For example, there is a stairway, from the lowest level to the highest. And, since games were somewhat simpler back then, and state or save hacking was easier, it was completely possible to see hints of cut content, just by exploring empty space. How do we know it was rushed? Because we can see cut content, if we look hard enough. Part of this would have been the 90s “Rule of Cool” design (Where style over substance was the key), but just as importantly, the game was rushed. Meet one of the tenants of the “Correction Facility”. What was up with the dark elves (Drow) under the city, and their fight with the dwarves? Were they connected? What were these portals, and how did they come into the whole picture? Why did Waterdeep’s Sewers have a prison system, of all things inside it? Along the way, you had hints of a larger plot that, for the most part, went unanswered. As you travelled, first through sewers, then through ancient dwarven tunnels (Recently recolonised by some of said dwarves), and through ever weirder locales until you reached the Xanathar, head of the monstrous guild of the same name, and slew him. ![]() In essence, it was a simple dungeon crawl beneath the city of Waterdeep, which had a big problem: An unknown threat (That totally isn’t a Beholder, folks!) wanting to conquer the city from beneath. It was published by SSI (Who had a license from TSR to make Dungeons and Dragons games) in 1991, and, for the time, it was pretty good. D’aww, isn’t that Kobold adora- AHH KILLITKILLITKILLIT!Įye of the Beholder was developed by Westwood games, who you may remember for the Command & Conquer series, and, if you’re old or savvy enough, the Lands of Lore and Kyrandia games.
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