There are three phrases that have become almost ubiquitous in any article regarding computer games. Pick up any gaming magazine, or surf to any gaming website and youre bound to run into one of these editorial clichés the kind of prose that authors use when theyre way past their editors draconian dropdead deadline and have run out of useful things to write. These phrases are as follows:
· "[Insert game title] is chock full o gaming goodness!"
· ". . . Lara Crofts gravity defying mounds of. . ."
· "When are developers going to realize that its game play, not graphics that matter!"
Today, with the review of Spiderweb Softwares latest RPG, Avernum we will be addressing the third statement whether graphics can ruin a title where the game play is excellent. Avernum makes an excellent case study: its got gobs and gobs of classic RPG game play and will keep gamers busy for hours with its vast environment and over 80 quests. However, Avernum is the aesthetic equivalent of Ernest Borgnine after a bar fight with Dallas Cowboys offensive line, and boasts special effects that will have you pining for the cuttingedge technology used in Red Dwarf and Dr. Who reruns. In short, the game plays nicely, but it sure aint "purdy".
Avernums graphics will instantly remind you of the early Ultima games (Ultima V, specifically), and the combat is quite similar to earlier Ultima games as well. Now while this might not be considered uptosnuff nowadays, I will say that Spiderweb Software couldnt have picked a more worthy game series to emulate the midrange Ultimas (IV VI) are some of the deepest and most rewarding RPGs ever to be created. Fortunately, while the developers may not have topnotch 3D graphics talent penciled into their budget, they know a thing or two about RPG game play something Avernum has in spades.
Avernum is actually an update to Spiderwebs previous RPG Exile: Escape From the Pit, so the storyline will be familiar to folks who had the chance to play that specific shareware classic. It would seem that you and your band of merry me. . . errr. . . persons have done something very naughty, and as punishment have been sentenced to life imprisonment in the volcanic pits of Avernum. Your quest which should be obvious is to be the first creature ever to escape the underground prison, and if you so choose exact revenge upon the evil Emperor that is responsible for your incarceration. There are oodles of other quests available to your party as well, and you will need to complete these secondary quests to gain experience so that your party can become powerful enough to stop getting killed by every monster they encounter, which is what will happen the first few hours of the game. To say that battles are difficult at the beginning of your quest is like saying Callista Flockhart is "a bit slim". You and your newly created party will be beaten nine ways to Sunday until you manage to get the hang of the strategies necessary to win (magic, magic, magic), and youve gotten your fighting types equipped well enough to survive your enemys attacks.
Youll spend a lot of time in Avernum talking to townspeople who have apparently nothing better to do with their lives but wait around for your characters to show up asking nosy questions. Avernum has a nice journal system so you can automatically record anything important these folks tell you. Most of the 80 or so side quests you can embark upon will be given to you in this fashion, so youll most likely make good use of the games journaling capabilities. Avernums interface is intuitive enough for folks who are used to the RPG genre, and since thats the core target audience for this game, it works just fine. I especially found the ability to play the game entirely via keyboard controls well implemented, and after about five minutes with the game I tossed my mouse to the side (nailing my cat right in the side of the head) and played the rest of the game strictly using the keyboard.
Character classes are somewhat standard fare; youll be able create Soldiers, Barbarians, Priests, and Mages as well as HedgeWizards (sort of a Priest/Mage combo), and Rebels (jack of all trades type). Folks who like to roll their own characters in RPGs will be in hog heaven here. You can tweak about 20 skills right off the bat, and you get additional special skills along the way as well. Another nice touch is the inclusion of Character Traits; examples of which are Cursed at Birth which will have a negative impact on some of your character""s actions but will also result in an experience point percentage bonus. Alternatively, you can give your character a positive trait (like Toughness or Divinely Touched), but these positives will be balanced by an experience point penalty. The ability to tweak your characters to your liking really adds to the roleplaying aspect of the game, and goes a long way towards the player feeling a bond with his or her characters.
Game play is pretty standard, old school RPG fare travel to towns, talk to people, embark on quests, deal with random encounters, etc. The games land that can be explored is absolutely mammoth, and youll definitely be able to sink a great number of hours into solving all the major and minor quests that Avernum has to offer. The combat system is pretty rudimentary, but it serves its purpose and actually forces the player to strategize rather than just click blindly at opponents. In short, if you like games like the aforementioned Ultima V or some of the console RPGs, the game play here will suit your tastes just fine.
Now onto the graphics. Well, what can I say? The graphics are vintage 1992 and will not even impress people who grew up with punch cards and vacuum tubes theyre simply totally out of place in an industry that has recently pumped out attractive RPGs such as Deus Ex and Planescape. And quite frankly, although I did for the most part enjoy Avernum, I must admit that the subpar graphics did indeed detract from the overall experience of the game. My party looked like a flea circus navigating the landscape, and I often had problems discerning one group of pixels from another, which was really annoying during combat. All that said, Spiderweb is very up front about the looks of their game so its not like theyre trying to trick anyone. You definitely will know what youre getting, graphicswise, when you purchase this game, so its hard to fault the developers for this issue. Graphics simply aint what Avernum is about. Avernum is about robust, oldschool RPGing, and at this it is very successful.
So, the bottom line here is that if youre an old coot like me who remembers what its like to play RPGs on a monochrome monitor, youll most likely enjoy the trip into the RPG Way Back Machine that Avernum provides. If you remember a time when a pad of graph paper and a sharp pencil were necessary equipment for computer gaming, youll definitely enjoy the nostalgia that this game will invoke. This is old school CRPGing at its best.
However if youre a graphics junkie, although Avernum may be chock full o gaming goodness, dont expect to see any polygonal magic such as the kind Eidos uses to render Lara Crofts gravity defying mounds of. . . [ED: Uh, that will be all. . .]
AUTHORS ADDITIONAL NOTE: It should be mentioned that Avernum was actually programmed by one single man, Jeff Vogel, a wellknown independent game designer and a rabid advocate of the shareware distribution model. While my duties as a reviewer bind me to compare Avernum to other current RPGs in the marketplace, one must keep in mind that Vogels competition often has teams of artists and programmers working on their titles, while Jeff just hacks away all by his lonesome! That Vogel is able to produce the quality work, which he does singlehandedly, is nothing short of amazing, and his dedication to his craft should be commended. If there were more Jeff Vogels in the development community, Id be willing to bet that the quality of PC gaming as a whole would increase dramatically. [Mr. Vogel please email for information as to where to send the check...]