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KickStarter Underworld Ascendant Pre-Release Thread

LESS T_T

Arcane
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Codex 2014
Short live showcase on Unite Austin: https://blogs.unity3d.com/2017/09/27/dont-miss-the-debut-of-unite-austin-live-oct-4-5/

https://www.youtube.com/channel/UCG08EqOAXJk_YXPDsAvReSg

Unite Austin Live – Oct 4 Streaming Schedule
11:00 AM – Show kicks off with Unity hosts Will Goldstone and Lucas Meijer

11:02 AM – The Unity Awards
Dan Adams (Sr Content and Curation Manager) – Made with Unity

11:10 AM –MWU Showcase Spotlight: Underworld Ascendant by Otherside Entertainment
Nate Wells (Studio Art Director) and Will Texiera (Lead Engineer) – Otherside Entertainment

11:22 AM – Unannounced Project
Neill Blomkamp (EP and Director) and Chris Harvey (VFX Supervisor) – Oats Studio
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://otherside-e.com/wp/update-the-stygian-abyss-as-a-functioning-ecosystem-and-more/

UPDATE: The Stygian Abyss as a Functioning Ecosystem and MORE

Why hello,
What’s new with Underworld Ascendant? Things have ramped up considerably. Days are full of interesting challenge. Issues are raised, discussed, and are solved or scheduled, appropriately. Progress is occurring in level design, animation, spells, skills, combat, stealth, and more.

Again, it feels like we’re onto something. We’re currently pushing for Alpha, which means standing up the entire game from beginning to end to a functional degree of completion. We know that much of the fun will emerge during subsequent polish and tuning passes later, but we’re endeavoring to get the game’s many different systems working so they come together in challenging, entertaining ways.

Something new that longtime Ultima Underworld and Looking Glass fans might appreciate? Now that the basics of combat, magic, stealth, and a rich, interactive world are firmly established, some of the immersive sim elements are beginning to emerge…

The Stygian Abyss as a Functioning Ecosystem
One of the elements we loved most about the original Ultima Underworld was how the world felt like a real place that existed without you.

UA_skeletoninswamp-300x96.jpg


Our forum-goer Setho10 put it well: “I think maybe the best way to sum it all up though would be to say that the world reacted as you would expect. AI reacted in a far more realistic way than in any game I had played before. I specifically recall wounded enemies fleeing from battle. It was the first time in a real time game I can think of where enemies did more than follow one simple basic pattern. These AI had different states and that was impressive and immersive in a way that is just indescribable. […] It felt like this was a real living world not a set of levels created by a designer, and more than anything that is what makes Underworld so impressive to this day.”


This goblin has places to go…

We knew that Underworld Ascendant needed to be designed as an interactive world, but also one that lived and breathed when the player wasn’t around. Everything from the lighting to the creatures’ animations are all being considered as integral to Ascendant’s world-building.

One element where this immersive ecology has been coming online is mana, which our lead designer Tim Stellmach describes as, “Not only is it the resource used to cast spells, it is actually concentrated in packets in the material world. Characters recover mana by touching and consuming these invisible free-floating bits of mana in the air.”

bbc1fd24-8d39-4096-b2f1-8c29aeb7809c.png

A skeleton burning off mana inside its ribcage.

How does that affect the world? The entire in-game ecology is based around it. Wisps – benign, ethereal creatures who float throughout The Stygian Abyss – feeding on mana in the environment and excrete “sunlight” (infrared, ultraviolet, and visible light).
They fill the role of “the sun” for the flora and fauna in The Stygian Abyss, they are an essential part of the underground ecosystem.

Meanwhile, undead creatures, rather than being seen as capital “E” evil, have a parasitic relationship with mana, devouring it to ambulate in a sad parody of life and giving nothing in return.

Another recent aspect of this in-game? This “sunlight” leads to flora, which is eaten by various fauna, like our “ambient” creatures, who generally mind their own business in the world, but have interesting behaviors that the player can exploit to their advantage.

