UnReal World [v. 1.00b]: Won? (with Summary and Rating)

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UnReal World [v. 1.00b]: Won? (with Summary and Rating)

My "winning" character.
          
UnReal World [v. 1.00b]
Finland
Three Relaxed Byte-Biters (developer)
Released in 1992 for DOS as shareware
Date Started: 27 May 2018
Date Ended: 6 June 2018
Total Hours: 15
Difficulty: Moderate (3/5). Would be easy (2/5) except for permadath.
Final Rating: 38
Ranking at time of posting: 232/294 (79%)

UnReal World continued to offer enjoyable mechanics for the rest of its short length and moderate difficulty. I say "moderate difficulty," but of course any game with permadeath has unique difficulty considerations even if normal gameplay is quite easy. As it turns out, UnReal World is quite serious about its permadeath. After my priest died, I started taking copies of the save game every few levels. When my third character got killed--like the first, by a minotaur--I restored the backup and fired up the game again. This is what I got:
             
This game is hardcore.
         
Wow. The game doesn't just delete your character when you die; it actually stores the fact of his death in one of its files, so you can't just restore and reload. I couldn't figure out how it was doing it. I tried deleting the character from the "high score" file, but that didn't do it. I looked at all the files that had been modified at the same time the character died, but I couldn't find anything explicit in any of them. Re-naming the save game file did no good. I opened the save game file in a hex editor and re-named the character, but the game still saw right through that. The developers did not want people to cheat.

I'm sure I could have figured it out eventually, but I decided to move forward honestly. The game isn't so hard that you can't win without cheating, even with permadeath. As we'll see, there are few NetHack-like threats to your well-being. There are no spellcasting enemies, no dragons, nothing capable of stoning or paralyzing you. I think it even prevents you from dying from poison by setting a minimum hit point threshold, after which the poison wears off naturally.

I won with my fifth character, a dwarf hunter. Hunters have a reasonably easy time because as long as they can find a single tree, they can search repeatedly for food and healing herbs.
            
That one tree is going to cure my hunger and wounds.
           
I used the hunter's ability to self-heal to game the virtue system. When you level-up, you get bonuses for each virtue that you've raised over a certain threshold. You can slowly build these virtues by the way you act in the game (though I never did figure out how to build honesty), but the easiest way is by praying at an altar and sacrificing hit points. All I had to do was find an altar near a tree, and I could sacrifice my hit points, run to the tree to heal, and run back to the altar. Soon, I was getting the bonuses on every level increase.
           
Not "cheating" so much as "exploiting."
         
The dungeon consists of 18 levels, and they're not quite as random as the typical NetHack dungeon. In NetHack, you can theoretically find special encounters like shops, altars, and treasure zoos, but there's no guarantee that you will. Some games never generate a shop. In UnReal World, on the other hand, it seems that the same encounters and special areas will be found in every randomly-generated dungeon, just in different places. Some of the things I always found on the way down were:

  • Copious altars and confessionals.
  • A potion store-room guarded by a zombie alchemist
  • An ancient library full of magic scrolls, guarded by several zombie librarians
  • One level with a single tree and one level with a small copse of trees
  • Beds for getting a better night's rest
  • A room where all the doors close when you walk into it, but there's a pick-axe somewhere in the room and you can use it to get out
  • A priest looking for a holy item; he gives you a salt jar if you find it for him
  • An alchemist who will sell and identify potions
             
He's apparently from New Jersey.
            
  • A mage who will identify wands and staves
  • A warrior priest proselytizing about a god named Thunder 
               
Levels 6, 12, and 18 are special levels in which all the squares are open. Each has one of the three keys that you need to enter the Doom-Tower. Level 6 is a giant swamp full of "bloodsuckers" and sinkholes. Level 12 is a "Dryad Forest" full of wood nymphs. When they're near they can cause trees to smack you with their branches and weeds to trip you. It's a pretty easy level for a hunter, though, because he can just stop and heal whenever he wants.
          
Getting through the slightly-annoying Dryad Forest.
         
The monsters get really tough after Level 12, and I decided to avoid them as much as possible. Minotaurs, Olog-Hais, cave bears, and pythons are capable of pounding away more than half your hit points in a single blow. Two unlucky rounds are enough to kill you. I used the resources I had--Wands of Confuse Monster, Scrolls of Teleport, and so forth--to get around them as much as I could.  
             
