Underdark, why it is so fitting grand finale of SoA (Spoilery)
Tarlugn
Member Posts: 209
Somehow the introductory movie with it´s darkness didn´t convince me that I´d entered Underdark, but the 3 tunnels were like 3 choices of instant death. Now that I´m almost out I must admire the original creators for this lovecraftian* accomplishment. I didn´t know that by denying the tank fish you get to battle the entire drow city which wasn´t such a crumbling experience as the drow war party found in Black Pits 2.
*mostly feeling alien, out of this world - kinda extra cool in fantasy world.
What memories you harbor of the Underdark? Do you have any expectations?
*mostly feeling alien, out of this world - kinda extra cool in fantasy world.
What memories you harbor of the Underdark? Do you have any expectations?
3
Comments
From a tactical standpoint it presents some unique challenges: Drow parties with magic resistance, mind flayers, beholders... For a long time the mind flayer den was the most intimidating part of the game for me. I used to make a special save before going in there because, depending on how early I went to Spellhold, I really wasn't sure I could make it through. It's the only part of the entire game I could ever say that about. Yes, you can find yourself overwhelmed in Watcher's Keep, but there you can simply turn around and leave. Once you're in the mind flayer den, there's no getting out.
ToB probably had its share of criticism because it couldn't any better than it already was