Review - Underworld Dreams 1.2 (Adamski)
Posted: Sun Mar 04, 2018 2:46 am
I'll cut straight to the chase - this is a work of genius. It is far, far beyond what most people could ever imagine from the RTC engine or DM as a whole: just as Benjamin (Zyx) twisted and contorted Paul Steven's CSBWin with Conflux, Adamski has done the same with George's RTC and created a masterpiece. The mechanics are simply breathtaking - I have been scratching my head for several weeks trying to work out just how certain things were done, and was continually amazed throughout the game as evermore new ideas were introduced. All this was combined with a story of great depth, a dazzling array of graphics, and a sound and music score that was simply wonderful. But it still managed to capture the essence of Dungeon Master, and remain true to what the original game was all about. As much as it delighted me, it equally frustrated me, but in a way that (mostly) had me coming back for more and rethinking my strategy. The gameplay itself has only been bettered by one other DM creation in my opinion...
At the start of the game you will be forgiven for thinking that it is some insane fusion of The Labyrinth and Alice in Wonderland. I found it a little difficult to get into, but as the story unfolded and my characters developed I found myself becoming much more immersed in this new world. Or worlds would be a more accurate term. The sheer size of the dungeon is incredible, and the way it all links together, with a variety of themes, it never leaves you feeling that it is bloated. Never seen before actions and interactions allows the gameplay to smoothly roll along, and lets the story envelop and intrigue you. And the creatures. Wow. There must be a few dozen new species here, with attacks and spells that are cunning to say the least. The set RTC monster AI is crude, but Adamski would have you thinking that these creatures really do have brains.
It is not without faults though. The sheer complexity of some of the mechanics and scenarios caused a few crashes, and I found myself dead ended a few times. It is possible to dead end in most DM games if you accidentally throw objects away, but I found a few scenarios where there seemed to be no logical way forward and/or I had tried some tricks or quirks that I thought were actually part of the puzzle. Food is a neccesary evil, however at times I ran short in areas that I had to complete before I could get back to a source. At times I thought some individual puzzle clues were a touch vague and left me randomly searching - though I can impatient. I would have also liked to have seen a few more weapons in the first half of the game (but is very possible I missed a few - I know I missed many secrets) as I used the same sword well into the second half (the standard thrust option is one of the most efficient in RTC) and I think a few more items in the shops would have added an extra dimension. All this is very minor though and is far, far outweighed by the gameplay as a whole.
GRAPHICS - 10
SOUND - 10
CRAFT -10
SIZE -10
STORY -10
PUZZLES -8
GAMEPLAY -9
REPLAYABILITY - 9
OVERALL - 9.5
Best part: Sivis. Totally unique in the DM world
Worst part: Kurgan battle. A little too long and frustrating!
Summary - without a doubt the largest, most expertly crafted an immersive DM creation and story we have ever seen, and are likely to see. Of course, it is a prequel to Tower of Champions which also features many of these attributes. Overall I feel that ToC was the better game from a pure gameplay point of view, though this runs it very close. A work of genius.
At the start of the game you will be forgiven for thinking that it is some insane fusion of The Labyrinth and Alice in Wonderland. I found it a little difficult to get into, but as the story unfolded and my characters developed I found myself becoming much more immersed in this new world. Or worlds would be a more accurate term. The sheer size of the dungeon is incredible, and the way it all links together, with a variety of themes, it never leaves you feeling that it is bloated. Never seen before actions and interactions allows the gameplay to smoothly roll along, and lets the story envelop and intrigue you. And the creatures. Wow. There must be a few dozen new species here, with attacks and spells that are cunning to say the least. The set RTC monster AI is crude, but Adamski would have you thinking that these creatures really do have brains.
It is not without faults though. The sheer complexity of some of the mechanics and scenarios caused a few crashes, and I found myself dead ended a few times. It is possible to dead end in most DM games if you accidentally throw objects away, but I found a few scenarios where there seemed to be no logical way forward and/or I had tried some tricks or quirks that I thought were actually part of the puzzle. Food is a neccesary evil, however at times I ran short in areas that I had to complete before I could get back to a source. At times I thought some individual puzzle clues were a touch vague and left me randomly searching - though I can impatient. I would have also liked to have seen a few more weapons in the first half of the game (but is very possible I missed a few - I know I missed many secrets) as I used the same sword well into the second half (the standard thrust option is one of the most efficient in RTC) and I think a few more items in the shops would have added an extra dimension. All this is very minor though and is far, far outweighed by the gameplay as a whole.
GRAPHICS - 10
SOUND - 10
CRAFT -10
SIZE -10
STORY -10
PUZZLES -8
GAMEPLAY -9
REPLAYABILITY - 9
OVERALL - 9.5
Best part: Sivis. Totally unique in the DM world
Worst part: Kurgan battle. A little too long and frustrating!
Summary - without a doubt the largest, most expertly crafted an immersive DM creation and story we have ever seen, and are likely to see. Of course, it is a prequel to Tower of Champions which also features many of these attributes. Overall I feel that ToC was the better game from a pure gameplay point of view, though this runs it very close. A work of genius.