Cave Johnson
Member
Ultima as a whole is the single most important IP in gaming. Nothing else really comes close.
Mario. Although I'll attest to Ultima's worldbuilding and features.
Ultima as a whole is the single most important IP in gaming. Nothing else really comes close.
Mario. Although I'll attest to Ultima's worldbuilding and features.
Mario? When it comes to industry? Sure, seeing as it bassicaly rescued the console industry. When it comes to influencing actual games thouh? No, not even remotely close.
Id say Mario influenced non-rpg console games, and Ultima influenced console RPGs and PC games.
I also don't really understand the term JRPG. Like, if you look at the earliest JRPGs
Dragon's Quest
.
If that means handhelds reign supreme once more I welcome it.I hope not. Otherwise, a few years from now, we'll enter another 2005-2012.
Yeah, from what I played it's kind of a pain to control and move in the world, but I can tell it probably has design more akin to, say, Metroid, Symphony of the Night, or Dark Souls in that it's a large, fully connected world with a lot to find and do, rather than being stage based like Thief or sprawling open world like Elder Scrolls. That alone has a lot of my interest.For anyone that doesn't know, it is very outdated in terms of controls and visuals, but it is worth playing / trying out. It is currently on GOG. It is really fascinating going through it from a design perspective.
Id say Mario influenced non-rpg console games, and Ultima influenced console RPGs and PC games.
I also don't really understand the term JRPG. Like, if you look at the earliest JRPGs
Dragon's Quest
Ultima
JRPGs just seemed to be more accessible versions of PC rpg's where you were able to play with couple of buttons, instead of typing in keyboard commands. But that is a little off topic.
Quite the understatement, as far as I'm concerned.I am highly interested in this title.
Well, to be fair, I've argued elsewhere that I think Dragon's Quest is an interesting hybrid that latter evolved into the modern JRPG. It's certainly got a lot in common with Ultima by design - nonlinearity, a quest that's based around figuring out what you actually need to do.
It's later games in that and other series that became something different from the more conventional PC line.
Quite the understatement, as far as I'm concerned.
IF they can actually deliver a new UU that lives up to the standards of the old ones, I'm potentially more interested in this than any other possible gaming announcement in the next couple of years.
First the release of Divinity: Original Sin, then the upcoming Pillars of Eternity and eventual release of Torment: Tides of Numenera.
Let see we have Baldur's Gate Spiritual Successor, a successor to Planescape, and now the possibility of a new Ultima Underworld.
Have we come full circle yet? What is missing to make the circle complete.
If that means handhelds reign supreme once more I welcome it.
... More ideally I get that overlapping with the good parts of today. Want to eat my cake and have it too.
Yeah, from what I played it's kind of a pain to control and move in the world, but I can tell it probably has design more akin to, say, Metroid, Symphony of the Night, or Dark Souls in that it's a large, fully connected world with a lot to find and do, rather than being stage based like Thief or sprawling open world like Elder Scrolls. That alone has a lot of my interest.
To this day I still suspect Ultima to have served as an inspiration to Zelda - the virtues system (in their three principles form of Truth, Love and Courage) = triforce. And there was an hook in U5, it can't be coincidence ;p
First the release of Divinity: Original Sin, then the upcoming Pillars of Eternity and eventual release of Torment: Tides of Numenera.
Let see we have Baldur's Gate Spiritual Successor, a successor to Planescape, and now the possibility of a new Ultima Underworld.
Have we come full circle yet? What is missing to make the circle complete.
Yeah, the influence of Ultima Underworld is pretty huge. It has its own little branch in the FPS family tree that some GAFers worked on a while back.
It could be considered indirectly responsible for the Souls series, since those are descended from King's Field, which was a sort of stripped-down action-y version of Ultima Underworld.
Also, we partially owe the existence of Doom's game engine to John Carmack seeing an unfinished version of UU in 1990 and deciding he could write a faster texture mapper.
Why is Arx Fatalis greyed out? Awesome game.
Yeah, I'm suspecting it's that it's an entirely different team of developers who were just following in the mold, similar to King's Field and Ultima Underworld. Though it sort of "marries into" the actual line via Dishonored having some Deus Ex staff.Not sure. Probably just to denote that it's effectively a third UU made by a different developer in order to introduce Arkane to the tree..
GameSpot said:Why is now the right time for Underworld to return?
Paul Neurath: Underworld has been fallow for two decades, isn't that long enough!
A lot has changed since 1992 in the RPG space; how are you designing Underworld Ascension for the modern RPG fan?
PN: We've just gotten underway on the Underworld reboot, so we have a ways to go before reaching a fleshed out design. The team has played many of the modern RPGs; worked on some of them too. So we think we have a good sense of where the genre has evolved over the years, and where there is room for further innovation. Were definitely going to get the franchise up to date, then push into new territory.
What are some of your overarching ambitions for Underworld Ascension?
PN: More than anything, bring the franchise roaring back and more vital than it ever was. Wed like the game to connect with the fans who have fond memories of the originals, but also draw in a new fans.
