Thread #12503591
HomeIndexCatalogAll ThreadsNew ThreadReply
H
There's a certain surrealism to Ultima Underworld. I feel it is the combination of the games immersive elements and the striking, primitive fear and comfort of the cave. Was it Plato that said that caves are "a world of dusk and dreams"? Then playing this game fills me with a weird sense of awe.
+Showing all 24 replies.
>>
File: map.jpg (1.3 MB)
1.3 MB
1.3 MB JPG
i don't know if you're memeing, but the atmosphere is quite unsettling. both deliberately so, and just the way the tech makes it. those DOS/MIDI synth sounds, the fog, the way geometry fades in. EVEN the warping as you look up/down (was UU one of the first games to implement this?)

i remember falling down a bunch of levels to a much tougher area. i found a pit trap and kept luring enemies into it because they were too strong to actually fight.

i also jotted down the different goblin words to deduce their language. i think there was a phrasebook in the manual, as a soft form of copy protection? i just pieced together what i could from the game itself.

amazing game, and i only scratched the surface.
>>
it's just fantasy, bro
>>
>>12503607
Not memeing. And yeah, the low-fi that attempts to be realistic is the reason for my claim. Mostly because it succeeds. I didnt feel this with SS or Deux though weirdly enough
>>
>>12503609
Fantasy too is a segment of the mind akin to the cave
>>
File: mapping.jpg (665.3 KB)
665.3 KB
665.3 KB JPG
>>12503614
fair enough.

i think UU 'holds up well' because it's really just a few small systems, not a clusterfuck of RPG rules and mathematics. drag-n-drop items to move them, combine them, or equip them on your character (what did they call this again? a something- doll system?)

there are some interesting non-/vr/ spiritual sequels. makes sense given all the shit you can do with physics and whatnot. Legend of Grimrock is fun, but i'm curious to see how Neverlooted Dungeon and The Secret of Weepstone turn out.

more /vr/, Daggerfall has a cool framework for dungeons but they're too random/pointless, rather than 'crafted'. a traditional D&D dungeon, you can figure out WHERE hidden doors are based on your (actual) map. just want that feeling in vidya, tbqh.
>>
>>12503591
>Was it Plato that said that caves are "a world of dusk and dreams"?
What does that even mean
>>
>>12503632
Aren't Daggerfall dungeons literally randomly generated?
>>
Remeber thinking the same sort of thing with Arx
Caves are dope
>>
>>12503873
Caves are the physical manifestation of a weird part of the human psyche.>>12503617
As I explained here, mixing the too is just obvious.
>>12503873
It's the seemingly endless maze where the only sign of life is water, you and the crushing hope that you will see the sun again. It is natural, it feels both like the womb and a prison. So it is the most surreal of natural environments in my opinion
>>
>>12503874
same for Arena which tried to copy UUW1 very badly.
>>
File: file.png (299.9 KB)
299.9 KB
299.9 KB PNG
>>12503591
Oh, that was lucky I'm playing it right now and can't find any good information about questions I have. I'm surprised how little info there is beyond the Ultima wiki (which also doesn't answer most of my questions) and I usually just have to guess or figure it out myself.

What does the Standard of Honor do? I know it's a talisman but is there a reason to carry it around? Does it increase stats or is it just a key item to be used somewhere?
>>
>>12506302
It's one of the eight talismans IIRC, you need them at the end. They're all magic, but I don't recall if they do anything in particular. You'd have to get them identified.
I recall hearing the sword talisman is really good though.
>>
I Plato just meant that caves were cool because he's an ooga booga man
>>
File: ultima.jpg (498.4 KB)
498.4 KB
498.4 KB JPG
>>12503874
Nope. There are templates they choose from. It's literally just copies of copies with a little bit of enemy spawn's variation, depending on levels.
>t. 440+ hours daggerffaultist
>>
>>12503591
It's just a 3D Willyvania.
>>
File: 3245333.jpg (6.1 KB)
6.1 KB
6.1 KB JPG
im at level 4, loving it so far.
Although i think i fucked up by going in with 24 strength
>>
>>12506302
>>12506418
just read the walkthrough, and the ultima dragons websites?
>http://bootstrike.com/Uw1/solutions.php
well . ok looks like some FAQs don't tell u what the talismans do.
The Honor Banner basically autocasts Fear on every hostile NPC/enemy you meet.

i will just tell you right here for the rest of them:
>Book of Honesty
>Wine of Compassion
they do nothing!
>The Shield of Valor
one of the better shields because it never breaks.
>The Sword of Justice
same as the shield but you gotta spend money fixing it first.
>The Taper of Sacrifice
it never runs out unlike other candles. not a big deal since lanterns and oil are easy to find.
you also have the Sun spell. or you can cheat by just renaming the "Shades.DAT", to get the same effect as the Sun spell forever.
>The Cup of Wonder
>The Ring of Humility
they do nothing!
>>
>>12503591
Ultima Underworld fascinates me. It is both more immersive than the crpg's before it and more abstracted than the real-time FPS games that would come after it. It lives in an interesting limbo between FPS and RPG, that the Elder Scrolls would go on to expand upon and become the highest grossing RPG series of all time.

There is something extremely comfy about being in this abstracted little 3D space where the walls and floor are hand painted textures, every single part of the environment has meaning, you can inspect each door, sewer grate, piece of loot or wall and get a text description about it. Your UI is densely packed with details... like piloting a mech you have all these gauges and readouts to help you pilot your machine, Ultima Underworld applies the same logic to piloting a hero in a fantasy dungeon. The total sense of freedom, the ability to touch and feel and examine and pick up and talk to and interact with everything in the game gives this overwhelming sense of possibilities and excitement.

The low poly minimalism of the world and the chunky sprite art for all the game assets makes everything so tangible and readable and clean. Literally every single thing in the game is interactive, even if it's just examining a wall and having the text say "a cold stone wall".

Exploring this highly interactive space and unpeeling its layers and its secrets, while watching the map slowly fill in and writing your own notes is another joy and another higher level of interactivity.

I think the magic of UU is dependent on it's simplicity and low poly nature. It's abstraction is it's strength that allows it to offer more depth than any modern game could offer.

I would love to see an indie dev make an UU clone with a more engaging combat system, as to me that's the game's biggest weakness.
>>
>>12507842
Lookin' good
>>
>>12509281
Funnily enough, there's no 6xBRZ filter here and it's not ultima. You're a victim of my mischievous shenanigans

...But it's a game that stole a lot of Ultima's assets because they were working on an Ultima sequel.
Still going and thriving, by the way. By some miracle or i don't know how. Surprisingly popular
>>
Última Nigger
>>
>>12503591
A bit of a shame this never got an enhanced port like the System Shock fan project.
The other day I saw some unity project based on this but it had some shitty 3d graphics that completely ruin the atmosphere imo
>>
>>12510870
PSX nippon version of UUW1 has real 3D objects and NPCs. it's ugly of cose. and the menu/inventory system is wonky.
>>
>>12509042
>>The Sword of Justice
>same as the shield
and since it's unbreakable once you fix it, it's great for breaking down most doors, even if you have no skill pts in Sword. there's also a magic Cudgel of Door Breaking(or whatcacallit), but i never remember wtf it is.

Reply to Thread #12503591


Supported: JPG, PNG, GIF, WebP, WebM, MP4, MP3 (max 4MB)