Avernum 4 es el primer capítulo de la Great Trials Trilogy, tres juegos que cuentan la historia de la resistencia de tu mundo ante poderosas fuerzas que buscan destruirlo.
Análisis de usuarios: Positivos (44 análisis) - El 88% de los 44 análisis de los usuarios sobre este juego son positivos.
Fecha de lanzamiento: 11 mayo 2012

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Comprar Avernum 4

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Packs que incluyen este juego

Comprar Avernum Bundle

Incluye 3 artículos: Avernum 4, Avernum 5, Avernum 6

¡REBAJAS DE OTOÑO! La oferta finaliza el 1 de diciembre

Comprar Spiderweb Software Complete Pack

Incluye 13 artículos: Avadon 2: The Corruption, Avadon: The Black Fortress, Avernum 2: Crystal Souls, Avernum 4, Avernum 5, Avernum 6, Avernum: Escape From the Pit, Geneforge 1, Geneforge 2, Geneforge 3, Geneforge 4: Rebellion, Geneforge 5: Overthrow, Nethergate: Resurrection

¡REBAJAS DE OTOÑO! La oferta finaliza el 1 de diciembre


Recomendado por mentores

"Begin of the second Avernum triology. A long living series that shines with excellent story-telling and non-linear exploration. Good indie game!"
Lee aquí el análisis completo.


"Avernum 4 ofrece muchas horas de juego y una excelente aventura en un mundo muy bien realizado."
7/10 – - RPGDot

"Como juego clásico de rol, Avernum 4 proporciona mucha diversión, permitiendo a los audaces aventureros disfrutar horas de buenos momentos." - http://gametunnel.com/game/avernum-4/">GameTunnel

"[Avernum 4] puede que en el aspecto visual no sea como algunos juegos de PC modernos, pero tiene una gran cantidad de elementos que lo hacen tremendamente profundo."
7.4/10 – - http://www.gamezone.com/reviews/avernum_4_pn_review">GameZone

Acerca de este juego

Avernum es una de las grandes historias de los juegos indie, una épica saga de fantasía de rol que transcurre en una enorme nación subterránea. Avernum es un mundo bajo tierra, un territorio oculto repleto de pícaros, inadaptados y bandidos que sobreviven a duras penas en esta oscuridad infectada de monstruos. Avernum 4 es el primer capítulo de la Great Trials Trilogy, tres juegos que cuentan la historia de la resistencia de tu mundo ante poderosas fuerzas que buscan destruirlo.

Avernum 4 es una enorme aventura de fantasía de rol. Imagina un mundo gigante, lleno de innumerables personajes, cientos de misiones secundarias y trampas, trucos y tesoros en cada esquina. Experimenta la vida del aventurero: ¡fama!, ¡riquezas!, ¡el desafortunado ciudadano suplícándote ayuda a cada momento! Esta historia épica te garantizará semanas de entretenimiento, con un increíblemente vasto mundo que te desafiará a descubrir todos sus secretos.

Requisitos del sistema

    • SO: Windows XP o posterior
    • Procesador: 1.6 GHz
    • Memoria: 256 MB de RAM, 512 MB recomendados
    • Disco Duro: 300 MB de espacio libre
    • Gráficos: Aceleradora 3D
    • Versión de DirectX®: 7 o posterior
    • Adicional: Resolución de pantalla de 1024x768 con una profundidad de color de 32 bits
Análisis útiles de usuarios
A 8 de 10 personas (80%) les ha sido útil este análisis
213.7 h registradas
Publicado el 8 de junio
200 hours in and I'm still ready for more. It's not for everybody. But it's for me.
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A 1 de 1 personas (100%) les ha sido útil este análisis
40.3 h registradas
Publicado el 22 de noviembre
I've spent hundreds of hours - maybe even thousands - playing Avernum 1, 2, and 3, and Blades. As such, it pains me to disrecommend this game. But this game is just downright unpleasant to play relative to its predecessors, and here's why: the new engine is terrible.

  • You used to be able to do virtually everything with the keyboard; now you have to use the mouse for many actions (fire missile - can't use "F", cast spell - can't use a/b/c targeting, open chest - can't use "L", etc.) - and for whatever reason, mouse aiming is terrible, so probably a third of the time when I'm trying to cast a spell on an enemy, I instead accidentally click on my party member who's adjacent in melee.

