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{{redirect3|Ultima Underworld|For the sequel, see ]}} | |||
{{Infobox VG | {{Infobox VG | ||
| title = Ultima Underworld: The Stygian Abyss | | title = Ultima Underworld: The Stygian Abyss | ||
Line 6: | Line 7: | ||
| designer = ], ] | | designer = ], ] | ||
| engine = Underworld engine | | engine = Underworld engine | ||
| released = ] |
| released = ] March 27, 1992<br/>] March 14, 1997 (PSX)<br/> May 29, 2002 (Windows Mobile) | ||
| genre = ], ], ] | | genre = ], ], ] | ||
| modes = ] | | modes = ] | ||
| ratings = <!--PG?--> | | ratings = <!--PG?--> | ||
| platforms = ]<br />] (Japan only)<br />]<br />] (Japan only)<br>] | | platforms = ]<br />] (Japan only)<br />] (Japan only)<br />] (Japan only)<br />] | ||
| media = ]s (4), ] (1) | | media = ]s (4), ] (1) | ||
| requirements = | | requirements = | ||
| input = ], ], ] | | input = ], ], ] | ||
}} | }} | ||
'''''Ultima Underworld: The Stygian Abyss''''' is a ] |
'''''Ultima Underworld: The Stygian Abyss''''' is a ] developed by ] (later Looking Glass Studios) and released by ] on March 27, 1992. It is part of the '']'' series. | ||
As in other ''Ultima'' games, the player takes control of the ], this time on a quest to reach the bottom of a multi-layered, non-linear dungeon. The game was the first first-person role-playing game to use 3D graphics, as well as the first real-time indoor 3D game that allowed the player to look up and down, and jump. Other innovations include inclined surfaces, lighting, multiple heights and 3D objects. | |||
⚫ | |||
The game received widespread critical acclaim and eventually sold almost 500,000 copies, and went on to be featured on multiple hall of fame lists. It influenced a wide range of developers, including ] and ]. In 1993, a sequel, '']'', was released. In 2002, a ] mobile version of the game was ported for the ] by Zio Interactive. | |||
==Gameplay== | |||
The gameplay is set entirely indoors, requiring the player to explore various dungeons and caverns. Progression is event driven and non linear. The player can explore and revisit areas at will and many obstacles encountered often have multiple solutions. ] considers the ''Underworld'' series to be more action-oriented than the regular ''Ultima'' series.<ref name="gameplay1">{{cite web | url = http://www.gamespot.com/features/ultima/g18.html | title = The Ultima Legacy | work = ] | accessdate = August 10, 2006}}</ref> | |||
The player views the game world from a ] ]. A ] interface is used to interact with the game world through activating various action icons. A more advanced ] mode was also available. Items can be picked up and kept in the player's inventory as long as there is sufficient carrying capacity. Dropped items will persist throughout the course of the game. The game world is highly interactive; the player must be kept fed, and weapons and other items wear with use. ]es, for example, eventually extinguish after prolonged use, but can also be replenished with oil. Other examples of interactivity include using corn on a lit torch to create ]. | |||
While many inhabitants of the game are hostile ]s, the player will also encounter more intelligent inhabitants who may be conversed with. The combat system is mostly focused on melee combat; ranged weapons are present but are limited in availability. Spellcasting is done by selecting an appropriate combination of runestones. There is a wide selection of spells, from offensive spells, such as Fireball, to utility spells, such as Night Vision. | |||
==Plot== | |||
The player is cast in the role of the ], the protagonist of the ''Ultima'' series. The avatar is being haunted in his dreams by a ghost who is trying to warn him of a great danger in ]. The avatar finally allows the ghost take him to Britannia, where he witnesses the kidnapping of a baron's daughter by a wizard. The wizard escapes, and the Avatar is caught by the baron's guards and taken before him. The Avatar is found guilty of the crime and banished to the Great Stygian Abyss, to either rescue the baron's daughter or perish within. The player has to deal with the survivors of a failed colony and, in the end, discovers a plot to summon a ] into Britannia. In relation to the main ''Ultima'' series, the game takes place after '']''. | The player is cast in the role of the ], the