Queen's Domain might be the trendy game of the moment but for my money, the classic grid-based action of Underkeep is where it's at. (And yes, there's a demo.)

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Everyone's talking about Queen's Domain right now, but as someone who tried Queen's Domain and did not care for it, allow me to direct your attention to an alternative old-school dungeon crawler: Underkeep, which launched on Steam on November 5 and has been absolutely phenomenal through the roughly four hours I've put into it so far.
Like Queen's Domain, Underkeep is firmly rooted in the 1990s, but I'm talkin' the early '90s, and even before that: Classic grid-based RPGs like The Bard's Tale, Dungeon Master, Wizardry, and Eye of the Beholder. In fact, as someone who loves Eye of the Beholder (specifically the second one, The Legend of Darkmoon), I noticed a lot of nearly direct lifts from that series: primarily visual, but also a few audio cues, that I swear I've heard before.
But my concerns that Underkeep might be a low-effort knockoff evaporated pretty quickly. After four hours of play I feel like I've barely scratched the game's surface: I still haven't found the titular village of Underkeep, where I assume the real action will begin, but I've crashed (literally, in a few cases) through multiple dungeons, all interconnected horizontally or vertically, and explored an overworld that's a whole lot bigger than I expected. At the very least, Underkeep looks beefy.
Underkeep's gameplay preserves the vibe of those old-time RPGs while eliminating most of their more objectionable nonsense. Its shared inventory is divided into categories that make managing and swapping equipment between party members extremely easy, the automapping is detailed while still allowing freehand notes (I know, I know, get some paper and do your own maps, but who has time for that these days?), and tools are used automatically without needing to be equipped.

And unlike so many games in the genre, Underkeep is entirely turn-based. This eliminates the cheese strategy of hitting an enemy and moving a step away before they can hit back, which carried so many gamers through so many fights in so many games over the years. But it also encourages more thoughtfulness: When I see an enemy in the distance, I can take my time to think about what I want to do, move to a more advantageous position, or even just go take a break for a while.
I'm free to do whatever I want until melee combat actually begins. Once that happens, everyone in the party has to finish their turn, and then let the enemies finish theirs, at which point we're all free to run away (and probably be chased) or launch another round of fighting. I'll always come down on the real-time-with-pause side of the argument for isometric RPGs, but the turn-based approach is ideal for Underkeep.
Character classes are a fairly standard mix—fighter, paladin, wizard, thief, that sort of thing—but the races are a bit more interesting. Humans and dwarves are on the menu, and "elk" are kind of like elves, but then you get the stoneborn, raven, and slugman, all of them nicely weird. Stoneborn, for instance, are basically golems—extremely strong and tough, but they have the agility of a Mack truck and can't wear body armor. They're basically a boulder that can hit you really hard, which is great in some ways but has some real drawbacks too. Ravens, meanwhile, are subject to random mutations that can take them off in unforeseeable directions: My own raven character recently mutated a healing buff called Roommate from the Void: "Something moved into your body at some point and never left. It pays rent in blood."
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
Slugmen, well, they're just slugs who are also men. They look like this:

There's also no limit to combining races and classes: A stoneborn thief...Read more: Full article on www.pcgamer.com
What do you think about this?

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.
Everyone's talking about Queen's Domain right now, but as someone who tried Queen's Domain and did not care for it, allow me to direct your attention to an alternative old-school dungeon crawler: Underkeep, which launched on Steam on November 5 and has been absolutely phenomenal through the roughly four hours I've put into it so far.
Like Queen's Domain, Underkeep is firmly rooted in the 1990s, but I'm talkin' the early '90s, and even before that: Classic grid-based RPGs like The Bard's Tale, Dungeon Master, Wizardry, and Eye of the Beholder. In fact, as someone who loves Eye of the Beholder (specifically the second one, The Legend of Darkmoon), I noticed a lot of nearly direct lifts from that series: primarily visual, but also a few audio cues, that I swear I've heard before.
But my concerns that Underkeep might be a low-effort knockoff evaporated pretty quickly. After four hours of play I feel like I've barely scratched the game's surface: I still haven't found the titular village of Underkeep, where I assume the real action will begin, but I've crashed (literally, in a few cases) through multiple dungeons, all interconnected horizontally or vertically, and explored an overworld that's a whole lot bigger than I expected. At the very least, Underkeep looks beefy.
Underkeep's gameplay preserves the vibe of those old-time RPGs while eliminating most of their more objectionable nonsense. Its shared inventory is divided into categories that make managing and swapping equipment between party members extremely easy, the automapping is detailed while still allowing freehand notes (I know, I know, get some paper and do your own maps, but who has time for that these days?), and tools are used automatically without needing to be equipped.

And unlike so many games in the genre, Underkeep is entirely turn-based. This eliminates the cheese strategy of hitting an enemy and moving a step away before they can hit back, which carried so many gamers through so many fights in so many games over the years. But it also encourages more thoughtfulness: When I see an enemy in the distance, I can take my time to think about what I want to do, move to a more advantageous position, or even just go take a break for a while.
I'm free to do whatever I want until melee combat actually begins. Once that happens, everyone in the party has to finish their turn, and then let the enemies finish theirs, at which point we're all free to run away (and probably be chased) or launch another round of fighting. I'll always come down on the real-time-with-pause side of the argument for isometric RPGs, but the turn-based approach is ideal for Underkeep.
Character classes are a fairly standard mix—fighter, paladin, wizard, thief, that sort of thing—but the races are a bit more interesting. Humans and dwarves are on the menu, and "elk" are kind of like elves, but then you get the stoneborn, raven, and slugman, all of them nicely weird. Stoneborn, for instance, are basically golems—extremely strong and tough, but they have the agility of a Mack truck and can't wear body armor. They're basically a boulder that can hit you really hard, which is great in some ways but has some real drawbacks too. Ravens, meanwhile, are subject to random mutations that can take them off in unforeseeable directions: My own raven character recently mutated a healing buff called Roommate from the Void: "Something moved into your body at some point and never left. It pays rent in blood."
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
Slugmen, well, they're just slugs who are also men. They look like this:

There's also no limit to combining races and classes: A stoneborn thief...Read more: Full article on www.pcgamer.com
What do you think about this?