  • The old engine's distinction between town mode and outdoors mode was brilliant, and gave the older games a beautiful sense of scale. Silvar and Duvno used to be ~10 town-widths apart; now, they're just one town-width apart. It just feels unrealistic. (Concomitant to this, the Orb of Thralni doesn't exist in A4, alas.)

  • The action point system, borrowed from Geneforge, in which you have to have a set number of AP at the end of your turn to perform an action, is awful. Not as bad as in Geneforge (which doesn't have discrete tiles), but still awful.

  • Speaking of Geneforge, many of the sprites are lifted straight from Geneforge. Drakes now look like GF drayks; "wyrmkin" are just artilas; crystal souls have been reskinned to look like I-forget-what from GF.

  • The reputation system was a really cool feature of previous Avernum games. It's gone now.

  • They still haven't figured out how to make the stats screen reasonably usable (your base stats get conflated with your stat bonuses from items, and the only way to disambiguate them is to look at all your items and tally up the stats by hand), and the change to a Geneforge-style stats screen has just made things worse. Frankly, Exile was better at this, IIRC.

  • Secret passages were always a neat feature in Avernum; they're gone now. (I know some people found them irritating, but you could always just cast Far Sight if it really bothered you.)

  • You now have to enter combat mode to fight an enemy, where before you had the option of just whacking them with your lead character. This becomes annoying when dealing with weak enemies that only take 1-2 whacks to kill. But hey, at least you can just turn on auto-combat and let the AI handle it, right?

  • No, you can't, because auto-combat is gone now. This is terrible for all those fights with solitary chitrachs (believe me, you're going to be fighting a LOT of chitrachs) and bats and whatever else.

  • Special abilities are gone. They added a nice bit of flavor to the game (especially the ones you got from character traits).

  • You can no longer "Wait" in combat. Why not? God knows.

It's not _all_ bad, though. Click-to-move is a good thing, particularly in places with lots of random stalagmites on the ground and so forth (though it's super-irritating when the game arbitrarily blocks you from moving "too far away"). Also, item lore isn't a thing anymore, and there's no such thing as an unidentified item anymore. That's a nice thing to have.

Issues with the engine aside, another thing that really bugs me is that there's very little that's new here if you've played A1. A2 gave us the Vahnatai lands (including the tunnel from Formello, perhaps the best part of any of the Avernum games) and Empire lands; in A3, everything besides the Tower of Magi was new. A4 just feels like a crappy reskin of A1.

And the plot isn't terribly interesting either. "Rentar-Ihrno is back AGAIN and you need to fix everything" is significantly less compelling than "you have been chosen to be the second group to explore the surface" (A3), "you must be our liaison to a hitherto-unknown species" (A2), or "you have been thrown into the underworld; do whatever you want!" (A1).

Nonetheless, I have faith in Spiderweb Software. All of the other Spiderweb games I've played (some of Exile, Avernum 1-3 + Blades, Nethergate and N:R, and Geneforge 1-3) were at least good if not excellent - many notches above Avernum 4. I'm very optimistic that Avernum 5 will mark a return to form, and look forward to making some time to get started on it.
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A 2 de 3 personas (67%) les ha sido útil este análisis
0.6 h registradas
Publicado el 15 de junio
By far the weakest of the Avernum series, using outdated mechanics(the ol 'you must have 5 action points to attack/cast spells rule from as far back as Geneforge 1 which was later abandoned for obvious reasons), not containing other mechanics that are rather important(i.e. being able to press abcdefg etc etc to target spells or missile attacks), and more.

Less options for customizing your party as well. Parts of it seem...laggy, for lack of a better word, particularly when looking at your inventory, you may notice that your fps will drop for no apparent reason.

Clunky is the term I would use for this game in general, which is really quite jarring considering how good Spiderweb Software usually is at doing this, at least the writing is still decent.

I'd heard this game has a reputation amidst fans of Spiderweb for being one of the weaker titles, and I can see why now.

