The decision to make the graphics so simple lies in Soldak's wishes
for Depths of Peril to be playable on as many PC configurations as
possible; this is sensible in terms of ensuring that sales aren't
confined by hardware limitations but first looks count an awful lot in
PC games. The quaint simplicity though is marred by crude animations
and weak character models - one only has to look at the shot of the
player choices to see this; bandy barbarians with cute, smiling faces
don't exactly set one's pulse racing. With the detail settings at their
highest values, the backgrounds frequently annoy as it becomes
considerably harder to spot paths; there's nothing worse than trying to
escape from a swathe of monsters, only to find oneself trapped on a
large shrub.