One of the more amusing combat messages, as I battle a minotaur.
          
Level 18 is a weird level called "Emptiness," which is literally just a huge square of empty tiles except the one that has the third key. There are no monsters, traps, or anything.

Once I had all three keys, I returned to the surface and entered the Doom-Tower in the northern part of the outdoor map. The single tower level had about 8 doors that I had to unlock with the keys. There was another altar and confessional, and a bedroom with two beds.
          
The interior of the tower.
        
The center part of the tower had a winding corridor that ended in a single square. When I stepped in it, I got the message below.
            
A crummy commercial?
          
Huh? I have no idea what this message is referring to. There is no inn anywhere in the outdoor map. "NIGHT CAP" seems to be some kind of password, but I can't find anyone to give it to, and you can't just feed keywords to most NPCs anyway. Is it setting up a part of the adventure that was never built? Is it a tragic joke about how just because there's a big formidable tower in the center of town, there isn't always something valuable inside? I've no idea. I wrote to Mr. Maaranen, but no response as yet.

Lacking anything else to do, I guess I'm going to consider that a win. Obviously, the end--if that's what I experienced--is a bit of a let-down, but I'm not letting it detract from the things I liked about the game. A few things I discovered since last time:
            
  • The game rewards you with experience for much more than just killing enemies. You get it for finding gold, successfully using (and identifying) magic items for the first time, finding traps, using your class's special skills, transitioning levels, and probably some other things I didn't notice.
  • If you have a lockpick, you can use it to lock doors behind you and prevent enemy pursuit.
  • You can find horses in the dungeon and ride them, allowing you to easily outrun enemies. You can't fight with melee weapons from horseback, but you can shoot missile weapons.
            
Mounting a horse.
        
  • Like NetHack, you find fortune cookies that give you hints.
             
I think this is referring to an encounter where you open a barrel and there's a zombie inside.
           
  • There's a potion that allows you to eat any item as if it was food. Late in the game when I was out of food and didn't have a tree nearby, I used the potion and ate an extra staff.
  • If you find a flute, you can use it to charm snakes.
  • You can climb up on furniture and jump on enemies like you're in WrestleMania or something.
               
Uruk-Hai would be a good name for a wrestler.
           
  • Much like Ultima V, you can move items of furniture--beds, chairs, cabinets, and so forth--to block certain passages.
  • The engine supports keyword-based dialogues with some NPCs but doesn't really employ it very well.
          
Following his prompting, I said "death to orcs," and he gave me a lamp.
          
There were a few things I disliked, principally the fact that when you get tired, you have to acknowledge the message every single move until you sleep. Also, you have to sleep multiple times successfully to stop being tired, and every one causes you to wake up hungry.

There were some game elements that I never understood. Here are a few:
               
  • For a while, the game seems to be interested in assigning titles to the various character levels. You start as "Stranger in a Strangeland" at Level 1, then move up to "Coward," "Believer," and finally "Clergyman." It stops there no matter how many levels you attain. All classes get these same titles, which are obviously a bit weird.
  • Every time you kill a zombie, you get this message: "You hear frightening, gruesome laughing echoing in the room! Human zombie screams as maniac. Some winged and horned creatures appear and catch the soul coming from human zombie's body . . . and everything is silent again." No other creature has a death message like this.
  • You can get friendly monsters to follow you by speaking to them and using the "leadership" option. Once they start following you, they disappear, and the only way you know they're with you is that every time you invoke the "chat" command, the game asks whether you want to chat with your follower. I have no idea what they do for you. They don't seem to increase any statistics or act in combat. I carried an orc with me the entire game before letting him go in the tower. As he left, he complained that he didn't know why I'd dragged him all the way there.
            
Getting an orc follower. For some reason.
         
  • No enemy in the game is capable of causing fire damage, and yet there are potions and wands of Resist Fire.
  • One of the items you can find is a makeup kit, which does nothing for you but can theoretically increase the charisma of NPCs. Why?
  • There's a "pull lever" command that's never employed.
  • A "drink" command allows you to slurp from bodies of water, but there's no "thirst" statistic so no real reason to do so.
  • Even though the random generation process can create disconnected areas in the dungeons, I never found a single secret door. I only got into the hidden areas by bashing through with my pick-axe.
              
