Ryzer
Arcane
- Joined
- May 1, 2020
- Messages
- 5,535
Underrail is a game vastly overrated on the Codex for various reasons: it was made by a single person (which is respectable), the number of builds it lures the player into thinking it has, the turn-based combat which can be fun but isn't.
Underrail is a game with tons of fetch quests which are explained as follows: go fetch this, go fix this, go do that, as if the player was a post office worker. The problem is there is no other path to complete the quests and no meaningful consequences for completing them. You are forced to complete the quest in one way, the developer obviously intends unlike Vampire's, Fallout's, Planescape...
There is no interaction between NPCs, whereas Arcanum, released 14 years before, does have.
There are only 2 different maps: Bunkers and caves.
The game tricks the player into thinking there is a lot of building variety until you discover that many skills and feats are useless.
For example, what's the benefit of Persuasion? None.
What's the benefit of Intimidation? None.
What's the benefit of Mercantile? None. ( you get rich pretty fast)
More is not always better.
And most of the builds end up poorly, so like most players you dig for recommendations on the forums.
Underrail is overloaded with junk, much like Witcher 3, you gather tons of crap with little reason why.
Underrail offers crafting but imagine picking Arcanum's crafting system and draining all the imagination it has, you get underrail's crafting.
Walls in underrail make it difficult for the player to aim a target, an issue Fallout 1-2 doesn't have.
What a shame, I wanted to love it but it's not for me. The fun in this game stems from min-max autism turned to an absurd degree, but if you are like me, you won't appreciate Underrail.
Underrail is a game with tons of fetch quests which are explained as follows: go fetch this, go fix this, go do that, as if the player was a post office worker. The problem is there is no other path to complete the quests and no meaningful consequences for completing them. You are forced to complete the quest in one way, the developer obviously intends unlike Vampire's, Fallout's, Planescape...
There is no interaction between NPCs, whereas Arcanum, released 14 years before, does have.
There are only 2 different maps: Bunkers and caves.
The game tricks the player into thinking there is a lot of building variety until you discover that many skills and feats are useless.
For example, what's the benefit of Persuasion? None.
What's the benefit of Intimidation? None.
What's the benefit of Mercantile? None. ( you get rich pretty fast)
More is not always better.
And most of the builds end up poorly, so like most players you dig for recommendations on the forums.
Underrail is overloaded with junk, much like Witcher 3, you gather tons of crap with little reason why.
Underrail offers crafting but imagine picking Arcanum's crafting system and draining all the imagination it has, you get underrail's crafting.
Walls in underrail make it difficult for the player to aim a target, an issue Fallout 1-2 doesn't have.
What a shame, I wanted to love it but it's not for me. The fun in this game stems from min-max autism turned to an absurd degree, but if you are like me, you won't appreciate Underrail.
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