The long wait is finally over.
It’s not often that a game comes along and defines a genre. So when I speak of the definition of action RPG, you should all be familiar with the greatness that is Diablo; a genre defining title that has influenced many games to take the path that it did back then. But that was then, this is 2009; a year where we’ve seen the App Store continually grow in both quantity and quality. We’ve tasted some rotten apples in our time, but in rare instances a title undeniably polished comes our way; and it’s definitely a relief to find a fresh apple amongs the sea of rubbish. Underworlds, an ambitious project developed by the folks at Pixel Mine Inc. is an action RPG that has recently been released in the App Store to fill the RPG void that has never really been filled by any other game. The game is dark, atmospheric, intense, and it’s a fine debut from the talented Pixel Mine. This game isn’t Diablo, and it’s not genre defining, but what it does is bring that level of standard and raises it a little higher for those looking for a refined, polished action RPG experience that they have been waiting for.
The gameplay plays out like the usual A-grade classic dungeon crawling adventure. The premise is simple, you select your hero who happens to be a caravan guard for McTavish; and you’re placed in a medieval setting to slay any foul looking beasts that try to stop you in your way to greatness (meaning Level 10; the cap for levelling up). Along the way, you’ll receive quests from uniquely varied characters ranging from clearing out rats out of the basement floor, to saving the Happy Cadaver Inn from doomsday. During your quests, you’ll face a good amount of ghouls, ghosts, skeleton soldiers, infected Hulk-looking creatures, and “boss” enemies that are easily distinguishable from the rest of the pack. They’ll occasionally drop items such as gold, armour, swords, boots and helmets for you to either equip or sell. The levelling up system in Underworlds is simple yet comprehensive, and it’s what you’d expect from an action RPG. The only negative I can see to this is that though the icons for the stats (ie. damage, health, dexterity, constitution, etc.) are colourful and roughly tell you what they’re for, some aren’t clearly explained. I can imagine some players will struggle to distinguish between what does what, and aimlessly increase the stats instead of selecting them strategically. Considering the limitations of the iDevices, control was implemented well. I found it easy to manoeuvre my character, both when I was scavenging and fighting. Despite this, there were some instances where I found it a tad bit difficult to select what I wanted. And no, I don’t have fat fingers. Regardless, it’s not the biggest of issues and is certainly not a game breaker.

The artwork supplied in this game exudes atmosphere. From a technical standpoint, it isn’t Metal Gear Solid 4; but it does a great job of engaging the players in the world that Pixel Mine has created. From the greatly varied enemy types to the memorable settings; the game captures the essence of dungeon crawling. And there’s really no higher praise for a level of artwork other than it being able to grab the audience’s attention and hold it until the last moments of the game. Overall presentation and polish of the game is also a highlight. The menu, the instruction page, and the attention to detail are immense. Though I was thoroughly impressed, I did find the “Arial” font on the subtitles and enemy labels to slightly break immersion every time I saw it. I don’t know if it’s just the growing trend in games to use the “Arial” font, but it’s a small irritation I’d like to see gone for good for games with such high polish. Apart from this, from a designer’s perspective, everything artwork and visuals related, this game deserves considerable merit.

I don’t know if it was a conscious choice to leave in-game music out of the game, but it both adds and at the same time lessens the experience. For those wanting silence and tension, it’s a plus. For those who want a decent soundtrack, this may be a moot point for them. But either way, Bill Money, the Chief Creative Officer of Pixel Mine has promised that the 1.1 update will have a licensed soundtrack to add to the atmosphere and immersion of the experience. Regardless, the sound effects of bone crunching, cries of pain, and casts of spells are all well done, and are something that should not be taken lightly. For those worried about the absence of music, don’t be. The intense level of immersion really pulls you in, and before you know it you’ve finished a quest without pleading for music. This is a class act, despite a missing soundtrack, expect to be impressed. Yes, there have been complaints of the length of the game. But remember, there are various difficulty levels to go through, and numerous updates that Pixel Mine are prepared to release to cater to your purchases. Your main motivation in this game won’t be because you’re bored, or because there’s no other decent RPG game on the iPhone and iPod touch. It’s because you’ll be engaged by its storyline, you’ll be immersed in this dark world, and most of all enjoying your time hacking and slashing any ghouls stupid enough to approach you.
With a promised slew of updates, an engaging storyline, outstanding artwork and an immersive experience, what’s not to like? My mum used to tell me not to compare apples with oranges, but with a game of such calibre, it’s hard not to place it amongst the likes of Rolando and Zen Bound. You won’t find any worms in here, this is as fresh as an apple gets. Buy it now.