Our current favorite ambient creature is the Deep Slug, who can be baited with certain types of food and leaves useful effects in its wake, like a flammable slime trail. Toss its favorite food into the patrol path of a few enemies or by a wooden support of an archer tower, add fire, and enjoy. (Feed it something else interesting? And discover the results…)

We recently peppered The Umbral Mire area of the Underswamp with Deep Slugs, loaded the level up, and soon came across a scene where we witnessed a few careening by in distress, pursued by angry skeletons. We’ll have more visuals to share on the Deep Slugs soon!

We’ll definitely need to tune interactions between different creatures, but it’s nice to see the ecology starting to take hold.

Streams & Developer Roundtables Update
Last month, we held our first Developer Roundtable with our Lead Designer Tim Stellmach, Designer Chris Siegel, Lead Engineer Will Teixeira, and Game Director Joe Fielder. We answered questions during the stream and discussed our ongoing plans for combat, stealth and magic. For those who missed it, you can watch the archive on Twitch or on YouTube.


We are aiming to host our next Developer Roundtable in November from our new office. (Yes, we’re moving!) More information will be released soon.

In the meanwhile, be on the lookout for our streams on Fridays around 3pm EST where we feature games that we at OtherSide love as both players and developers. Older broadcasts will be publicly archived on our Twitch, as well as the last Developer Roundtable we held discussing design decisions.

Hope you can join!

Underworld Ascendant at Unite Austin
1a4a2c50-3332-4a60-b47f-7cc90acfd2be.jpg
We will be showing Underworld Ascendant at Unity’s Unite event in Austin, Texas from October 3-5.

Unity will be hosting a livestream from 11 am – 1 pm CT on October 4th and the 5thfeaturing a wide range of speakers and exclusive game footage from hundreds of Unity projects. Our Lead Engineer, Will Teixeira, and our Art Director, Nate Wells, will be talking about Underworld Ascendant’s development process during the livestream, so be sure to tune in!

Links:
Unity’s Facebook livestream
Unity’s YouTube livestream

What We Talk About when We Talk About Immersive Sims
A fan recently commented on Twitter that he felt like the term “Immersive Sim” didn’t do justice to the genre, which includes games like System Shock and Underworld Ascendant.

Do you agree? Have a better idea? Or disagree completely?

Join in on the discussion, in our forums or Twitter.

Our New Community Manager, Sam!
We’re happy to announce that we have a new Community Manager, Sam Luangkhot!


Sam has worked on several mobile and PC games as a Producer and Artist on indie projects, and this will be her first time working in a studio. Her projects have ranged from art exhibition games like Survival, which tackles how people with social anxiety interact with public spaces, and silly casual games like Pickup Pup, which is about finding homes for as many stray dogs as possible. Sam is as active on Pokémon GO as she is on social media, and particularly loves playing dungeon-crawlers.

Having a Community Manager at OtherSide means that we’ll be able to keep everyone updated more frequently, and make sure that we are meeting your expectations. (We read everything on the forums, trust us.)

We’re very excited to have her on board, and you’ll see her around soon if you haven’t already.

In Other News…
In case you missed it:
 
Last edited:

Eggs is eggs

Learned
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I'm pretty sure that he's wrong about having a customizable base in Suikoden 1 and only being able to recruit certain combinations of characters.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/othersidegames/underworld-ascendant/posts/2014415

Important Update: 505 Games to Publish Underworld Ascendant and Closing Pledges November 1st

Hello everyone,

It has been awhile since we posted our last Kickstarter update, but we are pleased to announce that our work on Underworld Ascendant is finally ramping up!

One of the most exciting updates is our partnership with 505 Games. We think 505 is a great fit for Underworld Ascendant and for us as a studio, as they’ve published a number of noteworthy and unique indie games, like Brothers: A Tale of Two Sons, Abzu, Terraria, Portal Knights, and upcoming games like Last Day of June and Indivisible.

