UnderRail released on Steam and GOG

And it's probably the first cRPG I've seen who's stealth AI is actually pretty damn good. Enemies really sneak up on you and are specialized for dealing devastating first-turn attacks.

I don't get why he'd want to move on to a fantasy genre next. I mean, fine, they've been working on this game for like 7 years, I guess that would be a bit taxing for them. But... Well... The way I look at it; Fallout 1 and Fallout 2. Fallout 2 was put into motion right after Fallout 1 and reused a lot of stuff and ended up being an even bigger game than Fallout 1. Why not, now that they have everything ready and working (skill system, stat system, dialogue system, stealth mechanics, combat mechanics, crafting system et cetera), start working on an expansion or a sequel? I mean, think of the amount of assets Fallout 2 didn't need to create from scratch, the amount of assets it could just copy from Fallout 1 and use time to create new assets instead. Creating a fantasy game? Wouldn't that pretty much be like starting all over again?

Then again, maybe they need to recharge their batteries and accumulate new ideas for an Underrail 2. Whatever. Anyway I agree with you TorontRayne, I'm burned out on fantasy games. They've become far too formulaic and predictable and even when they do try to do their own thing it just feels like I'm going through everything I've already done before, except now that blue barrel is teal! Why not explore a setting like in the film/novel The Mist? Why not explore a game that is set on a colony on mars or the moon or something? Why oh why 'yet another' fantasy game? I have hard enough time remembering one franchises' lore from the next when they're so alike, adding yet another one into the stew that's been spilling over the edge for quite some time? Ugh...

I mean, I'd probably buy it and try it out as I love cRPG's but... I dunno. I have a feeling I'll just get bored and refund it.
 
Agreed. I think they should try doing a sequel or really anything but a generic fantasy setting.

Not to divert too far off the topic but I can think of two settings off the top of my head for a unique CRPG. Well this isn't just off the top of my head because I have done a lot of thinking on this subject - I always wanted to make a RPG - but I will keep it brief.

1) Lovecraftian horror CRPG - This would have the same tone as Planescape: Torment, with a focus on walls of text and non-violent quest resolutions. Sanity would play a large role. I would prefer if it was isometric partybased but it really wouldn't matter. We have yet to get a game like this. Nothing even comes close. Secret World is similar in some ways but it is a MMO. I would prefer this game to be set before the 1950's, closer to the 1920's really.

2) Weird West - Hard West is close but not what I want. Deadlands the old PnP RPG had the right idea. It would need a world map and some survival elements like camping. Whereas in W2 you need to worry about water supply, on the world map you would have to worry about resource gathering like lumber, food stuff, water, bullets, as well as avoiding enemies. It could feature supernatural enemies or even something like aliens.

Both of these games could be reskins of Fallout 2 and I would be content. :)
 
Agreed. I think they should try doing a sequel or really anything but a generic fantasy setting.

Not to divert too far off the topic but I can think of two settings off the top of my head for a unique CRPG. Well this isn't just off the top of my head because I have done a lot of thinking on this subject - I always wanted to make a RPG - but I will keep it brief.

1) Lovecraftian horror CRPG - This would have the same tone as Planescape: Torment, with a focus on walls of text and non-violent quest resolutions. Sanity would play a large role. I would prefer if it was isometric partybased but it really wouldn't matter. We have yet to get a game like this. Nothing even comes close. Secret World is similar in some ways but it is a MMO. I would prefer this game to be set before the 1950's, closer to the 1920's really.

2) Weird West - Hard West is close but not what I want. Deadlands the old PnP RPG had the right idea. It would need a world map and some survival elements like camping. Whereas in W2 you need to worry about water supply, on the world map you would have to worry about resource gathering like lumber, food stuff, water, bullets, as well as avoiding enemies. It could feature supernatural enemies or even something like aliens.

Both of these games could be reskins of Fallout 2 and I would be content. :)
Lovecraftian Horror CRPG...that sounds amazing. I would really like to see something just like that.
 
The fucking sourcebooks are already there too. It is sad really. World of Darkness would make a good CRPG too.

Tim Cain has mentioned wanting to do other settings but also mentioned how hard it is to get games like that made. Kickstarter it then bitch!
 