protagonist of the ''Ultima'' series. The avatar is being haunted in his dreams by a ghost who is trying to warn him of a great danger in ]. The avatar finally allows the ghost take him to Britannia, where he witnesses the kidnapping of a baron's daughter by a wizard. The wizard escapes, and the Avatar is caught by the baron's guards and taken before him. The Avatar is found guilty of the crime and banished to the Great Stygian Abyss, to either rescue the baron's daughter or perish within. The player has to deal with the survivors of a failed colony and, in the end, discovers a plot to summon a ] into Britannia. In relation to the main ''Ultima'' series, the game takes place after '']''. | ||
==Development== | |||
Despite its technical excellence, the game was not a great financial success. Today the game has a cult following among fans of the ''Ultima series'', in some ] circles, and by the occasional nostalgic early 1990s gamer. In 1993, ''Ultima Underworld'' won the ] for ''Best Fantasy or Science Fiction Computer Game of 1992''. | |||
''Ultima Underworld'' was conceived in 1989 by Paul Neurath, after he had finished work on '']''.<ref name=cvg /> ''Space Rogue'' "took the first, tentative in exploring a blend of RPG and simulation elements, and this seemed to me a promising direction" said Neurath in 2002.<ref name= cvg /> He found that the way it blended the elements was jarring, however, and felt that there was a seamless way of combining them, thereby creating a more immersive experience.<ref name=cvg /> | |||
Neurath had been a fan of ] (CRPGs) like '']'', but found fault with their simple, abstract visuals.<ref name=ttlg /> He believed that ''Dungeon Master'''s detailed take on first-person presentation provided a "glimpse into the future", and sought to create a fantasy CRPG that would "bring even more immediacy" to the experience than ''Dungeon Master'' had.<ref name=ttlg /> In 1990, Neurath wrote a design document for a game simply titled "''Underworld''".<ref name=cvg /> After contracting ex-Origin artist Doug Wike to do concept work, he assembled a company, named Blue Sky Productions, to create the game.<ref name=ttlg /> Among the first hirees were ] and Dan Schmidt,<ref name=ttlg /> who would go on to be the project leaders of '']'' and '']'', respectively.<ref name=ssmanual>''System Shock'' Terminal Access manual, page 47</ref><ref name=tnovamanual>''Terra Nova: Strike Force Centauri'' manual, page 72</ref> | |||
⚫ | == |
||
<references /> | |||
An early difficulty was creating feasible real-time ]. Neurath had experimented unsuccessfully with the concept in the late 80's, but he contacted programmer Chris Green (later a programmer on '']''), who was able to create a working ].<ref name=ttlg /><ref name=cvg /> After a few months of work, the team had a prototype, which it pitched to publishers including Origin, who they eventually settled on. Origin suggested that the game be reworked to fit into its '']'' universe, and so the game was renamed ''Ultima Underworld''.<ref name=ttlg /><ref name=cvg /> | |||
⚫ | == |
||
⚫ | It was released before, and featured significantly more complex technology and gameplay than, for example, '']'' by ], and had higher system requirements (a ] processor, 2 MB of RAM, and DOS 4.0 to 6.22;<ref name="uutech">{{cite web |url=http://www.mobygames.com/game/ultima-underworld-the-stygian-abyss/techinfo |title=Technical Specs for Ultima Underworld: The Stygian Abyss |work=] |accessdate=2008-02-24}}</ref> compared to ''Wolfenstein 3D'''s ], 640 kB of RAM, and only DOS 3.0 to 3.3<ref name="wolf3d">{{cite web |url=http://www.mobygames.com/game/dos/wolfenstein-3d/techinfo |title=Technical Specs for Wolfenstein 3D |work=] |accessdate=2008-02-24}}</ref>). | ||
==Reception== | |||
The game received critical acclaim, and eventually sold nearly 500,000 copies.<ref name=ttlg>{{cite web | url=http://www.ttlg.com/articles/uw1.asp | title=The Story of ''Ultima Underworld'' | last=Neurath | first=Paul | date=June 23, 2000 | accessdate=February 12 | accessyear=2009 }}</ref> In 1993, ''Ultima Underworld'' won the ] for ''Best Fantasy or Science Fiction Computer Game of 1992''. | |||
'']'' gave the game 98 out of 100 and summarized that "Ultima Underworld is something totally new in the CRPG field. The Virtual Fantasy of the Abyss left reviewers speecheless."<ref name="pelit">{{Citation|last=Nirvi|first=Niko|title=Virtuualifantasian mestarinäyte|newspaper=]|pages=22-24|date=2/1992}}</ref> | |||
