The game world is built on a square grid that enables backgrounds, obstacles and characters to interact nicely, though the artwork for terrain and assets is grainy in quality the spite work on display is of a good standard. The game shows you what’s happening on the left and provides you with a simultaneous text description of everything you do or encounter on the right in real-time. Graphically the series uses the same engine to power all three titles with only marginal graphical changes to the HUD in terms of button layout and background textures. Needless to say the games keep finding an audience, but we’re not here to look at the remakes but rather the free-ware original Exile trilogy as it was upon release and how it holds up today. It’s worth mentioning that these games have been remade as the ‘Avernum’ series since their first release and are currently going through the process of being overhauled and remade again, with the current series having just released Crystal Souls. The expansion ‘Blades of Exile’ will also get some minor commentary, being both a series of three short campaigns set after the trilogy’s conclusion and an open-source game editor. It’s unusual we review a whole trilogy in one sitting, but Spiderweb Software’s classic Exile games (titled individually as ‘Exile: Escape from the Pit’, ‘Exile II: Crystal Souls’ and finally ‘Exile III: Ruined World’) all run on the same engine and make up one single huge narrative when played in succession. With the current fad in gaming being the replication of a ‘retro’ look or feel to appeal to a gamer’s sense of nostalgia, we thought that now would be a good time to look up a trilogy of RPGs that actually ARE from a by-gone era and evaluate them as free indie titles using the values we would apply to a modern indie release.
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