Most of these points are probably answered by the fact that the engine was intended to support multiple campaigns, including some of greater complexity.

In a GIMLET, the combination of the engine and this campaign earns:
               
  • 1 point for the game world. The backstory about the creation of the universe really has no relevance in the game itself, and the game itself tells no story.
  • 5 points for character creation and development. The selection of 6 races and 6 classes offer a variety of approaches to gameplay, with each class (in particular) facing a different experience. Leveling up occurs frequently and offers relatively tangible rewards. The virtue system is under-developed but still an interesting addition.
  • 3 points for NPC interaction. There are wandering NPCs who offer services, conversation, and the occasional side quest. I'm not sure I understood what all of them were about. Some will even join you but, as above, I don't know to what end.
            
An elf taunts me for no reason.
          
  • 4 points for encounters and foes. The monsters are mostly D&D-derived standards, with few special attacks. I did like the way that some of them responded to specific objects: salt kills zombies, holy items turn skeletons, flutes charm snakes, and so forth. I also loved how you could look at them and get a sense of their condition and equipment.
  • 5 points for magic and combat. The game has a typical roguelike's sense of tactics, with the addition of allowing multiple attack types (including shield bashing, which I didn't cover) depending on the weapon and each character's set of special abilities. Clerics, mages, and priests also have a small selection of spells.
            
Fighting with a two-handed sword.
          
  • 5 points for equipment. In variety, it's not quite as good as NetHack or even Rogue. I think the engine supports magic weapons and armor with various pluses, but I never found any in this campaign. There are otherwise fewer types of wands, scrolls, and potions with fewer effects. On the other hand, any game that gives you a primary weapon, a secondary weapon, missile weapons, and separate armor slots for head, arms, hands, torso, waist, legs, feet, and back can't be all bad.
  • 4 points for economy. It holds up pretty well, with the ability to buy items in shops, identify items with wandering NPCs, get specialized weapon training (I didn't really explore this), and sacrifice gold at altars for virtue boosts. There's even a casino, though I didn't spend much time there. On the other hand, you can get through most of this campaign without doing any of those things.
            
A wandering merchant saves me from starving.
           
  • 2 points for quests. I was so disappointed with the end that I only give it one point there, but there are also a couple of NPC-based side quests.
  • 3 points for graphics, sound, and interface, mostly going to the interface, which like most roguelikes is easy to master. I thought the graphics worked reasonably well, but the sound was just bloops with the occasional unwelcome passage of music.
  • 6 points for gameplay. A bit linear, but with an excellent sense of pacing and a lot of replayability given the randomization and different classes. More important, I like the difficulty level here. It has NetHack's permadeath, but much milder gameplay and a smaller dungeon make it far less punishing than the typical roguelike.
                    
That gives us a final score of 38, which doesn't sound very high but puts the game solidly in my "recommended" zone, and it beats every roguelike I've played so far except NetHack v. 3 (44), which had better character development, combat tactics, and the best approach to RPG equipment that we've seen so far in the chronology.
           
Kicking this door open conferred something of a bonus.
            
As we discussed last time, this is only the beginning of the UnReal World saga. Principal developers Sami Maaranen and Erkka Lehmus (with Jussi Kantola, they make up the original "Three Relaxed Byte-Biters") would continue to issue near-yearly releases all the way to the present day. (Incidentally, Maaranen was only 15 when the first version came out in 1992. This may be the first game I've played whose developer was born after me.) The official development history shows that the next major releases, in 1994, greatly expanded the wilderness and introduced a lot more survival elements, with skills such as fishing, foraging, swimming, and tracking. Instead of classic D&D-derived character classes, you play as a fisherman, hunter, legionnaire, or locksmith--although fantasy races (elf, dwarf, orc, etc.) are still present.

I'm not sure that the 1994 editions (v. 2.00b-2.03) still exist anywhere. The earliest I've been able to find after v. 1.00b is v. 2.09 from 1996. By then, the game had been fully stripped of its high fantasy themes, all characters are human (from different tribes), and surviving in a harsh world became the primary quest.

When I reach 1994, I'll take another scan and see if those versions have turned up; otherwise, we'll have to wait until 1996. Either way, I look forward to seeing how this unique and clever series develops.



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