Richard Garriott, Paul Neurath, and Starr Long discuss UA:
This thread will be used to track important developments as we learn more about the game.
Official sites
Early announcements
- All of the articles in this category were published on or shortly after the announcement of the new game on the 1st July, 2014. As such, there was not a lot of information available at this stage.
- Underworld rpg series returning with new game
- Paul Neuraths Otherside Entertainment game studio revives the Underworld
- New Underworld game in the works for pc dev promises not to mess with original formula
- PC Gamer
- The Return of Underworld
- Underworld Ascension
Interviews, updates etc.
Last edited by twisty; 21st Feb 2015 at 21:38. Reason: 22/2: Added Red Bull update re factional system
Richard Garriott, Paul Neurath, and Starr Long discuss UA:
So... I see TTLG is basically almost dead now. No one interested in this game??
There is no game until its release. It hasn't been released.
That being said, I haven't been very impressed with what they've shown so far.
I've never played any Underworld, but I love Arx Fatalis and Legend of Grimrock 1/2, if the Ascendant will be anything close I can't imagine I won't like it.
I'm plenty excited about Ascendant, but I have no interest in following the development process as I strongly dislike spoilers.
I'm sure there were lots of backers from TTLG, and that we're all looking forward to playing it once it's completed :)
You should. It's fairly easy to get both of them running through DOSBox. Apart from the interface (which will take a little getting used to) you will be surprised how much better some of its internal systems are to many modern RPGs, including the ones you mentioned.
As far Ascendant is concerned, I am somewhat disappointed about how much they've revealed of the game already. The previous underworlds were always shrouded in mystery with a large focus on exploration. I'm sure that it will still have the latter but I can't recall a title where so much has been revealed about it prior to its release. As a result, I've recently tried to avoid reading any more spoiler laden material.
While I'm still looking forward to playing it, I must confess being somewhat underwhelmed by what I've seen so far.
When you're relying so much on public funding, from a public that has become very jaded about this sort of thing, you kind of have to reveal your progress more than usual.
Granted, I'm most likely squinting through my rose tinted glasses here, but i expect the actual game world to be immense compared to the original Underworld games. While the early games were huge by the standards of the day, these days games need to project a vivid sense of scale to hold the audience. Also, a fully fleshed out story will necessitate a truly vast underworld to explore. Arx did this quite well. I never finished it, but I was very impressed with the illusion of the world's scale. Even Skyrim did it well with Blackreach.
Is this in reference to the art style? (big-boned skeletons...)
I myself don't worry about the process. There are a good amount of original designers on board so I trust I will like it.
Hmm... I'd be impressed if they managed something on the scale of the original games.
Considering the costs of modern level design (in terms of manpower, assets and time), I'd be pleasantly surprised if it was even close to UW1's size. Large rooms, sure. But a vast, labyrinthine underworld full of hidden nooks and crannies?
A good point, and one that was sadly very obvious during their initial funding-raising stint. While the Underworlds are widely regarded as classics, there just wasn't as much public interest compared to many other games that have been able to secure funding by offering less revelatory tier rewards and updates. I agree their approach made sense during the Kickstarter phase but feel that they should have shown greater restraint after reaching their funding goals.
Agreed, given the team contains developers who helped define many of my most important gaming experiences. They've also managed to secure some incredible new talent as well, such as their Art Director, Nate Wells. Considering however that Bioshock Infinite & The Last of Us are two of the most visually impressive games ever made, I've found his "authored look" to be a disappointing contrast to those games. Budgets aside, it's the overall aesthetic that is less appealing as an underlying artistic direction for an Underworld game.
I haven't really followed the development of this game in a while - what stage is it at? Any vague ideas of a release date? I think they originally said late 2016 which even at the time seemed unrealistic.
No release dates so far. There's a vertical slice supposed to come this month. A few screenshots: http://otherside-e.com/wp/update-a-n...rld-ascendant/
https://youtu.be/9aEM0wv4O3M
If anyone is interested, my walkthrough of test location. I'm demonstrating game core mechanics.
I apologize for mistakes in my English, it's not my native language![]()
I haven't watched it for the same reason I'm probably not going to play the game until it gets a full release, however am interested in your impressions of the various systems you played with. Does it feel fairly solid now and fun to experiment?
This is just a prototype, the first one released to backers. Unlike the later prototype, there's no art assets and the mechanics are very rudimentary.
The real answer to how the game is shaping up will be delivered by the vertical slice in a few days.
The new one isn't a prototype, it's the real deal -- a part of the game they are working on. Also, it's supposed to be a huge leap from the last prototype, which was basically just a couple of areas with skeletons.
Yes, it's the "early access to pre-alpha build" backer reward for the 75$ tier and upwards. But maybe they will make it available to lower tier backers later on by selling it as an add-on or something.
New video today. The Stephen Russell voice over gave me legit feels.
(It was on the Facebook page; hopefully that's easily shareable.)
https://www.facebook.com/UnderworldA...ZWmtbQKl2Tskss
IGN has a video about multiple choice gameplay: http://www.ign.com/videos/2018/01/17...hoice-gameplay
I'm much more comfortable with the art direction now; less cartoony and better ambient lighting (at least it looked that way from the video).
It was just work in progress. You need something for prototyping, after all. Most games look crap until the end of the production.