If you're willing to ignore all of that, this is still an enjoyable play, but would I recommend it? Only if it goes on sale.
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A 4 de 8 personas (50%) les ha sido útil este análisis
1.0 h registradas
Publicado el 23 de junio
I have nearly 500 games in my Steam account, and the vast majority of them are still unplayed. So now I'm dedicating an hour to each of these games and writing a series of One Hour Reviews. An hour isn't very long to judge a game on, so think of this as more of a first impression, and take this review in the spirit in which it's given. Be sure to read other reviews from players who have spent more time in the game.

One Hour Reviews - Game 16
Avernum 4
Purchase Date: 7/11/2013

I've reviewed a few other of Spiderweb Software's games, and I am starting to feel like I'm writing the same review for each of them. I can see where that would sound bad, because it implies that all of their games are very cookie-cutter. I don't really see it like that, it's rather that all of Spiderweb's games are written as spiritual successors of the old school role playing games that you played in the 80s, particularly Ultima.

Spiderweb makes a very particular kind of game, and so in that sense once you have played one, you have a pretty good idea of what you are in for with their other games as well.

Everything is presented in a 2D tile based system, rendered in a top-down isometric view. With everything in 2D, this means the camera is fixed, so there's no rotating the view, and no zooming in and out of the map. But it also means you don't have to worry about fighting with the camera. This simple presentation works pretty well, the only drawback is occasionally a door or wall may obscure your view and make it a little hard to distinguish targets.

You control a party of 4 characters. In Avernum 4 you select your party at the start of the game (other games have you meeting your companions as you play). For each party member you can select a character type (class) to play, pick some traits, and spend some skill points on an initial set of skills. As for the look of your character you are very limited here. The game lets you pick a race, and each race has a couple of preset character portraits (which also imply your gender).

Once you start the game, Avernum will give you the basics on moving around and equipping your characters. Pretty much every one of Spiderweb's games starts out this way. I continue to appreciate how accesible these games are to new players. Often when you think of old school gaming you will associate that with extreme difficulty and usability issues. That's never been the case with any of these games.

The sound is nothing to get excited about. There are a few generic sounds for most actions. Monsters that attack always sound like the same barking dog. Even for an "old school" game, I think they could have put more time into adding some variety to the sounds.

Avernum quickly introduces you to it's turn-based combat system. Characters have a limited number of actions points to spend between moving and performing actions, such as casting a spell or attacking an enemy. Classes have different abilities as you would expect. Since the game is all presented in 2D, it's natural for the movement to be grid based.

I started on normal difficulty, and found some of the early fights still posed some challenge. I had my primary character get knocked out from a single blow. So long as at least one member of your party survives, you can just run back to the city gates and your whole party will automatically be healed. So there isn't really a death penalty to speak of, and this game definitely wouldn't be described as a roguelike.

I spent the rest of my first hour of gameplay clearing out a dungeon of goblins, and slowly equipping my characters with dropped loot. An hour is no time to get a sense of the story, but it's a safe bet that you can expect a long epic storyline, which is the norm for Spiderweb's games.

I continue to enjoy these games and would recommend them for anyone who enjoys an old school experience. In fact, you might just consider buying the entire bundle, rather than just this game. The current complete pack from Spiderweb contains 13 games and is priced for $45. So even at a non sale price, that comes out to just over 3 bucks a game. Considering the amount of time you can spend in these games, it's a great bargain.
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A 18 de 18 personas (100%) les ha sido útil este análisis
23.8 h registradas
Publicado el 28 de marzo de 2014
While now, itself considered old, Avernum shows indie ingenuity, technology and ideas of its time being applied as an old-meets-new factor to Isometric, turn-based RPGs before its time. The world-map movement and near-seamless switch to turn-based combat mode is satisfying without taking me out of one map or singular-world feel. The world is huge and fun to explore in a movement mode that acts like real-time, but does all the individual move-calculations behind the scenes. When in combat I can then seamlessly take control of each character, playing my turn-based combat.

The dialog and story are great, the world feels non-linear, and combat is fun. I recommend this game to anyone who wants their RPG itch scratched, but fans of almost any RPG variant may also love Avernum, especially turn-based-combat fans.
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