Underworld Ascendant brought to you by Zombie Looking Glass


#434

Novella is coming along. All that kickstarter stuff is in the pipeline for production.


#435

Just installed the pre-alpha last night, can’t wait to delve in this weekend. Between this and Shroud of the Avatar I’m basking in Ultima-esque glory!


#436

Nice story up on Gixel:

Neurath adds that Underworld is not meant to be a nostalgic look back. Sure, things like the Silver Sapling checkpoint system are in the game, but that sort of nostalgia is only lightly used.

“It’s really trying to reimagine what an immersive sim would look like today. The same with System Shock,” he says. “We’re trying to take everything we learned from making games and show where immersive sims can go. Where can we continue to innovate and push it forward?”

The temptation to make a direct sequel is further counter-balanced by a desire to reach the largest audience possible. “Most of the audience for games today wasn’t even born when those original games (System Shock and Underworld) came out,” Spector says. "You can’t really do a direct sequel. You can tap into the essence of the game, use some elements, but knowledge of those first games isn’t necessary.”

And a direct sequel would have one other major issue, Neurath adds. “It keeps you from innovating. That holds you back. We needed to feel free to innovate where we can innovate.”


#437

#438

scharmers–funny that is almost exactly how I told my friends and family. Pretty cool on any level, not gonna lie.


#439

A new dev diary’s out:

Otherside’s recently undergone a bit of change. Nate Welles, a Looking Glass and Irrational alumni who was the art director on Underworld, recently left the studio to join Arkane’s Austin studio, presumably to work on their online project. Ryan Lesser, previously the art director at Harmonix and the guy behind the Shodan key art for System Shock 2, has taken over the remaining art duties for the project.

I really like this design on Underworld’s Steam page:


#440

#441

Woah, you can wall-run? Awesome.


#442

yes our ‘fighter’ tree is more like…wushu than classic fighter. Wall run, wall jumps slides, plus pretty much all the weapon moves of say, Dark Messiah.


#443

That sounds great. I know you probably can’t tell us too much, but can you at least spill the beans on how many different trees like the fighter one the game has? Or how many can be expected to max out in a single playthrough?

In any case, I’m unreasonably hyped for this.

On a side note, the video seemed a little choppy, is that a video rendering issue? I remember some older vids where you were showing the art having the same problem.


#444

Looks great. Would like to see some of the NPC interaction next. Talking to, not killing.


#445

i think it is just the video, i run at about 60fps on a machine from last year - sub 980 card.
number of skills overall-- around 80+
I’m actually building the UI for it right now, trying to jam all of them on one page…because im a masochist.


#446

Don’t do that, organize them by tabs or a wheel with branches or something. We’re going through this right now with a lot of info/icons on one page and it just looks too busy. Simple initial presentation with branching info is just better design, IMO. We are doing it with tabs but I like hubs with branches in games.


#447

/s/masochist/sadist/

(cue the ravaging PoE hordes explaining why the skill web is a wonderful thing)


#448

The best reason I’ve ever found to try to get into PoE is how much the skill tree reminds me of my beloved Sphere Grid from FFX.


#449

Oh my that’s terrible. Did they throw that together an hour before they went gold? Holy molee.


#450

No! It’s deliberate, and they defend it! But really it’s just complexity for its own sake, seen as a virtue. All the boring passive nodes could be removed or rolled into the more interesting nodes and it would be infinitely better.

Seeing that skill web, does it make you want to start playing PoE? I know it really turned me off.


#451

I have a sickness for filling in tiny circles to indicate completion and achieve success.

I blame the teaching-to-the-test culture that permeated schooling in America when I was a kid.


#452

Heck yeah! Virtual high five brother.

FFX rules. Though, the Sphere Grid is the part of the game I’m least likely to defend.


#453

It’s what made me download the game.