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Underrail is an old school isometric turn-based RPG set in a distant future, when the life on the Earth’s surface has long since been made impossible and the remnants of humanity now dwell in the Underrail, a vast system of metro station-states that, it...
Underrail is an old school isometric turn-based RPG set in a distant future, when the life on the Earth’s surface has long since been made impossible and the remnants of humanity now dwell in the Underrail, a vast system of metro station-states that, it seems, are the last bastions of a fading race.
The player takes control of one of the denizens of such a station-state whose life is about to become all that much more interesting and dangerous, as our protagonist is caught midst the conflicting factions of Underrail as they violently struggle to survive in the harsh underground environment.
Let's face it. After the tutorial missions the rest of the game feels like clearing Deathclaw and Super Mutant areas in Fallout with an underleveled character. Dying is part of it so play it with that mindset.
So long story short, 1) Just shooting your way to victory is almost impossible in your first playthroughs.
2) You must use everything at your disposal if you want to win. A well placed trap/grenade/net, etc can make an encounter from impossible to breeze.
3) The game demands time and attention from you, especially when speaking to people. Many of the game hints are hidden through casual dialogue sequences(Souls style).
4) The whole thing feels like a Labour of love!
Weak build made me restart 3 times after the first 3 hours of the game, but each play taught me new things and made me enjoy the game even more. Rn I'm around 40 hours in and I'm loving every second of it.
For a game that's proclaimed to be a spiritual successor to the glorious Fallout series I wish they stick with original more. Some aspects of game get repetitive and boring quite soon. No fast travel, seriously? Wait what, because there was none in Fallout? I am sorry, but there was. The thrill of wandering through the fallout wastelands in hope for some special encounters will not be forgotten... And here, they didn't even bother adding a map.
I like how some skills affect others, that's definitely a nice touch (say, developing one type of psionic power adds a small bonus to other types etc). However some skills feel outright redundant, being there only to add the illusion of complexity (two different lockpicking skills, I am looking at you). Same goes to armor types: OK, I could understand physical, cold and fire resistances (yeah, some magic smuggled in here), but characterizing armor protection with respect to projectile speed?!. Yep, force field emitters (basically a protective aura) have 5 different types of resistance - melee, bullets from pistol, bullets from rifles, laser and plasma projectiles... So the developers expect us to go home before every serious fight and change dresses? And don't forget - no fast travel, so it's 15 screens away - chop-chop :)
Around 10 different types of fish to catch and even more animal parts to gather - nice. Most of them produce exactly the same chemical components - not so nice. I could go on forever but the idea is: a good chunk of the game's complexity feels extremely artificial. Oh, plus a restricted trading...
Finally - forget about the story, for there is none. The characters are plain and boring, the quests are mostly one-step Fedex or GoKill (with some great exceptions that are few and far between) and, honestly, I didn't feel attached to any group I sided with during the gameplay.
So why 4 stars? Well... It still brings back good memories and it *DOES* resemble fallout, much more than any of Bethesda attempts.