- Joined
- Oct 21, 2002
- Messages
- 17,068
Tags: OlderBytes; Swords and Sorcery: Underworld
Swords and Sorcery: Underworld Gold is the upcoming enhanced edition of Swords and Sorcery: Underworld (2010), a turn- and party-based first person indie RPG/dungeon crawler in the vein of Might and Magic. I've written a quick preview of it so you can know what changes have been introduced. If you thought Underworld seemed like fun but was reluctant to play it for whatever reason, this might interest you.
Read the preview in full here: Swords and Sorcery: Underworld Gold Preview. There's also a thread for the game in the Codex Workshop subforum that you might want to check out.
Swords and Sorcery: Underworld Gold is the upcoming enhanced edition of Swords and Sorcery: Underworld (2010), a turn- and party-based first person indie RPG/dungeon crawler in the vein of Might and Magic. I've written a quick preview of it so you can know what changes have been introduced. If you thought Underworld seemed like fun but was reluctant to play it for whatever reason, this might interest you.
My most successful party consisted of a Knight, two Rogues, two Sorcerers, and a Priest, but having only played the demo, I cannot really tell how well they would do at the later stages of the game. In the original version of Swords and Sorcery: Underworld you could steamroll most encounters at higher character levels, but the Gold version has introduced many new dungeon sections and changes to both the class system and combat (the former having been tweaked and expanded on because of the latter). The changes to combat consist of new tactical options, such as choosing whether your characters should stand on the front line or hide behind your Knights and Paladins. On top of that, enemies too can fall back now (previously, they could only rush forward into melee range). This increases the combat's tactical depth and offers an overall improvement over the old system. A consequence of this is that some classes have been given new skills in order to balance combat.
Something that might get on your nerves is the fact that you do not see enemies approach you before an 'encounter!' box pops up and you get thrown into combat. You will enter combat everywhere, too. Even in towns. This can make it challenging to strategize, at least during your first playthrough. When my healer died early in the game, it was pure hell getting back to the temple to resurrect her because of all the random in-town encounters along the way.
Something that might get on your nerves is the fact that you do not see enemies approach you before an 'encounter!' box pops up and you get thrown into combat. You will enter combat everywhere, too. Even in towns. This can make it challenging to strategize, at least during your first playthrough. When my healer died early in the game, it was pure hell getting back to the temple to resurrect her because of all the random in-town encounters along the way.
Read the preview in full here: Swords and Sorcery: Underworld Gold Preview. There's also a thread for the game in the Codex Workshop subforum that you might want to check out.