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Underworlds
by Jeff Effendi on Wednesday 29th Apr 2009

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.

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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.

              http://static.appgamer.net/images/articles/Underworlds_screenshot_4.jpg

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.

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  • Sound: 8
  • Graphics: 9
  • Gameplay: 9
  • Longevity: 8

9

Superb


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