Partnering with 505 will allow us to focus on what we do best – make games – while they help us get the game in the hands of more people. OtherSide will continue to develop the game and retain creative control over the project. And we of course remain firmly committed to honoring our Kickstarter commitments to you and ensuring you receive all of the rewards you are due.

We are starting to lock down our lists for physical rewards from our Kickstarter and will no longer be accepting pledges after November 1st! If you or your friends have not signed up as a Backer yet, you have until the end of this month to do so.

Paypal pledges can be made here: http://www.underworldascendant.com/store/index.php

Note that existing backers will still be able to edit their pledges from BackerKit.

We couldn't have made it this far without all of your support, patience, and enthusiasm. Remember to follow us on Twitter, Facebook, and join our forums for more updates!

Cheers!

The OtherSide Team
 

Nano

Arcane
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Grab the Codex by the pussy Strap Yourselves In
Conflicted. On the one hand, I want that collector edition box. But on the other hand, I barely have any money left to spend after buying a new computer that would be able to handle this game.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Well ever since they moved to their own update system, the KS updates are supposed to be digests for people who only want news infrequently.
 

LESS T_T

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Codex 2014
Interview with Joe Fielder: http://thegg.net/interviews/underwo...w-with-otherside-entertainment-and-505-games/

Nothing much new.


As you might remember, back in August it became publicly known that 505 Games is to publish the long-awaited fantasy rpgUnderworld Ascendant” for PC. Well, since I just happen to have grown up playing “Ultima Underworld” 1 and 2. I simply couldn’t resist the urge to do an interview with OtherSide Entertainment and 505 games about “Underworld Ascendant“. So, that’s exactly what I did =) And that resulted in us talking about everything from the old “Ultima Underworld” games, old memories and the plans for “Underworld Ascendant”.

So without further ado, please enjoy our interview with OtherSide Entertainment’s Joe Fielder.


Say hello to Mr .Joe Fielder. His the writer and game director for “Underworld Ascendant”.


Robin TGG
We always start off our interviews with having people introducing themselves to our readers. So please go ahead and do so =)


JOE
I’m Joe Fielder. Former game journalist, turned level designer, producer, and writer. I’ve worked on games like BioShock Infinite, The Flame in the Flood, BOOM BLOX, and [redacted]. I’m the game director and writer of Underworld Ascendant.


By the looks of it, “Underworld Ascendant” is very true to the “Underworld” series in terms of looks, feel and spirit (or should I say “soul”?).


Robin TGG
Would you be so kind and explain what “Underworld Ascendant” is all about? (the story, etc.) And how, when, where and why did the project came to be?


JOE
Underworld Ascendant is a first-person, emergent RPG, where the player is plucked from modern-day earth and dropped into a deeply-immersive, fantasy world, full of conflict and intrigue.

The game takes place in The Stygian Abyss, an incredibly dangerous, underground environment on the borders of The Underworld. It’s a place where life shouldn’t exist. And without your help, it won’t much longer.

You may have visited before, in fact.

Underworld Ascendant’s the modern follow-up to Looking Glass’ Ultima Underworld series, which has been credited with inventing the “immersive sim” genre and influenced developers of such games as System Shock, Deus Ex, BioShock, Thief, Fallout 4, Skyrim… Even Minecraft.

It’s our goal to follow-up on Looking Glass’ legacy of innovation, to make a game takes the immersive sim forward in some intriguing, new ways.

The game promotes experimentation and rewards creativity using The Improvisation Engine, a series of interwoven systems that oversee and direct the player experience to keep the game challenging and fun.

As far as how it originally came together? Paul Neurath, who co-founded Looking Glass, helped create the Immersive Sim, and designed the opening levels of Ultima Underworld, started OtherSide a few years back with the intent to bring back classic series like Ultima Underworld, System Shock, and more. Not long after, Underworld Ascendant had a successful Kickstarter and recently attracted the attention of 505 Games.


“Underworld Ascendant” runs on the Unity engine, and so far I have to say that the game looks really good on the visual front.