==Legacy== | |||
''Ultima Underworld'' was the first first-person role-playing game to use 3D graphics.<ref name="gama2">{{cite web | url=http://www.gamasutra.com/view/feature/2674/educational_feature_a_history_and_.php?page=1 | title=Educational Feature: A History and Analysis of Level Design in 3D Computer Games (Part 1) | date=April 25, 2006 | publisher=] | author=Shahrani, Sam | accessdate=February 10 | accessyear=2009 }}</ref> The game served as a direct influence on ]' '']'',<ref name='TES1'>{{cite web|url=http://www.elderscrolls.com/tenth_anniv/tenth_anniv-arena.htm |title=Arena: Behind the Scenes |accessdate=2007-09-28 |publisher=]}}</ref> and the 2002 game '']''. The developers of ''Arx Fatalis'', ], have stated that the game was actually intended to be third game in the ''Ultima Underworld'' series, however they could not obtain a license for the ''Underworld'' name.<ref>{{cite web |url=http://www.gamespot.com/pc/rpg/arxfatalis/news.html?sid=2856384&mode=previews |title=Arx Fatalis Preview |date=2002-03-20 |publisher=] |author= Todd, Brett |accessdate=2009-02-09}}</ref> | |||
id Software's use of ] in '']'', a precurser to '']'', was directly influenced by ''Ultima Underworld''.<ref name="gama2" /><ref name="cvg">{{cite web | url=http://www.computerandvideogames.com/article.php?id=28003 | title=Feature: Games that changed the world: ''Ultima Underworld'' | date=April 16, 2002 | publisher=] | author=Mallinson, Paul | accessdate=February 10 | accessyear=2009 }}</ref> It was not until 1996, with '']'', that a major title from a company other than Looking Glass Studios would feature inclined surfaces.<ref name="gama2" /> An enhanced version of ''Ultima Underworld'''s engine was later used for '']''.<ref name="gama">{{cite web |url=http://gamasutra.com/features/20060428/shahrani_01.shtml |title=Educational Feature: A History and Analysis of Level Design in 3D Computer Games (Part 2) |date=2006-04-28 |publisher=] |author= Shahrani, Sam |accessdate=2009-02-10}}</ref> | |||
''Computer Gaming World'' placed the game 68th on its 1996 "150 Best Games of All Time" list.<ref name=cgw>{{cite journal | journal=] | title=150 Best (and 50 Worst) Games of All Time | issue=148 | month=November | year=1996 }}</ref> ] named ''Ultima Underworld: The Stygian Abyss'' one of the "Top 100 Games of All Time" in 2005, placing 99th on their list. The noted the game "helped usher a new era in digital entertainment...it offered a slew of innovative ideas that changed the action-RPG genre for the better".<ref name="ign">{{cite web |url=http://top100.ign.com/2005/091-100.html |title=IGN's Top 100 Games (2005) |work=] |accessdate=2009-02-09}}</ref> | |||
⚫ | ==See also== | ||
* '']''. An '']'' ] based in the same location. | * '']''. An '']'' ] based in the same location. | ||
* '']'' | * '']'' | ||
⚫ | ==References== | ||
⚫ | == |
||
{{reflist}} | |||
⚫ | ==External links== | ||
*{{moby game|id=/ultima-underworld-the-stygian-abyss|name=''Ultima Underworld: The Stygian Abyss''}} | *{{moby game|id=/ultima-underworld-the-stygian-abyss|name=''Ultima Underworld: The Stygian Abyss''}} | ||
* , a UW1 file resource center | * , a ''UW1'' file resource center | ||
{{Ultima}} | {{Ultima}} | ||
{{Looking Glass Studios}} | {{Looking Glass Studios}} | ||
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Revision as of 04:26, 15 February 2009
"Ultima Underworld" redirects here. For For the sequel, see Ultima Underworld II: Labyrinth of Worlds, see Ultima Underworld (disambiguation). 1992 video gameUltima Underworld: The Stygian Abyss | |
---|---|
The Stygian Abyss | |
Developer(s) | Blue Sky Productions |
Publisher(s) | Origin Systems |
Designer(s) | Paul Neurath, Doug Church |
Engine | Underworld engine |
Platform(s) | DOS FM Towns (Japan only) NEC PC-9801 (Japan only) PlayStation (Japan only) Windows Mobile |
Release | March 27, 1992 March 14, 1997 (PSX) May 29, 2002 (Windows Mobile) |
Genre(s) | First person perspective, Adventure, Action RPG |
Mode(s) | Single player |
Ultima Underworld: The Stygian Abyss is a computer role-playing game developed by Blue Sky Productions (later Looking Glass Studios) and released by Origin Systems on March 27, 1992. It is part of the Ultima series.
