![]() The point being that when you’re looking at the screen you can’t immediately read everything that is on it unless you recognize the symbols and know what they represent. In the game, the land of Qud is represented from a top-down perspective, and while it doesn’t adopt the basic ASCII-style of many roguelikes, its limited graphics feel like a throwback to it. ![]() There is also an ancient evil arising from these caverns but we don’t have to be concerned with that right now. People also travel to Qud in their droves as, inside its ancient caverns and temples, can be found valuable lost technology. Mostly, it’s a terrible place to be, and a worse place to live, yet there are those that do. It’s a jungle-like area that is bordered by a salt desert and large mountain ranges. To give you some context: Caves of Qud is set in a post-apocalyptic land called Qud, it belonging to a terrible future vision of Earth in which most of our technological advances have been lost. It’s a roguelike, and what some might deem a ‘proper’ one, as it’s far away from the more common action-hybrids you see the term “roguelike” being hung from these days, and much closer to the games that the term was originally applied to (i.e. Don't worry, though-you can always roll a new character.This juxtaposition between the chapters in The Grapes of Wrath is how I believe I have been playing Caves of Qud.
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