Ok, so I've calmed down a bit more and I want to rant about the Deep Caverns again but be a bit less vitriolic about it.
So, I claimed that it was horribly designed and that it was complete and utter shit. Do I still think it is?

Well, in order to really get down to why I'm so pissed at it all I need to go into the preconceptions I had about it and which I think most people will have. By the time you're about to descend down there you've played a significant portion of the game so your preconceptions are most likely going to fall into either of two camps. Either you think that the Deep Caverns is going to be the third half of the game, that it is going to be a significant portion of the game and that it will contain a lot of stuff for you to do. Or you're going to think that this is the end-stage of the game, by now the main quest will be far more important and there will be less sidequests as the game's story will move at a momentum to come to a close. I guess a third preconception would be that you think it'll just be a quick trip down there.

So, both of the two former preconceptions are wrong and correct. The third one is wrong.

The Deep Caverns is big, it is huge, it will demand a lot of hours poured into it, so that's why the first preconception is correct. However, it is not a new area on par with previous areas like SGS, Junkyard or Core City or anything like that, instead its focus is primarily the stages of the main quest. So the second preconception is also correct. But that's why they're both wrong as well. In the first one you'd assume that the next area will have characters and quests and a lot of stuff to do and find. However, it is almost barren of those things. If you're hostile with the Tchort and/or the Faceless then there'll barely be anything at all to interact with down there apart from gathing shit and killing enemies ad nauseum(?). And in the second preconception you'd assume that because it is the final stage of the game then the story would be picking up, that now it would be moving faster forward, that it'd be a lot more tight so it could focus on its narrative more than just fucking around.

That's why I find the Deep Caverns as whole to be badly designed. It is trying to be both of those things but at the same time failing at them. If the goal was to make it a big significant portion of the game then guess what? The reason why I enjoyed Underrail was because of its quests, its characters, its factions and dialogue, so a new really big area practically without any of that? How am I supposed to enjoy that? If the goal was to make this purely the end stage of the game and to focus on concluding the storyline then it is shamefully badly designed as it is moving at a snail pace when it can be arsed to move along at all.

Now that's the the big criticism which all others get tied to that make the Deep Caverns unbearable to me. So I'm not complaining about individual things here, I'm complaining about how it all ties together as a whole.

Now then, it's a big area. What's the problem? The problem is that apart from the Tchort base, the starting map where I met Six, the first map to the north of him, possibly some Faceless areas if you've sided with them (I didn't I had to attack them and made them hostile) as well as Leo's place and a few other very smaller locations that are meant to be small hideouts where you can rest and get rid of the Eye Of Tchort debuff; Every single area is trying to kill you constantly and they're filled with elite tier enemies for the most part.

Okay, so it's dangerous, what's the big deal? The big deal is like I said in the previous post; The game does not inform you of how draining the area is so if you go down under-prepared (I was merely moderately prepared and I have like a dozen bandages and a dozen advanced health hypo's left.) then you're pretty much shit out of luck. I said in my edit that I cheated and gave myself unlimited weight capacity and upped all my skills to 130 in order to make the area bearable. Well, after looting a shitload of stuff guess how many advances health hypo's I've been able to craft? 0. Because the gel thingie is nowhere to be found and the trader at the Tchort outpost does not sell it. The area has tons of shit to loot, don't get me wrong about that. And if you're hurting for ammo then there's like 1000 ammo for each ammo type at the eastern warehouse. But just cause it has tons of things to loot does not mean it has 'everything' and even if it does have a lot of stuff it will still be draining you constantly of stuff. And if you don't have a bunch of crafting skills? Well. I'd say you're shit out of luck then because every time you find some grenades you almost immedietly(?) have to use them. So again, bad design. If you're going to force the player to go through a huge area with tons of respawning enemies that are elite tier then you need to tell the player to prepare themselves for it or you need some way to supply the player with shit to use. That doesn't mean I think you should be handed things on a silver platter. Of course not. But the player still needs access to more supplies. The ammo thing can be solved by the warehouse. But healing items? There's too few of them.

