
* Clerics get their first area of effect spell very late, and it's a fire spell that rolls around just when you're fighting mostly fire-resistant enemies. *You basically get into combat the second you see an enemy, so you never have time to buff before a fight - you either run through the overworld with buffs constantly on, or give up on them entirely. A lot of annoying little things that alternate between that and outright balance changes: For instance, if you want to make an attack with a ranged weapon and you're too far away to do so, the game won't just run your character forward, but will instead tell you that you can't attack. I know its somewhat unfair to judge a game due to lacking the features and balance changes that were introduced in later sequels, but having played Escape from the Pit / Crystal Souls first, I wound up missing a lot of basic quality of life features. Summary: This is pretty fun BUT it's basically a beta for the Avernum 1-2-3 remakes, and kinda falls apart in the last third.
BEST RESOLUTION FOR AVERNUM 6 SERIES
I bought his first installment in the revamped series (Escape from the Pit) and I’m looking forward to play it in the future. In summary, I’d give the game 8/10 and would recommend it for anyone who likes “old school” RPGs (however you define such an open-ended term). I also enjoyed that Jeff avoided the simplistic moral narratives or Manichean accounts of “good x evil” that are quite common in fantasy RPGs. I suspect that some of them (and the places) are survivors from previous Avernum games and it must have been thrilling for veteran players of the series to re-encounter them again. Although you encounter most NPCs only briefly, their descriptions usually convey them as fleshed, three dimensional characters with a strong sense of their emotions and previous history. He managed to present the land and its people very convincingly, sometimes in just a few strokes. Jeff Vogel (the creator of the game) is a gifted writer. Where the game truly shines is in its story. That said, after 100 game-hours combat fatigue started to weight me down to the point that I saw myself rushing to finish and avoiding combat (or combat side-quests) whenever I could. I also understand that good games don’t take the player by the hand. I imagine that it must be complicated to balance the challenges in a RPG such as Avernum. I played in the normal difficulty and some of the fights dragged for too long, with enemies that were hit sponges, could hit multiple times, and could summon, all in the same round. It works fine, but it can be very grindy towards the end of the game. There are a few issues with combat, imho. The only complaint I have about them is that it was quite a challenge to target enemies and move a tile when there were many characters around you during combat, especially in cramped corridors and rooms. I’ve played Dwarf Fortress and a number of rogue-likes so the graphics didn’t get in the way of my enjoyment of Avernum. The graphics are simple but effective actually, the sprites can be quite charming. After finishing, I thoroughly recommend it, with minor reservations.


I knew what to expect but had never played any of Spiderweb’s games before.
