![]() ![]() Development carried on for a year with much experimentation, the team working on many different simulation mechanics, many of which were scrapped. ![]() Their Underworld demo impressed publisher Origin Systems so much they offered to work it into their Ultima franchise. So Neurath promptly started up Blue Sky Productions which would later be known as the legendary Looking Glass Studios. As one gaming news outlet might report, he wanted you “to feel like a dungeon crawler.” He’d been unimpressed with previous RPGS’ graphics and realism and formulated the idea for a project simply called Underworld, hoping to create the ultimate dungeon crawling simulator. Underworld’s origins began in the mind of designer Paul Neurath in 1989. So today I want to give you a comprehensive review of this often unknown but essential cornerstone in gaming history, as well as provide some tips for beginners so you can get the experience you deserve. It was so ahead of its time that it’s easy to forget this game came out almost 30 years ago, as it greatly influenced western RPGS like the Elder Scrolls games as well as laid the groundwork for immersive sim design philosophy. I’m happy to report that despite some abstruse 90s design, Underworld has aged very gracefully. ![]() Whew! It may have taken over 50 hours or what felt like enough time to earn a Doctorate of Medicine, but I have finally emerged VICTORIOUS over Ultima Underworld: the Stygian Abyss. ![]()
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