So you have to be prepared? Whatever right? Well, even if you do come prepared and go down that elevator with as much shit you can carry without being so encumbered you can't even move there is still more problems. How about the fact that fighting enemies constantly and I mean absolutely constantly gets taxing? How about having to clear out an area over and over again? How about an enemy spawning right after you've killed the last one of the previous batch and need to heal? As much as anyone likes turn-based combat the Deep Caverns is simply relentless. I mean, I can sneak, so like I said, what about those without Stealth as a major skill? It seems like a very biased design decision. Either you need to be a fucking tank of health and damage to make short work of them or you need to stealth around and try to avoid combat like the plague.

Well whatever, you like the combat and with respawning enemies there's just more combat, what's the big deal? Do you enjoy having to backtrack all over the place? Do you like wanting to just go and solve this simple little thing you figured out and having to constantly be barraged with combat? Do you enjoy stealth enemies so good at hiding that they will almost always get first hit? How about that first hit poisoning you like a Crawler? How about the enemy then disappearing like the Crawler? Oh, and by the way, there's usually 3-5 of these enemies around the areas they're in so once you kill one you got to deal with another. You enjoy that? Really?

And while we're on the subject of backtracking, yup, that's right, a looooot of backtracking. And here's the thing, it's not backtracking because I failed to do things in a certain order which could've avoided it, no, the area's locations are designed to force the backtracking. There's a bunch of areas you need to power before you can even get into them. So you need to get to Arke and deal with that place and Arke can just fuck off. Respawning enemies, no hints as to what the hell you're about to do, an AI that locks doors, pours in poison and cold air and fucks your day up. Fuck Arke and Iris the AI. Anyway, you got to go to Arke so you can turn on power and power some places so you can get into them. Except you can't power the Hollow Earth Complex and IIRC the Residential Area at the same time as both consume too much power and you don't have enough to allocate to both. And you 'have' to visit both. So you have to go to Residential, clear it out completely then go back to Arke (enemies will respawn most likely) then turn on power to the other area and then go over there as well.

I'm sorry, but backtracking is good design? No. It is bad design meant to just fluff out the game-time.

The reason why I think the mushroom area and tunnels should be cut is simple: You have to go to both areas to grab an item you need to open a gate to face Tchort. Get it? It's a fetch quest. It's a pointless redundant fetch quest that could be cut completely. The only reason it is there is to force you go to wander around the entire fucking Deep Caverns scavenging for these items.

And here's the kicker, the game doesn't give you any hints as to any of this. There's a thing called "handholding" and that's quite frankly what the Deep Caverns need. Because it appears as if the designers behind it are so afraid of that term that they went as far as they could to the opposite direction and the game suffers for it.

What part of the Deep Caverns is actually good? The aesthetic design is good. The backstory (when you finally get to fucking read it) is interesting. It's challenging and has interesting concepts. But that's about it. The reason why I liked Underrail was because of its quests, characters, dialogue and the knowledge that if I at any point feel overwhelmed I can go back to SGS and wind down by crafting some stuff. The things I liked about Underrail is not in Deep Cavern. If you love the combat and I mean if you get a fat fucking stiffy (that goes for the ladies' nipples as well) when you get forced into more and more and more combat then I'm sure you'll love Deep Cavern.

But personally I think it's just badly designed. It's like a concept artist that sits down to design a power armor and he never stops drawing it so by the time that he does finish it has so much shit on it that it just looks like a mess of details. Maybe they hyped of the Deep Caverns too much and then felt obligated to give it more and more areas while at the same time not considering what to actually 'do' with those areas or how it would feel as a whole.
So, there, that's my calmer critique of it.
 
The lack of hand holding is partly due to the Codex and their black magick they used against Styg. I have yet to get to that part but as far as going well equipped to the Deep Cavern...

To me at least it seems like a no brainer. The game is already fond of breaking a foot off in your ass, you better believe a place deeper under the Earth would be filled with some tough enemies. I'm sure it is hard as shit and unbalanced like the rest of the game though. I know Styg said he wasn't terribly concerned about balance, rather making different builds equally useful.

Personally I am investing in stealth and PSI with a silenced pistol and crossbow with all the special bolts. On this game I am considering avoiding Charisima skills entirely, like Persuade and Intimidate, since they are supposed to be used rather sparingly. Best to save the points since I have a tendencey to do a jack-of-all-trades build so I can use all of the game mechanics.
 
