I have yet to
experience an excellent full-fledged RPG on the iPad, complete
with grinding, dungeon-traversing and statistics galore. And it
was with this trepidation that Avernum falls into my hot little
hands. Avernum has quite a cult following, the series already
numbering seven releases on Macs and Windows. Avenum : Escape
from the Pit is the first game to be converted to the iPad. The
game seriously panders to my sensibilities - it is an old-school
rpg seemingly a homage to the days of Ultima and Wasteland when
Interplay and Origin were king. It is also an indie-game, so
lacks the development resources of the big-league players. It
must also be noted that the original incarnation was released
over a decade ago.
Avernum starts
off with the ubiquitous party of four, thrown into the
subterranean world known as Avernum. Avernum is used as
punishment for the surface-dwellers and is in itself a rich
cavernous world, dotted with settlements and governed by its own
political system. Your initial aim is to try to find your way
back to the upper world, but as you progress, your objectives
may change - that is up to you. The world is presented in an
overhead view and the graphics are functional (but rather basic
and dated). The beauty of the world though is in the rich
descriptions that emerge as you explore Avernum and interact
with the characters. The developers have attempted to detail a
vision of a functioning world, despite the predicament of the
trapped inhabitants and have succeeded somewhat. The writing
does convey a sense of order within chaos but I believe is still
let down by the lacklustre presentation.
The game engine though is worth commending as there exists loads
of depth for those with patience. There are many varied classes
to try as well as an extensive talent tree. The addition of
traits, similar to Fallout’s talents, allows customisation of
your characters, away from the usual attribute increases. There
also are loads of side-quests for level advancement (and
equipment gathering).
The controls
are fiddly and have not made the move to the iPad without
issues. Tapping on squares to attack and move will, quite
often, end up performing a totally different, unwanted action.
The problematic path finding also needs tweaking, as your
characters will frequently take the long way around, which is
infuriating during combat. On level advancement, the pluses and
minuses seem to be unresponsive as well - perhaps they are just
too small. Similarly, dismissing windows also requires tapping
on a small button as well. I think the transition to the iPad
required a little more customisation - the addition of a custom
zoom for the overhead view, bigger buttons, ability to dismiss
windows by tapping outside, little touches like that would have
gone a long way.
I tried to like Avernum as some of my favourite gaming moments
take place in RPGs but Avernum is difficult to get into.
Ignoring the obvious presentation issues, I never felt an
attachment to the world of Avernum or my characters. Although
the vision of Avernum consists of excellent writing describing
separate locations and characters, the sense of a collective,
consistent world as a whole was lacking. The constant control
issues also don’t help. For devoted RPG fans looking for a
traditional RPG, this could be worth a look, but for myself, I
will keep waiting unfortunately.