Robin TGG
How comes that OtherSide Entertainment picked the Unity engine for “Underworld Ascendant”? And did you use any other engines during the early development process of the game? If so, which?


JOE
The team is comprised of industry vets who’ve worked on multiple engines over the years. All of them have their unique plusses and minuses. We found Unity to be a great fit for the project because it allows for rapid prototyping of game systems, which is key for creating an immersive sim.

We’ve had a lot of instances over the last six months of fans and industry friends asking, “Is that Unreal?!” We have to say, no, but our art director Nate Wells, who worked on the BioShock series and created the concept for its iconic Big Daddy character, helped define the look of games that have used that engine.

Robin TGG
Back in March of 2015 OtherSide Entertainment managed to raise over 860,000 USD for “Underworld Ascendant” via Kickstarter (almost 14,000 people backed the game!). Well, since the Kickstarter campaign became a huge success, I would like to ask you what the whole experience was like from your point of view? (from the start to the very end, ups and downs).


JOE
I personally think crowdfunding is amazing, because it’s helped in the development of games like FTL, Darkest Dungeon, and others that we might not have seen otherwise.

The process of running a crowdfunding campaign is extremely intense, but we were able to rely on feedback and advice from industry friends who’d run successful campaigns in the past. We’re really appreciative of the support we received from the many fans of Looking Glass games and have an active fanbase, who we’ve been keeping up on the progress of the game with behind-the-scenes updates.


Yes, THE Warren Spector is is the director of “Underworld Ascendant”.

Robin TGG
Since the “Underworld Ascendant” team consist of the following people:


Warren Spector (director, Deus Ex, System Shock, Ultima Underworld, Thief: The Dark Project)
Paul Neurath (producer, Ultima Underworld 1 and 2, Descent, System Shock 2, Thief II)
Tim Stellmach (designer, System Shock, Thief 1 and 2, Ultima Underworld II)
Nate Wells (artist, Bioshock, BioShock Infinite, The Last of Us)
Joe Fielder (writer, BioShock Infinite, The Flame in the Flood, Lost Within )

I would to ask you what it’s like to work with so much talent under the one and same roof? Furthermore, how did the development picks happen for “Underworld Ascendant”? (who should work with what, and so on).

JOE
It’s pretty amazing. There are times in company meetings where people will start talking about discussions that led to the birth of the stealth genre in Thief, which Tim was the lead designer on. A few months ago at E3, we had a breakfast conversation with Paul and Warren about the early beginnings of the immersive sim genre, which came from applying principles behind the Flight Simulator series to a dungeon in Ultima Underworld. It’s hard not to fanboy out, at times, honestly. I feel like every discussion I have with them, I learn more about game design.

I should note that Warren’s busy with his own project (System Shock 3) out of our Austin studio, but provides regular feedback on builds and is a great resource for me for narrative. We also benefit from developers like engineers Will Texiera and Chris Maire, who bring an indie/gamejam perspective to the team and worked with our designer Chris Siegel (another Looking Glass alum) on MMORPGs at Turbine.


The first “Underworld” game (“Ultima Underworld: The Stygian Abyss”) were released back in March of 1992.

Robin TGG
The original “Ultima Underworld” game was launched back in 1992, and even though that’s over 25 years ago. The Underworld series still has a truly strong fanbase and community to this very day (“Underworld Ascendant” success on Kickstarter is a proof of this). So, why do you think that is? And do you think the FPS/RPG/dungeon crawler genre is here to stay?


JOE
I like dungeon crawlers, both from then and now, and think they have a bright future. However, I’d say that while the original Ultima Underworld and Underworld Ascendant both have dungeon crawler elements, they’re more immersive sim-like in nature because of the freedom they offer. (And I think you’re seeing immersive-sim elements become more and more prevalent in modern games, like the latest Zelda and the Dark Souls series.)

Immersive sims really capitalize on the interactive elements of games, which to me is what really separates them from other mediums and where they need to develop more and more in the future.


