One of the first things you'll notice about Avernum is that it's not Baldur's Gate. Heck, it's not even Ultima VI, at least in terms of visual flair. The look and gameplay are reminiscent of the old Ultima and Wizardy games, and the interface seems to date back to that era as well, with a bar representing possible actions (use, begin combat, spells, etcetera) running along the bottom that also corresponds to hotkeys. Despite the apparent lack of polish, the interface is remarkably easy to learn, and any clunkiness left over from earlier days has been ironed out.
The visuals are far from killer, but everything looks more or less like it's supposed to – there's no mistaking bandits for cave cows, at least. It's a shame that there aren't any NPC portraits to speak of, though. The detailed descriptions given for most characters both make up and cry out for visual representation. Instead, all we have to go on are a smattering of character models seen from above, and a good third of the population of any given town seems to consist of people that look like semi-obscure Marvel Comics character Luke Cage: Power Man.
The sound is a bit sparse as well, but the clatters and clangs of combat are solid enough to let you know you're not just shaking hands with your opponents. The real let down was the absence of any real soundtrack. The opening screen has some rousing electric guitar-sounding accompaniment that was a welcome departure from most medieval sounding high-fantasy games, and I wish we'd been treated to more atmosphere within the game itself.
While the look and feel of Avernum may still seem dated and rough around the edges, content is where the game truly shines. There are tons of quests in the game, ranging from simply finding and killing a bandit leader (oddly enough, after killing him you only have to come back and brag about it to get the reward - apparently your word is taken as gospel in a society founded by criminals) to demon-slaying and even striking a blow against the Empire. There are three major game-winning quests, and at least four more of epic proportion. There is a lot to do in this game.
Every time you defeat an enemy or complete a quest, you gain experience and eventually levels, allowing you to spend the points you earn on skills or stats. The skill system makes for a very pliable group dynamic, which can grow to fit your playing style. After only a few levels, you can start turning your spell casters into brawlers, if you find you prefer hand-to-hand combat to spell casting. Still, a balanced party seems to work best. The classes are more or less high-fantasy-based, with sorcerers and clerics fighting alongside soldiers and rogues, with a few embellishments thrown in. Interesting side-note: acclaimed artist Phil Foglio provided quite a few amusing images used in the skill and class description windows.