The original Underworld games have a special place in many RPG fans' hearts; how are you planning to push the franchise forward while also retaining the essence of what makes it unique?
Some of us worked on the originals and so they hold a special place in our hearts. Also, there was a much done well in the originals that we don't want to mess with. Beyond the now dated visuals, the games hold up surprising well all these years later. the same time, we are explore areas where we can extend the original experience in new ways, and hopefully ways that will feel like natural extensions of the original games, but will make for an evolved experience.
What stage of development is Underworld Ascension in now and when are you planning to release it?
PN: Just got underway a few weeks ago, so still in concept phase. Don't have a release date as yet. Well keep you updated.
What platforms are you looking at for Underworld Ascension?
PN: PC for sure. Still sorting out other potential platforms.
JRPGs just seemed to be more accessible versions of PC rpg's where you were able to play with couple of buttons, instead of typing in keyboard commands. But that is a little off topic.
First the release of Divinity: Original Sin, then the upcoming Pillars of Eternity and eventual release of Torment: Tides of Numenera.
Let see we have Baldur's Gate Spiritual Successor, a successor to Planescape, and now the possibility of a new Ultima Underworld.
Have we come full circle yet? What is missing to make the circle complete.
Dragon Quest was specifically designed by Yuji Horii as a more accessible version of Ultima and Wizardry. He's quite open with that in interviews. He loved both of them and wanted to bring that style of gameplay in a more accessible format to Japan.
INCLINE!
Questionable: UU itself was an expansion upon the first-person dungeon crawler "blobber" genre, already popularized by Dungeon Master and Might & Magic. I'm not actually sure how much King's Field gained from having free movement as opposed to tile-based movement, since that's the main innovation of UU.It could be considered indirectly responsible for the Souls series, since those are descended from King's Field, which was a sort of stripped-down action-y version of Ultima Underworld.
Questionable: UU itself was an expansion upon the first-person dungeon crawler "blobber" genre, already popularized by Dungeon Master and Might & Magic. I'm not actually sure how much King's Field gained from having free movement as opposed to tile-based movement, since that's the main innovation of UU.
Great news, of course, but they better make a strong impression, unlike the Areal devs.
First the release of Divinity: Original Sin, then the upcoming Pillars of Eternity and eventual release of Torment: Tides of Numenera.
Let see we have Baldur's Gate Spiritual Successor, a successor to Planescape, and now the possibility of a new Ultima Underworld.
Have we come full circle yet? What is missing to make the circle complete.
Questionable: UU itself was an expansion upon the first-person dungeon crawler "blobber" genre, already popularized by Dungeon Master and Might & Magic. I'm not actually sure how much King's Field gained from having free movement as opposed to tile-based movement, since that's the main innovation of UU.
Great news, of course, but they better make a strong impression, unlike the Areal devs.
Which is why I've always been kind of confused at the term JRPG, since a lot of the characteristics people associate with it are present in western RPGs. Other than the simple definition of an RPG made in Japan.
They diverged a lot over the years. In the perspective of a lot of westerners, JRPGs didn't evolve much from that original template. For the most part they certainly didn't follow WRPGs into the Fallout and D&D games era.
I feel like there are two main reasons behind this (among others):
1) Japanese developers aren't really embarking on the same pursuit western PC developers did to create the "ultimate" video game world. They're not really trying to make fantasy worlds that feel like you're really there, but simply new games with rules. JRPG developers have simply taken that Ultima and Wizardry design as a game with rules and not as an attempt at something the hardware didn't allow in the 80's. That's why so many JRPGs still employ random and turn-based battles -- it's like each one is it's own tabletop game.
2) If you look at the chronology of cRPG releases in Japan, you'll find a massive gap from the early 90's to around 2006. The earliest JRPGs were heavily influenced by cRPGs like the early Ultima, Wizardry, and Might & Magic games. But after around Ultima VI, WRPGs pretty much disappeared in the Japanese market. The later games in the aforementioned franchises never reached Japan. That roughly coincides with the time JRPGs started to go their own way influenced by games like Final Fantasy VII and its emphasis on cinematic presentation. Japan pretty much missed all the later isometric cRPGs as well as the late 90's immersive sims. Fast forward to 2006 and 2007, and Oblivion is getting a huge reaction from Japanese developers. Yuji Horii admits Oblivion was a huge influence on Dragon Quest IX. Skyrim went on to garner even more conversation from JRPG developers.
Really? I perceive them as entirely different genres most of the times and art style seems the most trivial distinction between them to me.Yeah it really is honestly fascinating. I just don't see JRPGs and WRPGs all that different at times, other than art style.
It's kind of like with how Japanese animation/comics were more similar to Disney initially than they currently are. They have similar origin points, and there's times when they cross back over (Anachronox, King's Field) but otherwise they're mostly going down different roads and look very dissimilar now.Which is why I've always been kind of confused at the term JRPG, since a lot of the characteristics people associate with it are present in western RPGs. Other than the simple definition of an RPG made in Japan.