As in other Ultima games, the player takes control of the Avatar, this time on a quest to reach the bottom of a multi-layered, non-linear dungeon. The game was the first first-person role-playing game to use 3D graphics, as well as the first real-time indoor 3D game that allowed the player to look up and down, and jump. Other innovations include inclined surfaces, lighting, multiple heights and 3D objects.
The game received widespread critical acclaim and eventually sold almost 500,000 copies, and went on to be featured on multiple hall of fame lists. It influenced a wide range of developers, including Bethesda Softworks and id Software. In 1993, a sequel, Ultima Underworld II: Labyrinth of Worlds, was released. In 2002, a Windows mobile version of the game was ported for the Pocket PC by Zio Interactive.
Gameplay
The gameplay is set entirely indoors, requiring the player to explore various dungeons and caverns. Progression is event driven and non linear. The player can explore and revisit areas at will and many obstacles encountered often have multiple solutions. Richard Garriott considers the Underworld series to be more action-oriented than the regular Ultima series.
The player views the game world from a first-person perspective. A point-and-click interface is used to interact with the game world through activating various action icons. A more advanced drag-and-drop mode was also available. Items can be picked up and kept in the player's inventory as long as there is sufficient carrying capacity. Dropped items will persist throughout the course of the game. The game world is highly interactive; the player must be kept fed, and weapons and other items wear with use. Torches, for example, eventually extinguish after prolonged use, but can also be replenished with oil. Other examples of interactivity include using corn on a lit torch to create popcorn.
While many inhabitants of the game are hostile monsters, the player will also encounter more intelligent inhabitants who may be conversed with. The combat system is mostly focused on melee combat; ranged weapons are present but are limited in availability. Spellcasting is done by selecting an appropriate combination of runestones. There is a wide selection of spells, from offensive spells, such as Fireball, to utility spells, such as Night Vision.
Plot
The player is cast in the role of the Avatar, the protagonist of the Ultima series. The avatar is being haunted in his dreams by a ghost who is trying to warn him of a great danger in Britannia. The avatar finally allows the ghost take him to Britannia, where he witnesses the kidnapping of a baron's daughter by a wizard. The wizard escapes, and the Avatar is caught by the baron's guards and taken before him. The Avatar is found guilty of the crime and banished to the Great Stygian Abyss, to either rescue the baron's daughter or perish within. The player has to deal with the survivors of a failed colony and, in the end, discovers a plot to summon a demon into Britannia. In relation to the main Ultima series, the game takes place after Ultima VI.
Development
Ultima Underworld was conceived in 1989 by Paul Neurath, after he had finished work on Space Rogue. Space Rogue "took the first, tentative in exploring a blend of RPG and simulation elements, and this seemed to me a promising direction" said Neurath in 2002. He found that the way it blended the elements was jarring, however, and felt that there was a seamless way of combining them, thereby creating a more immersive experience.
Neurath had been a fan of computer role-playing games (CRPGs) like Wizardry, but found fault with their simple, abstract visuals. He believed that Dungeon Master's detailed take on first-person presentation provided a "glimpse into the future", and sought to create a fantasy CRPG that would "bring even more immediacy" to the experience than Dungeon Master had. In 1990, Neurath wrote a design document for a game simply titled "Underworld". After contracting ex-Origin artist Doug Wike to do concept work, he assembled a company, named Blue Sky Productions, to create the game. Among the first hirees were Doug Church and Dan Schmidt, who would go on to be the project leaders of System Shock and Terra Nova: Strike Force Centauri, respectively.
An early difficulty was creating feasible real-time texture mapping. Neurath had experimented unsuccessfully with the concept in the late 80's, but he contacted programmer Chris Green (later a programmer on The Elder Scrolls: Arena), who was able to create a working algorithm. After a few months of work, the team had a prototype, which it pitched to publishers including Origin, who they eventually settled on. Origin suggested that the game be reworked to fit into its Ultima universe, and so the game was renamed Ultima Underworld.