Moderators, if you don't like double-posting then blame the new forum update that prevents me from editing my post properly, I ain't going to cut out parts of my previous post, I tried editing my previous post and a message popped up saying "please don't create pot that has more than 10000 characters". Like I said, I ain't cutting it, so here's my edit:

And here's the kicker, the game doesn't give you any hints as to any of this. There's a thing called "handholding" and that's quite frankly what the Deep Caverns need. Because it appears as if the designers behind it are so afraid of that term that they went as far as they could to the opposite direction and the game suffers for it.

Actually I need to clarify this part, the game does give you hints as to what to do and points in a general direction for you to start working in. The problem? The hints are vague and since this is your first time down here you will have no idea what the hell Six is talking about. And general direction is far too vague most of the time and sometimes once you reach whatever you were supposed to reach the game is still being vague about you're supposed to be doing there. So fine, the game 'does' give you hints and points you in a direction, but it only does so once and it's very vague about all of it. Fuck, man. Give us a radio and allow us to call up Six and chat a little. At least then it'd be easier to know what to do, in what order to do it and in what direction that is.

What part of the Deep Caverns is actually good? The aesthetic design is good. The backstory (when you finally get to fucking read it) is interesting. It's challenging and has interesting concepts. But that's about it. The reason why I liked Underrail was because of its quests, characters, dialogue and the knowledge that if I at any point feel overwhelmed I can go back to SGS and wind down by crafting some stuff. The things I liked about Underrail is not in Deep Cavern. If you love the combat and I mean if you get a fat fucking stiffy (that goes for the ladies' nipples as well) when you get forced into more and more and more combat then I'm sure you'll love Deep Cavern.

Well, TorontRayne, like I said, I went in moderately prepared, I had like 400 bullets for each of my weapons, 30 bandages and 40 advanced health hypo's along with like a dozen Frag MKIII, HE MK III and EMP grenades as well as a bunch of traps. All of my original explosives and traps are gone, my ammo was drained completely but thankfully I got more at the warehouse and my healing items are now at like a dozen each.

I went in prepared, I was still overwhelmed with how long I had to stay down there and how much crap I had to go through which would drain me of my stuff.

By the way, can PSI abilities kill apparitions?

[edit]

Ultimately I feel like Deep Caverns is bloated, it's too big, the concepts that are there could be fine if it was tightly designed but the amount of hours you have to sink in walk back and forth all over the place got so frustrating to me that I ragequit 2 times. Simplest suggestion I still have is to cut it down or at the very least tweak the areas and shit to be more bearable to go through. Like I said, simple update the game and add in some journals and diaries and shit from Biocorp days to post-biocorp to Tcorch days. That'd give us some more stuff to read. Add in another character that is not related to Leo, Tchort or the Faceless, maybe a former Biocorp employee who's survived somehow and have him be your compass as to what to do and what direction it's in. Alter some enemies, space out the respawn rate of things, make it clearer as to what is asked of you, add in a trader or two that is neutral and sells you all kinds of shit.
 
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I'm very close to buying Underrail. Can someone tell me about the story aspects? The RPG/dialogue choices? Is it "ok" "good" or "excellent?"
 
Well, I'm not a writing-expert or anything but the writing (dialogue) is pretty damn good. There's a bunch of characters that talk like 'people' do and don't feel too forced in their personality or like they don't have any personality at all. I can't remember a single time when a character has felt badly written really. The RPG choices are plentiful from what I can see, lots of choices you can make in quests and lots of choice and consequence depending on your character build. Dialogue choices range from being plentiful to somewhat limited depending on the character you're talking to. It really depends on the conversation being had whether there are proper options or not but I'd say there is tons of choices to make in dialogue.

Now the story on the other hand is pretty... Uhm... You know how in certain stories you're chasing for X and just when you think you'll get it something happens and you have to go another path to get to X and then something happens again and X has been moved so now you have to go after it again? It's kinda like that when it comes to the major plot item. Even so, I think they pulled it off or the most part though I honestly was more engaged in the world of Underrail and its factions and backstory than I was in the main story. The main story to me was just something to guide me along the world. It's the rail that leads you but you're not supposed to be staring at the rail, you're supposed to be looking around you at the things the rail goes past.

