ, ᚾᛗᛒᚱ, ᛒᛗᛒᚱ, ᚦᛗᛒᚱ, ᚢᛗᛒᚱ, ᛖᚲᛉ, ᚾᚲᛉ, ᛒᚲᛉ, ᚦᚲᛉ, ᚢᚲᛉ, ᛖᛃᛉ, ᚾᛃᛉ, ᛒᛃᛉ, ᚦᛃᛉ, ᚢᛃᛉ, ᛖᛏᛉ, ᚾᛏᛉ, ᛒᛏᛉ, ᚦᛏᛉ, ᚢᛏᛉ, ᛖᛗᛉ, ᚾᛗᛉ, ᛒᛗᛉ, ᚦᛗᛉ, ᚢᛗᛉ, ᛖᚲᚢᛉ, ᚾᚲᚢᛉ, ᛒᚲᚢᛉ, ᚦᚲᚢᛉ, ᚢᚲᚢᛉ, ᛖᛃᚢᛉ, ᚾᛃᚢᛉ, ᛒᛃᚢᛉ, ᚦᛃᚢᛉ, ᚢᛃᚢᛉ, ᛖᛏᚢᛉ, ᚾᛏᚢᛉ, ᛒᛏᚢᛉ, ᚦᛏᚢᛉ, ᚢᛏᚢᛉ, ᛖᛗᚢᛉ, ᚾᛗᚢᛉ, ᛒᛗᚢᛉ, ᚦᛗᚢᛉ, ᚢᛗᚢᛉ, ᛖᚲᛒᛉ, ᚾᚲᛒᛉ, ᛒᚲᛒᛉ, ᚦᚲᛒᛉ, ᚢᚲᛒᛉ, ᛖᛃᛒᛉ, ᚾᛃᛒᛉ, ᛒᛃᛒᛉ, ᚦᛃᛒᛉ, ᚢᛃᛒᛉ, ᛖᛏᛒᛉ, ᚾᛏᛒᛉ, ᛒᛏᛒᛉ, ᚦᛏᛒᛉ, ᚢᛏᛒᛉ, ᛖᛗᛒᛉ, ᚾᛗᛒᛉ, ᛒᛗᛒᛉ, ᚦᛗᛒᛉ, ᚢᛗᛒᛉ, ᛖᚾ, ᚦᛒ, ᛖᚦᛗ, ᛖᛖᛖ, ᛒᚱ, ᛖᚱ, ᛖᚢᚱ, ᛒᛉ, ᛒᛒ, ᚾᛖ
More input from Tim: So, in general, you need an action and a target to make a spell. There are 5 actions and 4 targets. Then (if you have the Rune Mastery skill) you can also add optional intensifiers, which come in two power levels. This can actually change the effect of the spell along with its "power," e.g. by turning a root into a paralysis or a damage-over-time to instant damage. The same skill allows two optional triggers, which can change the spell from its normal auto-targeting behavior into either a trap or a projectile. So, that's 180 spells total. Then there's a short list of set phrases called idioms that do particular things even though they don't follow this sentence structure. (edited) You can also put the runes in any order you want as long as the action comes before any intensifiers or targeters. It's basically a crafting system for spells.
Let me post our internal guide too, hold on: Verbs are in bold, determiners in italics, and others are nouns (subject or instrument).
Create/Grow, Most (ᛒ : Berkano, “Birch”)
Protect/Ward (ᛉ : Algiz, “Protection”)
Strengthen/Heal, More (ᚢ : Uruz, “Ox”)
Sense, That (ᚱ : Raidho, “Chariot”)
Weaken/Destroy, This (ᚦ : Thurisaz, “Giant”)
Control/Bind (ᚾ : Nauthiz, “Need”)
Move/Travel (ᛖ : Ehwaz, “Horse”)
Earth (ᛇ : Eihwaz, "World Tree")
Plant (ᛃ : Jera, “Harvest”)
Fire (ᚲ : Kenaz, “Torch”)
Water (ᛚ : Laguz, “Sea”)
Weather/Air (ᚺ : Hagalaz, “Hail”)
Beast (ᚠ : Fehu, “Cattle”)
Mind/Spirit (ᛏ : Tiwaz, “Leadership”)
Self/Person (ᛗ : Mannaz, “Mankind”)
How crazy, blind or idiotic do you have to be to give this thing a positive rating.
Recommended
11.8 hrs last two weeks / 11.8 hrs on record
In A Nutshell
Pros
+ Exceptional first-person sandbox gameplay, giving an incredible degree of freedom.
+ Good amount of environment interactivity, using physics as strong suit.
+ Articulated level design with many secret areas and passages.
+ Great variety of character development possibilities to suit all play-styles.
+ Rather unique and well-depicted setting, also graphically pleasant.
+ Plenty of lore entries to discover and find out more about the game world.
Cons
- COLOSSAL amount of bugs and glitches in most of the game's aspects.
- Severe, evident lack of polishing in level design, animations, AI... basically in all fields.
- Several mechanics are poorly, or not at all, explained.
- Missions can become repetitive in the long run.
Underworld Ascendant is surely a controversial game to review. On one side, we have a beautifully depicted subterranean world, the Stygian Abyss, filled with not only undead monsters, but also all kind of nightmarish creatures later on, wrapped up in a beautifully crafted sandbox RPG gameplay, giving a degree of freedom very rarely seen in games at all, comparable only to a few of the best ones around (Such as Prey 2017, to mention one). Character customization features three rather beefy skill trees, giving significant improvements such as more speed, lifting strength, stealth prowess, magical efficiency, and so on, to create your very own custom character to fit any play-style, from stealth, to aggressive melee, to ranged.