The second Ultima Underworld game (“Ultima Underworld II: Labyrinth of Worlds”) were released back in January of 1993.


Robin TGG
I could be wrong now, but “Ultima Underworld II: Labyrinth of Worlds“ was the last title in the old series right? (the game was released back in 1993). So I’m kind of curious to know why there wasn’t an “Ultima Underworld II”? Because from what I can tell, the series became pretty darn successful. Simply put, why has it taken such a long time for a new “Underworld” title to happen?


JOE
The quest to track down and secure the IP rights for the Underworld and System Shock series was long and arduous, but Paul’s patience and persistence are frankly astounding. Ultimately, it happened because of fans’ deep love for these classic series and belief in our ability to carry on Looking Glass’ rich legacy. It’s an amazing opportunity and one we’re all invested deeply in making good on.

Robin TGG
What will the final minimum and recommended specs be for the game? (I’m not quite sure if the info on Steam is correct, nor final).


JOE
We’ll be announcing the final minimum and recommended specs for Underworld Ascendant closer to its final release date.


I have to say that the combat aspects of the game seem to be pretty darn intense.


Robin TGG
Do you have any idea how many hours of gameplay will “Underworld Ascendant” offer? (roughly calculated) And how big will the game world be? (to give some perspective. “The Witcher 3: Wild Hunt” = 84 mi2, and “TES: Daggerfall” = 62,000 mi2).


JOE
One of our main goals for Underworld Ascendant is to create a game that can provide a unique experience every time you play it, based on your moment-to-moment choices in-level and your larger decisions about which quests to choose, how to grow your character’s skills, and which Faction to align with. Because the game’s narrative and environments will be player-driven, the length will also be somewhat determined by each individual play style.


In “Underworld Ascendant” you (the player) will return to the fantasy realm of The Stygian Abyss.

Robin TGG
Since the game is said to be “the next-generation follow-up to Ultima Underworld”. I would love to know how true “Underworld Ascendant” will be to the legacy and nature of the Underworld series? Furthermore, I recall that the old games were pretty hardcore in terms of difficulty. So how forgiving Vs unforgiving will the game be?


JOE
From a narrative perspective, there are elements we’re following up on that series fans will definitely appreciate, but it won’t require that you’ve played the original games to follow it.

Underworld Ascendant will present a level of challenge where it’ll be in the player’s best interest to consider how to use their skills and opportunities in the world to stack the deck in their favor. The game rewards skill within constraints and creativity, so it’ll be fun for those who want to fight through a problem or think their way through. So, like in the original, the player will be able to moderate the difficulty level to their preference.


There are plenty of things that could hurt or kill you in the world of “Underworld Ascendant” (like that evil-looking creature in the picture) .

Robin TGG
What’s your plans, hopes and expectations for the rest of the year? And is there anything that you would like to say to our readers?


JOE
We’re currently making a lot of progress with the immersive sim elements of the game (which are very exciting to see come online), expanding our bestiary, refining combat, stealth, and magic, and much more I can’t talk about yet.

I’m personally really looking forward to getting into the recording studio soon with Stephen (Thief, Fallout 4, Dishonored 2) Russell, who is a major talent and has been super fun to work with so far. There’s MUCH more to show and tell about Underworld Ascendant, so we can’t wait to share with everyone.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
What a bizarrely generic interview. You could replace "Underworld Ascendant" (always in quotes!) with the title of any other nostalgic Kickstarted game and it would still make sense.
 

Zep Zepo

Titties and Beer
Dumbfuck Repressed Homosexual
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Let's not forget. Looking Glass/Blue Sky were failed companies. Why they think it's something to be proud of...I'm not sure.

Zep--
 

RoSoDude

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Let's not forget. Looking Glass/Blue Sky were failed companies. Why they think it's something to be proud of...I'm not sure.

Zep--

By that logic, Ubisoft and EA should have a lot of pride for the great things they've done for gaming in the last decade. :roll:
 

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