- Sound: 8
- Graphics: 9
- Gameplay: 9
- Longevity: 8
9
Superb
Page 1 of 1
7 comments
Jeff Effendi / 30th Apr 2009
Hi Jason, As you have said yourself, you judge the length of a game by one full playthrough; which is of course a standard that's usually used by most people. But, I judge the length of a game's longevity by its replayability. If we were to judge the length of a game by one playthrough everytime, games like Call of Duty 4/World at War on the consoles wouldn't rank very high in terms of longevity. But it does; because its multiplayer component adds that extra incentive for people to play COD again. I feel the same way with Underworlds. Despite the fact that yes, there's no multiplayer, there are other incentives that make you want to play again. Each Galcon game lasts from 1 to 5+ minutes depending on the difficulty, yet it possesses high replayability and longevity. Underworlds lasts from 2 to 4 hours per play through, I'm sure as the difficulty levels are raised, it'll add to how different the experience will be. But, as I said, some won't be impressed, to which I mentioned an update is already in the works to extend the life of the game. Cheers!
Auré / 26th May 2009
And replayabilite could be easily increased by a random dungeon and item generator, much like diablo Jeff, looks like i find ur reviews (and ratings) most interesting... would u mind giving me ur top-5 games on iphone? Btw u should arrange the website sothat users could sort reviews by rating...
Jeff Effendi / 26th May 2009
Hi Auré, We're definitely working on that one. Major updates will be undertaken in the next few weeks, and sorting reviews by ratings will be included in that update. With that said, thank you for the compliment! There are too many games to even mention a top 5, I love a lot of the games I play and it'd be hard to pinpoint 5 certain games I think are the best. But top 5 games I have rather enjoyed are Zenonia, Underworlds, Car Jack Streets, Terminator Salvation and Toki Tori!
Skgrey / 29th May 2009
Incredible game. I went through it on all the difficult levels, and yes it does get much more difficult! The thing I liked the most that actually helped with the replayability was the fact I started getting "legendary" drops; much like Diablo, there are legendary and unique item sets. I finally got a hold of the Legendary Sword and it was definitely a step-up (as well as two other legendary items). The power levels of weapons fall in-line for sets and legend weapons/armor, and if you replay easy after completing the hardest levels the shopkeepers will still have equipment equal to or a little better than what you have (however not unique items). Controls were wonderful for the iPhone, and I was thoroughly impressed. I do a lot of QA for software at my company (I'm a systems engineer so it's more technical and usability) and I can honestly say the QA'ing of this app was incredible. It didn't crash, didn't seem to have any bugs that I could make happen with strange commands/not expected inputs, and I couldn't sequence break. That's a huge statement for a game of this magnitude on a fairly young OS. Overall this game was enthralling and lots of fun. Definitely worth the money, and I can't wait for the updates and another game by this company. I spent many hours playing different levels. What I'd like to see improved/updated for next versions/sequels? -Higher level cap (yeah, a standard RPG request) -Tougher "extreme" levels (which would go along with the level-cap) -A larger bestiary -More quests/extension to the game -Magic system/specific character types Other than that the playability is wonderful and I give this game a 10/10!
Staff / 29th May 2009
Hi Skgrey, thanks for the response. Pixel Mine have indeed confirmed to us that the 1.2 update will include a new town and an increased level cap of 20. Problem solved!
Cheap Online Medications / 11th May 2010
I was so frustrated beacuse I couldn`t resolve this issue. Then I found your site in google and problem is solved. Thanks!





jason kenneth / 29th Apr 2009
I finished the game on normal in a little over two hours. Great for a "Lite" version, but not for a full. Yes, there are other difficulty levels, but I judge the length of a game by one full playthrough, and by that standard the game is simply too short. Obviously, I wouldn't be complaining about the length unless I really enjoyed the game and wanted it to go longer, which I did. In fact, I think it might be the best overall game I've played in the iPhone. Hopefully though, they'll have some free updates to add new chapters...that will bring the value of the game to the same level as the playability. WHich brings me to a question...how can the reviewer possibly give an "8" for Longevity in a game that lasts two hours? Really?