It was released before, and featured significantly more complex technology and gameplay than, for example, Wolfenstein 3D by id Software, and had higher system requirements (a 386 processor, 2 MB of RAM, and DOS 4.0 to 6.22; compared to Wolfenstein 3D's 286, 640 kB of RAM, and only DOS 3.0 to 3.3).
Reception
The game received critical acclaim, and eventually sold nearly 500,000 copies. In 1993, Ultima Underworld won the Origins Award for Best Fantasy or Science Fiction Computer Game of 1992.
Pelit gave the game 98 out of 100 and summarized that "Ultima Underworld is something totally new in the CRPG field. The Virtual Fantasy of the Abyss left reviewers speecheless."
Legacy
Ultima Underworld was the first first-person role-playing game to use 3D graphics. The game served as a direct influence on Bethesda Softworks' The Elder Scrolls: Arena, and the 2002 game Arx Fatalis. The developers of Arx Fatalis, Arkane Studios, have stated that the game was actually intended to be third game in the Ultima Underworld series, however they could not obtain a license for the Underworld name.
id Software's use of texture mapping in Catacomb 3D, a precurser to Wolfenstein 3D, was directly influenced by Ultima Underworld. It was not until 1996, with Duke Nukem 3D, that a major title from a company other than Looking Glass Studios would feature inclined surfaces. An enhanced version of Ultima Underworld's engine was later used for System Shock.
Computer Gaming World placed the game 68th on its 1996 "150 Best Games of All Time" list. IGN named Ultima Underworld: The Stygian Abyss one of the "Top 100 Games of All Time" in 2005, placing 99th on their list. The noted the game "helped usher a new era in digital entertainment...it offered a slew of innovative ideas that changed the action-RPG genre for the better".
See also
- Ultima Online: Stygian Abyss. An Ultima Online expansion pack based in the same location.
- Arx Fatalis
References
- "The Ultima Legacy". GameSpot. Retrieved August 10, 2006.
- ^ Mallinson, Paul (April 16, 2002). "Feature: Games that changed the world: Ultima Underworld". Computer and Video Games. Retrieved February 10.
{{cite web}}
: Check date values in:|accessdate=
(help); Unknown parameter|accessyear=
ignored (|access-date=
suggested) (help) - ^ Neurath, Paul (June 23, 2000). "The Story of Ultima Underworld". Retrieved February 12.
{{cite web}}
: Check date values in:|accessdate=
(help); Unknown parameter|accessyear=
ignored (|access-date=
suggested) (help) - System Shock Terminal Access manual, page 47
- Terra Nova: Strike Force Centauri manual, page 72
- "Technical Specs for Ultima Underworld: The Stygian Abyss". MobyGames. Retrieved 2008-02-24.
- "Technical Specs for Wolfenstein 3D". MobyGames. Retrieved 2008-02-24.
- Nirvi, Niko (2/1992), "Virtuualifantasian mestarinäyte", Pelit, pp. 22–24
{{citation}}
: Check date values in:|date=
(help) - ^ Shahrani, Sam (April 25, 2006). "Educational Feature: A History and Analysis of Level Design in 3D Computer Games (Part 1)". Gamasutra. Retrieved February 10.
{{cite web}}
: Check date values in:|accessdate=
(help); Unknown parameter|accessyear=
ignored (|access-date=
suggested) (help) - "Arena: Behind the Scenes". Bethesda Softworks. Retrieved 2007-09-28.
- Todd, Brett (2002-03-20). "Arx Fatalis Preview". GameSpot. Retrieved 2009-02-09.
- Shahrani, Sam (2006-04-28). "Educational Feature: A History and Analysis of Level Design in 3D Computer Games (Part 2)". Gamasutra. Retrieved 2009-02-10.
- "150 Best (and 50 Worst) Games of All Time". Computer Gaming World (148). 1996.
{{cite journal}}
: Unknown parameter|month=
ignored (help) - "IGN's Top 100 Games (2005)". IGN. Retrieved 2009-02-09.
External links
- Ultima Underworld: The Stygian Abyss at MobyGames
- Bootstrike's Ultima Underworld I Files Collection, a UW1 file resource center
Ultima series | |
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