On the other, we have significant issues in all fields, ranging from minor graphical glitches to out-of-map boundaries class bugs. The lack of polishing and care in fixing issues is evident, so much that the game feels unfinished for simply the sheer amount of them being present. I have not encountered any critical, game-breaking issue luckily, so at least those probably have been fixed, but a lot more remain, and summed up all together, make this experience considerably less enjoyable.
Speaking of how the game is overall, it's surely fun, ridiculously so, mainly because of the degree of freedom given to the player, and an endless amount of ways to solve problems limited only by imagination. I sincerely had a lot of fun during my very long session before this review, despite the bugs. It is an incredibly shiny core, tarnished by an endless number of bugs and issues. As of now, I would recommend anyone to wait for at least some patches to address major issues before buying, because when this game gets fixed properly, and i'm confident it will, it'll really be something you don't want to miss.
In-depth Feature Analysis
Gameplay
The Gameplay of Underworld Ascendant is divided into Preparation, Exploration, and Combat.
The Saurian enclave will act as your main base of operations, providing all the facilities and tools needed to complete your mission. There you will find a merchant stocked with all kinds of gear, such as armor pieces, magical runes, food, weapons, ammunition, and more, to suit all your equipment needs. Items found in dungeons can be traded here... for much lowered rates, and nothing is ever cheap either.
Considering equipment degrades over time the more it's used, you will be trading a lot. The Mission board provides four missions each time, three will increase your Faction Reputation, allowing you to access better missions and also faction-restricted gear at the merchant, while one will be an influence quest, aimed to prove to all factions you are the true Ascendant, in order to unite them again and stop Typhon, which is the final goal of the game.
The return of Typhon is ever closer, and after each mission time is less. Using rare Mana Cores, you will be able to use a facility called Tempus Modus to slower Typhon's return, and have more time to stop him. This is sort of a "global timer", with dire consequences if time runs out.
Character development feature extensive skill trees, and is fueled by Memora, a form of XP obtained by performing heroic feats, such as avoiding traps, fighting enemies, or finding lost pieces of lore. Also completing quests of course.
Exploration of levels is the star of this show, and is nothing short of brilliant. Each piece of furniture can be moved, burned, smashed into smaller bits, used as ramps or as a throwing weapon. The only limit is imagination, and you will need some of that to overcome the many locked doors, passages, and traps on your way. This is a first-class sandbox experience. Depending on how you overcome levels (stealth, magic, combat...) the game will award different scores at the end of each mission, and more variety of approaches, the better the "variety bonus" will be: this encourages players to always experiment new approaches, because it's worth it to do so.
Story
There is a main story, which is pretty clear and well-explained, while the world is littered with lore: painted on the walls, hidden in ancient Memora Spheres in the darkest depths, there is a lot to read and know about the game world aside from the main story, and surely fans of deep lores will be pleased. It mainly is an indirect-narrative story, and should be taken as such.
Combat System
Combat on one side is great for the sheer number of approaches to it: magic, ranged, environment, or close quarters are all viable options. It is always great fun to find clever ways to defeat enemies, and the game offers plenty. On the other side, combat results to be rather clunky especially in melee, with animations resulting clunky and unpolished. It's not bad, but not great either. It makes up with variety what it doesn't have in polishing.
A special note should be done for Magic, featuring a Rune-based custom spell crafting, combining various runes to craft a vast array of spells, you can also name and test at leisure. Mana is regenerated by tiny blue dots floating in the world.
Content & Pricing
Priced at 30€ and offering around 20-30 hours of content, depending on approach, play-style, eventual retries, i'd say you definitely want to wait some patches for bugs to be solved before buying. With bugs fixed, this is definitely a recommended purchase.
Balance & Challenge
The more you advance in the game, harder it gets, new enemies appear and places change. It can become difficult at some point, and offers good challenge to the unprepared.
Technical Analysis
Graphics
Great visuals powered by Unity. The world is rich in details and rendered beautifully. Visual glitches are not rare though and take away part of the beauty. Some details are lower quality than others, especially water being really disappointing. Overall a solid work.
Sound
Good quality of sound, voice acting, and effects, solid work in this field.
Performance & Stability
Surprisingly well optimized for being Unity, does not eat up huge resources like many Unity games do. Solid 60FPS at 1440p maxed out [i7 4820K, 16GB RAM, GTX1080].
Artificial Intelligence
Generally decent, sometimes enemies just begin to walk in a random direction for no reason, but is rare. Many reported problems in AI behavior, but I encountered very few honestly.
Quality of Life
Menus and UI do the job, while more details about mechanics should be introduced in the tutorial.
Bugs & Issues
Too many to mention or count.
Conclusion
Underworld Ascendant is a shiny gem covered below a mountain of bugs. It sports exceptional core gameplay, setting and is really fun to play. Once major issues get solved, it's a title no sandbox RPG lover will want to miss.
This product was reviewed using a free key provided by the Developers.
Veritable DBZ beam battle going on. Can we still get this to overwhelmingly positive, boys?Mixed
Performance & Stability
Surprisingly well optimized for being Unity, does not eat up huge resources like many Unity games do. Solid 60FPS at 1440p maxed out [i7 4820K, 16GB RAM, GTX1080].
Another example of what the mid-game levels are like: