Underrail PC

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Mixed or average reviews - based on 11 Critics What's this?

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7.2

Mixed or average reviews- based on 103 Ratings

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  • Summary: Underrail is an old-school turn-based isometric indie role playing game that focuses on exploration and combat. The game is 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 systemUnderrail is an old-school turn-based isometric indie role playing game that focuses on exploration and combat. The game is 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. Expand
Score distribution:
  1. Positive: 5 out of 11
  2. Negative: 0 out of 11
  1. Dec 29, 2015
    92
    Honest, hardcore, and truer to the original Fallout vision than certain stillborn “GOTY contenders”, Underrail will absolutely delight RPG purists.
  2. Feb 5, 2016
    80
    With dozens or even hundreds hours of gameplay, tremendous replay value and low price, Underrail is a must-buy title for RPG fans that don't mind its slightly outdated visuals.
  3. CD-Action
    Mar 30, 2016
    75
    If you regard the 90s and first two Fallout games as ancient history, Underrail is not for you, because without the anesthetic power of nostalgia it might be completely indigestible. [03/2016, p.71]
  4. Jan 6, 2016
    72
    It's like an alternative Fallout with simple turn-based fights and old school atmosphere. A good tip for Fallout veterans.
  5. Jan 25, 2016
    72
    UnderRail manages to capture the spirit of the original Fallout even despite its abhorrent UI, heavy focus on combat, unforgiving character development system, and the final chapter which is basically a guide on how not to design a role-playing game.
  6. Game World Navigator Magazine
    Jan 20, 2016
    71
    If not for the Underrail Wiki, it would be all but impossible to complete some quests. The in-game journal keeps track of active quests, but makes no mention of their stages or received hints. Still, the game is good, from nice 2D graphics to challenging tactical combat to sense of exploration when every new location has some surprises in store. [Issue#205, p.56]
  7. Feb 17, 2016
    60
    Underrail is a hard and unpolished game that can challenge and entertain the most hardcore rpg lovers. Casual gamers will find its lack of production values and its unfriendliness completely off-putting.

See all 11 Critic Reviews

Score distribution:
  1. Positive: 15 out of 19
  2. Negative: 1 out of 19
  1. Dec 18, 2015
    10
    A solid rpg experience, underrail remind the old classic fallout combined with deus ex and system shock (psi powers). You can make theA solid rpg experience, underrail remind the old classic fallout combined with deus ex and system shock (psi powers). You can make the character you want, choose your path and explore an enormous system of metro station and cavern (and much more) that is called the Underrail.
    Graphics is basic but it has it's own style and united with the good music and ambient vibe recreate a good visualaudio experience.
    The game also is pretty long, you can easily put 70 to 100 hours and not see everything, not to count the replay value that is very good. Recommended.
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  2. Dec 25, 2015
    10
    It's a great 2D isometric RPG, close to Fallout 2 but with more stuff added: more skills, more perks (called "feats"), tons of crafting,It's a great 2D isometric RPG, close to Fallout 2 but with more stuff added: more skills, more perks (called "feats"), tons of crafting, psionic abilities (they let you play like a mage in a fantasy RPG and allow interesting kiting tactics). It's also pretty close to Wasteland 2 though you only control 1 character. If you liked Fallout 2, Wasteland 2, Divinity Original Sin, XCom games or Jagged Alliance 2 then you will likely enjoy this game, too. Actually, this game is better than Fallout 2. Gee, did I say that? Yes, I did.

    The good:
    - a huge world to explore with a great atmosphere
    - some excellent dialog with witty social satire later in the game
    - all of the loot can be used in crafting
    - psionic abilities offer an additional way to play thru the game (e.g. with Force Field you can create cover against ranged attackers for a turn or two, or you can even block enemies with it and escape the level)
    - the color of the cursor shows if opening a door or a container will anger NPCs around it (if they see you opening/hacking/lockpicking it)
    - already checked containers have "empty" word added to their tooltip

    The so-so:
    - NPCs only barter for a limited set of items (like, "i'll only buy from you 3 leathers, 3 medical components, 3 weapons and nothing else"). If you are a completionist (compulsively greedy looter) like myself, you'll carry all the junk around and re-check the same NPCs over and over because the list of things they want to buy randomly updates. Soon you will be swimming in money, but there isn't much to buy. Btw that guy in Core City... ROFL
    - the 2D art may seem a bit amateurish at start. I'd even say they may need to redraw most of the character portraits with more detail to match the rest of the graphics in the game, like environment in Junkyard and Core City. Some portraits are re-used across characters (docs in Rail Crossing and Core City, and a nurse in SGS) - important characters should have had a unique portrait and everyone else maybe no portrait at all

    The bad (more like suggestions for the next update):
    - no map of zones (see below)
    - a bug in Force Field spell: I understand that the field should expire (disappear) after the AI has done its turn and before you do your turn - but sometimes it expires in the middle of enemy turn
    - in cramped locations it may be not easy to spot enemies behind walls -> have to press Tab for the tooltips too often. It might be a good option to toggle display of tooltips with Tab, not just showing them while Tab is pressed
    - the cave walls all look like thin 1-cell thick wall, even if it's an outer wall. This might not look like a big problem, but in fact it really gives the caves this "auto-generated" low-budget feel, especially because there are so many cave zones in the game. Maybe the wall tiles which aren't between corridors but are between a corridor and solid rock shouldn't show any thickness and instead just show black for solid rock. Also, the walls which aren't visible to the player (looking north or west) should be shown as black space. Currently caves look more like tubes hanging in black empty space
    - the GUI doesn't scale for bigger monitors. The GUI elements are all pixel-crisp but look very small on 1920x1080. Also the fonts are somewhat hard to read - simple Arial or Verdana would work better

    About the map:
    Fans have already made such a map of zones on the game's wiki, but 1) it's awkward to alt+tab to those maps while playing the game, 2) some maps are not accurate which adds to the confusion, 3) seeing all those zones you haven't yet seen in the game breaks the exploration feeling during the first playthru

    Such a map could be shown only when you use a special "Navigator" item which also could be crafted and consumed batteries (per look at the map). Ideally the navigator should be able to calculate and show a path from the zone where you currently are to any other explored zone where you want to go, if a connection thru explored zones exists (should show rocks to be cleared, too).

    Less patient players can be turned off as soon as they get lost in the endless caves and sub-metro zones. It would be more logical if the zones would fit into a grid, like in JA2 - this would also make the map much easier to draw and present - as the current fans' map in the wiki stretches and bends lines to fit it all in.
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  3. Dec 19, 2015
    10
    If you googled about this game, chances are that you will find some over enthusiastic fans talking about the isometric Fallout 3 that wasIf you googled about this game, chances are that you will find some over enthusiastic fans talking about the isometric Fallout 3 that was never released. That has some truth in it, but with some caveats. Underrail takes the post-apocalyptic atmosphere and perks of FO1 and FO2 (in Underrail they are called “feats”), improve the combat and exploration tenfold, but cut most of the skill checks and reactivity.
    The weakest aspects in the game are the writing and the quests, which represent the usual variety of kill things or delivering something to a NPC. However, even if the writing of Underrail is not stellar, at least it has a lot of personality and it’s very immersive. I love the causal way in which NPCs talk about creatures, like rathounds and hoppers, or the different cities and stations, etc. This, accompanied with a direct presentation, makes everything in the game look like a real world.
    The strongest aspects of the game are the combat, the exploration and the atmosphere. The variety of builds and feats are fantastic. The crafting in this game is rivaled only by the crafting of Arcanum. There are tons of quests to do, and the tunnels and caves feel endless. The cities are great too.
    Overall, the game is falloutish in some aspects, but it’s a very different game on its own and has a lot of personality. Which is good, especially if we consider how many attempts to imitate classics resulted in grotesque caricatures of great games. It would not be an exaggeration to say that Underrail is, by any reasonable standard, a new classic to be added on the pantheon of great cRPGs.
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  4. Jan 15, 2016
    9
    If u don't care about graphics and look for a solid rpg experience, this is the game for you. Honestly i haven't felt this draw to a gameIf u don't care about graphics and look for a solid rpg experience, this is the game for you. Honestly i haven't felt this draw to a game since fallout 2. This game punishes mistakes so hard, but rewards good tactics. The story maybe a little shallow at first but i progresses nicely.
    A job well done. This game proves that passion for a project is more important then money and profit.
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  5. Dec 18, 2015
    9
    Underrail is a game that I have had my eye on for quite some time. Years, in fact - I initially purchased into the Underrail early accessUnderrail is a game that I have had my eye on for quite some time. Years, in fact - I initially purchased into the Underrail early access back in 2013. Despite the unfinished build at that time, Underrail's brilliance was evident and brought joy to this jaded RPG lover's soul seldom found outside of those first teenage forays into the worlds of Fallout and Arcanum.

    You create a single character to explore Underrail's immersive underground world full of danger, competing factions and mystery. The character generation clearly borrows from the earlier Fallout titles, using 7 ability scores, skill points and feats, the later of which are heavily gated behind ability and skill requirements. The system feels familiar and deep enough for RPG veterans to immediately begin theorycrafting and planning character builds for subsequent playthroughs. A PC can spend skill points in a variety of general weapon skills such as guns, crossbows or unarmed; you can eventually specialize further via feats, into a field like energy weapons, for example. There are diplomatic, crafting and psionic skills available as well, seemingly allowing a huge variety of builds and experiences in Underrail.

    Underrail's combat uses a competent turn-based system utilizing action points, again similar to Fallout, or more recent releases such as Wasteland 2 and Divinity: Original Sin. Your character build, special abilities and relatively low action point cost per ability give you a lot of options in combat. Definitely more than standing around, taking pot shots at your opponent's eyes, anyway. Combat on normal difficulty feels just about right after spending roughly thirty minutes with the character generator to create, what I hope will continue to be, a well functioning character.

    Gameplay out of combat is where Underrail really shines. Your character build comes into play heavily when interacting with the game world. Genre standard locked doors, computers to be hacked and pockets to be picked are everywhere, of course. If you specialize in diplomatic skills, Underrail provides you with opportunities to apply them to turn combat situations to your favor, or avoid them entirely. An encounter fairly early in the game allows for a handful of resolutions, from stealth, speech skills, technical skills or, of course, charging forward, guns blazing. This type of thought and accommodation for a variety of character builds is what the RPG genre should ultimately be about, and Underrail nails it.

    My gripes with Underrail are few and far between, but need mentioning to validate a score of 9/10. What most people will immediately notice are the game's rough graphics. Character models reflect gear worn, which is a huge plus, but they don't look too great regardless. The interface is simple and effective, but could benefit from more artistic framing, similar to Fallout or Wasteland 2. The art direction is consistent and serviceable, but Underrail just looks dated overall, which will, unfortunately, turn many people off. On a related note, Underrail's musical score is fantastic. Grammar nerds will notice some issues throughout many of Underrail's branching dialogue trees.

    Underrail is a game literally brimming with promise and excitement. Even despite the recent renaissance of old school computer RPGs, Underrail looks to be able to count itself among the best of them. I have yet to complete the game, which likely won't occur for quite some time, but I have nothing but the highest of expectations for what is to come from the rest of this brilliant game. If you are at all into this genre, you would be a fool to not pick this game up.
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  6. Dec 23, 2015
    8
    Underrail is a solid RPG set in a huge underground world. The story and writing are serviceable, but it's the atmosphere and diverseUnderrail is a solid RPG set in a huge underground world. The story and writing are serviceable, but it's the atmosphere and diverse turn-based combat that sells it. It does however have some pretty frustrating features or oversights that are typical of old-school games, such as massively time-consuming inventory management / trading, difficulty spikes, no map and often vague quest notes, etc. etc.. Part of what makes the game appealing is trying to find ways to overcome these obstacles, but not everyone will be up for that.

    If you're worried about the graphics, don't be: they are good enough to never be distracting. I particularly like the character sprites which are well animated.
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  7. Dec 21, 2015
    1
    It's ridiculous to compare this to Fallout 1/2. Both had excellent visuals that have aged well to this day (with or without high-res mods),It's ridiculous to compare this to Fallout 1/2. Both had excellent visuals that have aged well to this day (with or without high-res mods), which this game doesn't. In fact, Underrail probably one of the ugliest isometric games I've played.

    On top of that, writing/quests. Remember you could right click stuff FO 1/2 to get a clever/humorous comment? Remember excitement from stuff like getting into the Glow or New Reno? Well, none of that here as well. Quests, location design and writing in Underrail are all sup-par.

    What's left is a decent TB battle system. However, many games with decent or above-decent TB systems come out every year (unlike successful FO 1/2 successors in terms of atmosphere/story, of which there were barely any - Arcanum, New Vegas... what else?).

    In other words, avoid.
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See all 19 User Reviews