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DescriptionIn the city of Waterdeep, people are inexplicably disappearing. In this game, you are asked to descend into Undermountain to determine where they went. You'll explore an underground labyrinth in this Forgotten Realms (AD&D) game built with the Descent engine. Your goal is to find the eight pieces of an amulet used to control the legendary Flame Sword of Lolth. With the power of this sword, an infinite army will be at your command, and Waterdeep will be saved.
Part of the Following Groups
|The game that inspired laziness in the game industry.||DOS||Spartan_234 (422)|
The Press Says
|Power Play||Windows||Feb, 1998||61 out of 100||61|
|Power Play||DOS||Feb, 1998||61 out of 100||61|
|GameStar (Germany)||DOS||Feb, 1998||56 out of 100||56|
|Adrenaline Vault, The (AVault)||Windows||Feb 12, 1998||50|
|Pelit||DOS||Jun, 1998||50 out of 100||50|
|PC Player (Germany)||DOS||Feb, 1998||46 out of 100||46|
|GameSpot||DOS||Feb 06, 1998||3.7 out of 10||37|
|PC Action||DOS||Feb 18, 1998||27 out of 100||27|
|Computer Games Magazine||DOS||Mar 02, 1998||20|
|PC Games (Germany)||DOS||Feb 04, 1998||20 out of 100||20|
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CoverThe game box's cover features a painting, "Spellfire", by artist Clyde Caldwell, earlier used as the front cover to Ed Greenwood's 1988 novel of the same name... as well as the front cover to an earlier video game, Westwood's 1992 PC-Engine effort Order of the Griffon!
DevelopmentOriginally announced in 1995 (shortly after the release of the original Descent), Descent to Undermountain was supposed to be an RPG powered by the Descent engine and with a strong focus on multiplayer (namely, co-op play). In addition to the absence of the co-op play that was promised, Descent to Undermountain also turned out to be a buggy mess when it was released in Christmas of 1997. Although a patch released in early 1998 seemed to have alleviated some of the game's problems, far too many problems still remain in Descent to Undermountain as it stands today.
Shortly after the game's release, some programmers on the Descent to Undermountain team admitted on a Usenet forum that the game was released even though it was far from finished -- the usual excuse for the buggy, incomplete state of many other games. The reason for the game's premature release was because they wanted to meet the original deadlines for the game -- regardless of whether it was ready for release or not!
GraphicsEven though the Descent engine was one of the very first to be modified for 3d acceleration (in Descent II), Descent to Undermountain features no 3D support.
Information also contributed by Pseudo_Intellectual and Spartan_234
Related Web Sites
Vp Of Development:
Tramell Ray Isaac, Aaron Brown, Stephen Beam, John Mueller, Justin Sweet, Vance Kovacs, Spencer Kipe3D Animators :