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.
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.
More people need to learn this, and they need to go play Underworld 1 and 2. These games still have incredible puzzle, level design, and interactivity. Their quality has not been equaled or exceeded to this day, except by the series' direct descendents (System Shock, Deus Ex). The combat isn't even bad. If you can play Skyrim, you can play Underworld. On that subject, I'd rather play Underworld, with all its ancient graphics and interface design, than play Skyrim again.
We like to talk about Deus Ex and even System Shock 2, but it all started with Ultima Underworld.
I agree too, but I don't think you can do anything to convince today's Skyrim fans to even pay attention to UU short of releasing a console version with a completely re-done control scheme. The whole reason games like BioShock and Skyrim blew up is because of what they did to the control interface and the fact that they came out on consoles. It doesn't matter that UU will practically run on your toaster at this point. People just don't want to deal with the mental barrier of installing and working with a PC game, much less learning UU's controls.
It's amost funny how today TES is the giant who seems impossible to defeat while at the time the first one was generally received by many core RPG fans as "the poor's man Ultima Underworld".I was trying to say that the combat in UU is largely similar to Elder Scrolls (unsurprising, as Elder Scrolls Arena was heavily influenced by Underworld, by the ES lead designer's own statements).
This. I'd also count the Souls games as one of those crossover points, or at least the reemergence of a once-obscure tangent. Etrian Odyssey might be another example. People are wondering when grid-based dungeon crawlers will come back, but they kind of already came back in Japan a few years ago.
It's amost funny how today TES is the giant who seems impossible to defeat while at the time the first one was generally received by many core RPG fans as "the poor's man Ultima Underworld".
Really? I perceive them as entirely different genres most of the times and art style seems the most trivial distinction between them to me.
All I see are RPGs. Action RPGs, turn based RPGs, tactical RPGs. They're all based on the same core concept, with minor modifiers such as being action oriented or featuring turn based battles.
To put my stance on this simply, when I play Shin Megami Tensei games and when I play the early Wizardries, I see games that are clearly in the same genre.
However, stuff like infinity engine games and Final Fantasy VII, not so much.
There's a point where the shared DNA is blindingly obvious. For a more recent example, play the latest Etrian Odyssey and play Might and Magic X. But that period from the early 90's on, western and Japanese RPGs spun off into various directions in isolation. Ultima VII didn't seem to be a big influence. To this day, Japanese dungeon crawlers feel like Wizardry 5 riffs, and clearly don't take much from Wizardry 6-8. Infinity engine games had no effect.
The last major western influence of the 90's seems to have been Ultima Online, which had a big Japanese presence unlike basically everything else from the era. Now that has changed again; for better or worse, Japanese devs can't get through interviews without talking about Skyrim, while western devs name drop Dark Souls every five seconds.
Here are some not-to-old videos of interviews of Paul and Tim Stellmach. There are others as well like Ken Levine. They all talk about their time @ Looking Glass
https://www.youtube.com/watch?v=02agCNRnp7E
https://www.youtube.com/watch?v=Yj1w-8Bb_9w
According to this interview, Paul owns "Underworld" but EA owns Ultima. So for a new Underworld to happen, EA and Paul would have to agree. He said he has been trying to get EA to let him make a new underworld game for a while but they have been on the fence. He also said he is not sure if he could just call it Underworld, because since EA owns the trademark to Ultima, if Underworld feels like Ultima Underworld (which obviously it will) it may be infringing on trademarks since consumers can be confused on wether or not it is a sequel. So from this information, it seems like EA might be involved, or at least gave the thumbs up. I really recommend listening to the podcast, especially since it is only 1-2 years old.
EDIT: And Tim Stellmach seems to be a poster at the looking glass forums http://www.ttlg.com/forums/showthread.php?t=144106
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.
According to Wiki release dates, cRPGs basically stopped coming out in Japan after around 1994. None of the Infinity Engine games even showed up in that market (although Final Fantasy XII has odd similarities).
More people need to learn this, and they need to go play Underworld 1 and 2. These games still have incredible puzzle, level design, and interactivity. Their quality has not been equaled or exceeded to this day, except by the series' direct descendents (System Shock, Deus Ex). The combat isn't even bad. If you can play Skyrim, you can play Underworld. On that subject, I'd rather play Underworld, with all its ancient graphics and interface design, than play Skyrim again.
Unfortunately, this is not so easy. I played UU1 (never finished it) and played UU2 for AGES (but again never finished it, the game was immense!) - so I grabbed them at a GOG sale and tried to play them. It's just not possible. Playing them on a 640x480 CRT is one thing; you can actually see shit. Playing them in a 640x480 window or shittily upscaled on an LCD panel is something else. Coupled with a terribly clunky UI, it becomes nigh unbearable pretty fast..
I LOVED UU, but it aged pretty badly in terms of UI, graphics and gameplay. I wish there was something similar to EXALT for the Underworld games.. How come no one dug into its engine and modded it like the Doom engine or ported it to the Doom engine or whatever?
The source port that's furthest along is The Abysmal Engine. No idea what it can/can't actually do.
Origin at its peak. Both still unsurpassed in many ways.1992 was incredible year for Ultima fans, Ultima7 and Ultima Underworld.. such a great time in gaming.
