Oh man, I'm happily surprised by how many votes Underground Pass has gotten!
I loved how totally immersing it was, and voyaging to the end on a single inventory and your guts alone was fun and dreadfully challenging at the low, low agility level I completed it with. From everyone in the caves going mad to the whispered voices to that massive final cavern, it really made it for me. The sort of quest I might start playing Old School to do again. Definitely has my vote.
e: It's interesting that TWW is getting so much love. I feel weird when I think about it, and it's not just the finale. I think because it represents the switching over to the 6th age-quest format where everything that came before didn't really matter any more, and I really detested that. It was also kinda short and I found the combat pretty easy. That said, the decisions were tough, and I might still be bitter over Guthix' death.
more edits: I'll flesh out my remaining favourites in no particular order
- Myreque series. Wonderfully dark and devilishly difficult making your way around.
- One Piercing Note. One of the top standalone quests. Do more like this.
- Elemental workshop series. Meeting and maybe exceeding the puzzle standard set by ME p.II
- Summer pair. Great standalone duo with some challenging skill-based combat. Really changed the way I saw the wilderness.
- Carnillean Rising. Turn a snot-nosed kid into an alright kid. Great music, funny and touching at times.
- Contact! Some fun times wandering through those sandy caves. How long have we been waiting for Menaphos?
- The Fremmenik Isles. All around fun quest and the best graphics in-game when released.
Disappointments:
- Birthright of the Dwarves. Hooray , more dragon weapons now that dragon is pretty much obsolete. And that huge, empty city at the end? Just run out of time?
- Salt in the Wound. Pillars!
- The bacon one. I don't even like bacon. Continual disappointment is the spice of life.
I loved how totally immersing it was, and voyaging to the end on a single inventory and your guts alone was fun and dreadfully challenging at the low, low agility level I completed it with. From everyone in the caves going mad to the whispered voices to that massive final cavern, it really made it for me. The sort of quest I might start playing Old School to do again. Definitely has my vote.
e: It's interesting that TWW is getting so much love. I feel weird when I think about it, and it's not just the finale. I think because it represents the switching over to the 6th age-quest format where everything that came before didn't really matter any more, and I really detested that. It was also kinda short and I found the combat pretty easy. That said, the decisions were tough, and I might still be bitter over Guthix' death.
more edits: I'll flesh out my remaining favourites in no particular order
- Myreque series. Wonderfully dark and devilishly difficult making your way around.
- One Piercing Note. One of the top standalone quests. Do more like this.
- Elemental workshop series. Meeting and maybe exceeding the puzzle standard set by ME p.II
- Summer pair. Great standalone duo with some challenging skill-based combat. Really changed the way I saw the wilderness.
- Carnillean Rising. Turn a snot-nosed kid into an alright kid. Great music, funny and touching at times.
- Contact! Some fun times wandering through those sandy caves. How long have we been waiting for Menaphos?
- The Fremmenik Isles. All around fun quest and the best graphics in-game when released.
Disappointments:
- Birthright of the Dwarves. Hooray , more dragon weapons now that dragon is pretty much obsolete. And that huge, empty city at the end? Just run out of time?
- Salt in the Wound. Pillars!
- The bacon one. I don't even like bacon. Continual disappointment is the spice of life.
26-Apr-2014 06:39:56 - Last edited on 26-Apr-2014 07:24:48 by Handkerchief