And like I said in my previous rants, the last part of the game moves at a snail pace so the story there loses momentum.

So I'd say try to get immersed into the world of Underrail rather than the main story itself. The main story is important of course and the cause of the main story has sent tremors through the world so it matters. It's just that the main story isn't all 'that' interesting.





[Not related to you Irwin]

Spoilers, seriously:
So, I beat the final boss. After I had to cheat my Abilities to 20 and give myself unlimited shield and stealth thingamajig capability. The last boss is... To say that it is unforgivable is putting it mildly. I seriously don't get how you're supposed to even beat this boss without cheating. I really don't. The boss has like 8 or something tentacles, all with 1000 health each which heals +200 automatically each turn and all of them do different things except two which shoots toxic goo that traps the player. You need to get to the literal eye of Tchort and kill it, but if you wanna survive being able to defeat this thing then you need to make sure you can actually get close enough first and then survive the onslaught of the tentacles. I mean, one of them shoots laser or plasma which demolishes your shield. One of them shoots electical bolts which if you have no shield will stun you. Two shoots green toxic goo that can glue you to the spot. One casts spells and dazes you, I don't remember what the last one did. And that's disregarding the minions that keep spewing out of the mutagen tanks.

I'm not saying it is impossible. Tchort only has 2000 health and I don't think it has any resistance either so just blast away at it and you'll deaden it.
I'm just saying that being able to kill the fucking thing without getting completely skullfucked by the tentacles? That's really damn hard.

Either way, I defeated it through cheating, I don't even care anymore. At this point I just wanted the damn game to be over.
Had to travel back home to SGS and the ending there was rather anticlimactic. Fitting, but anticlimactic.
 
It's the rail that leads you but you're not supposed to be staring at the rail, you're supposed to be looking around you at the things the rail goes past.
So what you're saying is, there's a lot to see...*puts on sunglasses* UNDER THE RAIL *EYEAAAAAA*

-_-
 
Yea I'm going to go ahead and get this. Very interesting.

I think the older style of graphics is quite interesting. And what I have seen really does look like a Fallout game. I mean an actual Fallout game.

We need more post-apocalyptic RPGs like this and Wasteland. Hopefully that Van Buren trademark or whatever they did recently becomes a thing.
 
It also has a really interesting pickpocket mechanic. Instead of being based on % chance to get caught it instead has a little red bar that will fill up different amounts depending on your skill and what item you're trying to steal. So you can steal whatever you want to without fear of being caught as long as you don't steal something over the limit of the little red bar. At least that's how I interpreted it, I only stole like twice. Anyway, point is, you don't need to savescum. Also, don't learn every crafting schematic you find. It will clog up your crafting menu and it'll become a chore to go through. Don't underestimate utilities and traps. If you're not going with PSI abilities then you really should put some points into either of them. Poisoned Caltrops and napalm molotovs (you have to craft these) are amazing, as is EMP grenades. And you 'really' want those grenades and caltrops to land where you want them to land.

Anyway, now that I know what Deep Caverns is all about I might have a more enjoyable time down there in my 2nd playthrough (whenever that will be) as now I know what needs to be done, where I can find it and how to survive down there.
I still have no idea how to beat Tchort without cheating tho....
The game really is tons of fun. I think I've enjoyed this more than Wasteland 2 and Pillars Of Eternity. Honestly, Obsidian and InXile should take lessons from Underrail.
 
I ended up hating the DC much less by the time I was done with it. Damning with faint praise I guess, but bits of it are definitely well done, even if the overall idea of a huge fetch quest isn't a good one. I was fortunate enough to play through it after Styg had adjusted some of the more punishing bits of it.
 
I love the pickpocket skill, funny how pickpocketing a select few people and then you end up with 1500 rounds of 8.6mm ammunition without ever buying any! :lol:
 
I ended up hating the DC much less by the time I was done with it.
Me too, I think it's because I was adjusted to a certain kind of playstyle and game style that once it shifted for a far more combat oriented one and far more backtracking through a huge new area I knew nothing about I felt out of place. By the time I was nearing the end of it I knew what the Deep Caverns was about and I had adjusted to the different kind of design so it wasn't as unbearable anymore. I still didn't like DC by the end but I didn't hate it with a furious passion like I did an hour after entering it.