...It suddenly makes sense, when you think about it.Coincidentally, 1992 was also the year they were acquired by Electronic Arts.
What about Torment: Tides to Numenera.
It is supposedly more or less a spiritual follow up to Planescape Torment, even having Torment in the title despite not using the D&D license or Planescape setting.
Pillar's of Eternity is also doing something similar being heavily reminiscent of Baldur's Gate 1 / 2, just not using the D&D license or the D20 combat system and instead using a similar fantasy inspired world and dice-roll based combat system.
Shroud of the Avatar is another game as well created by Richard "Lord British" Garriott himself no less, even using both the Avatar and Britannia references despite not using the Ultima license.
If Torment or Shroud of the Avatar can reasonably get away with what their doing. Then a new Underworld title without the Ultima references or names can work without any legal issues.
I remember a while ago, RevenantKioku (a regular in our RPG threads even though he seems to be pretty MIA these last few years) was showing pics of him playing the Japanese version of Baldur's Gate, so I'm pretty sure at least a few of those later 90's western RPGs came out over there.
That project is incomplete and as good as dead now though, isn't it? Such a shame..
Unfortunately, this is not so easy.... I LOVED UU, but it aged pretty badly in terms of UI, graphics and gameplay.
Yes, Utima IX was bad. Very disappointing end to one of the most influential series in gaming.
I don't completely agree, and I think this sort of "old PC games play bad" attitude has kept a lot of great games from getting the exposure they deserve. Dungeon Master and Eye of the Beholder are still completely playable today, and there's nothing wrong with their sprite based graphics. In fact, I think many late 80s and early 90s PC games have quite nice sprite work.
Underworld 1 and 2 may be a little rougher in terms of UI, with their primitive mouse based interfaces, but so are Baldur's Gate and Fallout. Heck, even Oblivion and Skyrim have fairly janky and obtuse interfaces. And the sprites in BG and Fallout have aged even worse. They're just plain ugly with horrible animations, without any of the charm of the sprites in Underworld 1 and 2. I mean this is not that bad looking a game:
Definitely not compared to this visual mess:
Nor is getting them to run much of a problem now, what with the GOG self install packages. At one time it was more difficult, when we had to manually launch DOSBox with all its parameters.
It's my hope that as more people get into PC gaming, they'll take a look at the generations of classics before the standard late 90s go-tos (Baldur's Gate, Fallout, and Planescape Torment). Because games like Dungeon Master, Ultima VI and VII, Eye of the Beholder, Lands of Lore Throne of Chaos, and other great old RPGs are still good today, with some of them of greater historical importance.
Ironically, while I can see the argument for "clumsy interfaces" when it comes to really old games and precursors of entire genres like Underworld (which simply pre-dates what now we consider the "standard controls for first person games") I still think that many of the games you listed (System Shock 2, Thief 2, Baldur's Gate) were blatantly better than their modern "counterparts" even in terms of interface.Nah bruh. I started a whole thread about this a while ago, and the answer I got is that console gamers simply do not want to deal with the interfaces of most PC games, especially PC games from 20 years ago. Even the interface of Thief Gold and Thief II is too messy for a lot of people to go back and play, so they stick with 2014 THIEF. You have to admit, in terms of controls, 80's and 90's PC games are a lot less accessible than even contemporary console games. For these reasons, most Fallout 3 fans aren't going to go back and try Fallout 1 and 2. Most Dragon Age fans aren't going to go back and try Baldur's Gate (maybe the iPad version). And many BioShock fans still refuse to put up with System Shock 2's controls. A lot of it is simply because these games don't work with controllers -- a shitload of people don't want anything to do with a keyboard.
Heh. Their loss. That's why for every two new games I finish I also finish one oldie.Nah bruh. I started a whole thread about this a while ago, and the answer I got is that console gamers simply do not want to deal with the interfaces of most PC games, especially PC games from 20 years ago. Even the interface of Thief Gold and Thief II is too messy for a lot of people to go back and play, so they stick with 2014 THIEF. You have to admit, in terms of controls, 80's and 90's PC games are a lot less accessible than even contemporary console games. For these reasons, most Fallout 3 fans aren't going to go back and try Fallout 1 and 2. Most Dragon Age fans aren't going to go back and try Baldur's Gate (maybe the iPad version). And many BioShock fans still refuse to put up with System Shock 2's controls. A lot of it is simply because these games don't work with controllers -- a shitload of people don't want anything to do with a keyboard.
I didn't have this much troubles when replaying it about a year ago. But I mostly played it on keyboard, using mouse solely to use other interface elements. Worked pretty well.I just had to chime in and say that UU's biggest problem is NOT its graphics (not that those aged beautifully or anything), I can live with them. The major problem is the UI and controls. The most important part of a 3D dungeon game in particular, movement, is absolutely terrible.
Don't get me wrong, I loved it for what it was at the time! I just can't go back and re-play it. After a while trying to turn left and right or look around myself becomes unbearable. The game really needs DOOM level of horizontal mouselook and WASD movement support. If someone modded bette movement controls into this game, I'd gladly donate to their mod project.