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Thread: ADG Review of Ultima Underworld

  1. #1
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia

    ADG Review of Ultima Underworld

    ADG which I've been following on Youtube for a few years now, did a review of Ultima Underworld this weekend.


  2. #2
    Member
    Registered: Feb 2001
    Location: Somewhere
    Nice review, they really dont make em like this anymore. I recently finished this late last year, even though I have played it countless times, and the amount of stuff I missed was mind boggling, so much detail. Plus the ending level is absolutely bonkers.

  3. #3
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    I've only ever done 1 play of the game, and that was back in the mid nineties. Got pretty far, then got side tracked. Good game though.

    In the review he mentions that there is zero enemy respawning in the game. I could have sworn there was respawns when I played it. Though that was decades ago, so I'm likely remembering it wrong.

  4. #4
    Member
    Registered: Feb 2001
    Location: Somewhere
    As far as I could tell there was no respawning, though a lot of the monsters did move around quite a bit.

  5. #5
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Another one for the todo list.

  6. #6
    I watch his reviews as well. Saw this yesterday and enjoyed seeing someone still talk about this great game.

    It definitely has replay-ability and not just because you might miss a piece of loot or key. The skills can affect the game play quite a bit. I didn't know back then that the Lore skill is very useful. If it's high enough, the player can actually register that axe as a much more powerful weapon than without the skill. If you don't 'see' it as that powerful, then it won't be that powerful. The damage for example will match that of the weapon you CAN see instead of its full potential.

  7. #7
    Member
    Registered: Feb 2001
    Location: Somewhere
    Yeh trying to complete the game without a high Lore skill is almost impossible.

  8. #8
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Interesting

  9. #9
    Member
    Registered: Feb 2001
    Location: Somewhere
    you know this is a bit of an aside, but the 2 UUW games are unmatched in modern gaming. Even Thief and System Shock, though successors, cant compete in terms of depth and complexity of rpg systems, also deep story which isnt in your face and must be discovered through exploration. I would love for an SS1 EE type of remake for these, with better visuals and control scheme.

  10. #10
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    For the first one there is a fan made Unity remake. Were you aware of that one? Last I checked it has partial UW2 support as well.

    Link:
    https://www.systemshock.org/index.php?topic=6045.0

  11. #11
    Member
    Registered: Feb 2001
    Location: Somewhere
    Isnt that just the levels though? I imagine trying to actually remake the whole game would be near impossible.

  12. #12
    "UW1 is fully supported and can be completed from start to finish. Save games are both forward and backwardly compatable[sic] with the original dos version."

    https://github.com/hankmorgan/UnderworldExporter#readme

    The main thread at systemshock.org has a relatively recent UW2 update.
    Last edited by Shadowcat; 8th May 2019 at 07:32.

  13. #13
    Member
    Registered: Feb 2001
    Location: Somewhere
    ooh nice

  14. #14
    Moderator
    Registered: Sep 2000
    Location: Hong Kong
    Quote Originally Posted by PigLick View Post
    you know this is a bit of an aside, but the 2 UUW games are unmatched in modern gaming. Even Thief and System Shock, though successors, cant compete in terms of depth and complexity of rpg systems, also deep story which isnt in your face and must be discovered through exploration. I would love for an SS1 EE type of remake for these, with better visuals and control scheme.
    For those of you that have frequented this forum since it's inception, you would know that UW1&2 are my favourite games of all time. Since playing the first 2 Underworld games (equals in my opinion) countless times over the past 25 years, they have continued to occupy a place on my harddrive throughout this period in one way or another, as they have yet to be equalled by anything since then, at least in terms of their totality. That said, rather than rehash what I've written previously, I'd like to necromance a post by Aardvark (a former LGS developer and ttlg member) that sums up my views succinctly.
    Quote Originally Posted by aardvark View Post
    I think that the Underworld games are the best rpg's ever made. I've played Baldur's Gate, the Diablo's, the Elder Scrolls games, Betrayal At Krondor, Dungeon Master, heck even Wasteland, the original Pool Of Radiance and NetHack. None of them even come close to the sense of immersiveness and fun I got (and get) from UU and UU2.

    I wonder why this is. I think it's about layers of detail.

    Popcorn. It's all about popcorn. If you've played the game you know what I mean. And undocumented stuff. Experimentation can pay off in an Underworld game. -- An automap that allows notes to be written on it. Many crpg designers still haven't caught on to the fact that this is an essential crpg feature.

    Bags, pouches, coffers, boxes and packs. Put this in that and those two in this one and so on... It's game just playing with your boxes and coffers. Somewhat standard now but the Underworlds probably did it first.

    If you can't unlock a door you can bash it but it might damage or even break your weapon. Of course, you can pick the lock or cast an opening spell on it too.

    You learn a particular "monster language" and actually use it to communicate. (Amazing!) - If you find a musical instrument, you can actually play it by tapping keys on your keyboard, and a lute sounds different than a flute too.

    Melee, close combat, something LGS was always quite good at simulating (while most other 3D game developers cop out by offering only ranged weapons in their games), was great. Pulling your weapon back and holding it as long as possible for a stronger attack was a brilliant touch and one that gave feedback to the player. Nice. Sounds like Thief doesn't it...

    The Underworld levels are superb. It is fair to say that I have seen nothing like them in a game since. No skimpy dopey level one either. The first level of Underworld 1 is large, interconnected, diverse and challenging. It's really fun even when you go back to it now, and it teaches all of the basics for dungeon survival that a player will use throughout the rest of the game --without ever seeming like a trainer. Wow.

    The Underworld games, particularly Underworld 2, are non-linear. Non-linear is a buzzword now. The Underworlds were among the first crpg's to eschew the typical linear "lead the player by the nose" design. Very cool.

    I liked the ice (Yow!), yeti and snowballs. I liked clearing out monsters from a room, then moving in and arranging my stuff all over. I liked having to move my "apartment" as I explored deeper (or dimensionally displaced) levels. I loved flying and fighting. I loved teleporting. Boots of Jumping? You bet.
    More from this thread: https://www.ttlg.com/forums/showthread.php?t=7325
    As such, while I knew that it was unrealistic to expect a sequel to reach the levels of the originals after such a long period, I really wish Otherside turned their attention to something else as Ascendant falls so woefully short.

  15. #15
    Member
    Registered: Feb 2001
    Location: Somewhere
    Well said, also aardvark now thats a name I havent heard for a very long time.

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