MercenarySnake, is there keys and stuff to pickpocket as well? Or notes and shit?
 
Me too, I think it's because I was adjusted to a certain kind of playstyle and game style that once it shifted for a far more combat oriented one and far more backtracking through a huge new area I knew nothing about I felt out of place. By the time I was nearing the end of it I knew what the Deep Caverns was about and I had adjusted to the different kind of design so it wasn't as unbearable anymore. I still didn't like DC by the end but I didn't hate it with a furious passion like I did an hour after entering it.

MercenarySnake, is there keys and stuff to pickpocket as well? Or notes and shit?
Things like key cards, lockpicks, keys, ammunition, weapons, money, odditys, and anything you can imagine. I also stole those plans through pickpocketing after handing them over to the Protectorate. I've made so much money from relieving people of their belongings I never have to buy ammo and I sorta feel rich(for now). Necessary for my current character.
 
I stole the knife off the one guy after I retrieved it for him. Pickpocketing is useful but I don't put too many points into it.
 
So I just finished the game, went with the faction Mr Fish didn't go with and didn't really have major problems with the final stretch of the game, Deep Caverns.

BUT.

Not really story spoilers after this point, but spoilers about end game content...

Non-spoilery things before that. I really didn't like DC at first. It grew on me, after understanding some things and especially after finding certain things and I ended up having a good time for the most part, despite certain things, until another certain thing happened and then I was scratching my head and had to ask the internet for help to get any further. Then it was p cool again and then it was over. It's definitely unlike the game up to that point which is fairly jarring perhaps, but OK.

I knew I was gonna be stuck there. Before the event where you go there, I took as much stuff as I could carry, every stim I'd saved, all the special ammo (tin can assault rifle man), all the grenades etc. I even did some fishing first and crafted focus stims and Aegis. So yeah, if I had gone in blind, I would probably be more pissed, because there really is no way to make healing items in DC at all. There are close to zero ampules to get blood with to make them yourself and you can't get more than a few from containers/NPCs. I probably would've been OK, though.

Some things that will probably make your life in DC easier.

0. Bring all your shit with you, especially meds. You'll get more than enough normal ammo, but no special rounds pretty much. If you shoot your guns at the moon, AP rounds are almost required against some enemies and incendiary/contaminated/micro-shrapnel rounds are awesome against others. Bring a gas mask. Bring Night Vision goggles.

1. There is only one thing to do in the mushroom forest, and it's not even remotely obvious what that is, and that's putting it mildly. Get level 30 spore infection, kill some root, loot an organ, get out. You need this to open the gate. After finishing the game I still can't believe this design choice. As far as I can tell there's nothing telling you to get spored to hell in the hints you get, and all the time I spent there I avoided that debuff. Magnificent. I don't have time for this crap, I'm not 12 years old. Easily the worst idea of the entire game. You need to discover this counter-intuitive fucking thing to complete the game. Marinate on that for a minute.

2. When you first arrive, going NE will get you into contact with people who can tell you what the hell you're even doing down there... If you want to side with the Faceless.

3. Don't get the Eye of Tchort debuff. After level 20 creeping dread it will pop, and that's the only time some of the enemies will respawn. Hence, don't sneak through these areas. Run. A minority will respawn anyway, but not as often. When you get Eyed, you will have to fight A LOT. Find places where you can hide from it and rush through the areas where you get it. There is a way to slow it down.

4. Don't try to solve the mutagen puzzle on paper. Write down the sequences when you scan them, neatly on a single piece of paper (I had several small notes and it was uuuunnghhhh). Then just play with the combiner and you will very quickly understand how it works. My puzzle took me about 20 steps or so, but it could probably have been done with less. Some of the mutagens and the combiner are past the gate.

5. Get Cheat Engine. Actually this goes for the entire game. Not to raise your stats ffs, just enable speed hack and you can come back and like this post once you realize how boring walking slowly everywhere was. No haxxoring required for that either, you just check the box enable speed hack and bind a key or two to various speeds.
 
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