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Ultima The Ultima Underworld I & II Thread

Tigranes

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Uh, yeah. I just checked the walkthrough maps online for Levels 1 & 2, and I got all or most of it filled out. It's certainly more complicated than most modern games and filled with lots of interesting nooks and crannies, I'm just saying it's not huge. Which I actually prefer - it's just enough not to get really lost before moving onto the next level.
 

Tigranes

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Right. So I'm done with UU1 and onto 2.

tsyF039.png


So far my opinion is that UUs aren't much of an RPG, but it's a pretty cool game. The tedium of slash slash combat (which, ironically, persists even today in Skyrim in some way, and certainly up to Morrowind), the uselessness of many noncombat skills, and the lack of many real choices in equipment, etc. all mean that there's not a huge amount of pleasure for me in finding loot or levelling up or getting through combat encounters or whatnot.

The real pleasure seems to be in the excellent level design, which then receives a top-up from some environmental interaction (using spells, etc) and the basic faction mechanism (though at least in UU1 I don't think much is done with that?).

I'm actually enjoying UU2 a bit less because with UU1's levelled design there was a real incentive to map out a place and to treat each level as a self-contained world of various puzzles. With this more open design (which in most cases would be a plus) it gets alittle more sloggy. But then, I'm still only in the castle sewers, so we'll see.
 

Unkillable Cat

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Yeah, the maps in UU2 aren't filled out like in UU1. In fact, some maps are stupidly small, as you'll quickly realize.

Also, backtracking will be needed as the keys to certain places won't become available until later.
 

octavius

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UU2 is also more unlinear in that there are places you can go at lvl 1, but where you will be slaughtered quickly. But there are in-game hints to these places.
Having played Ultima 7 (or read a Let's Play like I did) before playing UU2 is also a good idea, so that you "know" all the NPCs.

BTW, post your winning screen, so that we can compare stats.
 

Tigranes

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Well, UU1 for me also involved a lot of backtracking by the final 2 levels, as I had missed a few of the plot items. At least moving around is pretty quick on dosbox. U7 is the only Ultima I finished so yeah, it helps.

JIEPofv.png


UU1. Nearly maxxed casting & mana too, and a bit on lore. I found that after level 4 or 5 it didn't really matter, and just hacking with sword + heal spell was often sufficient. Otherwise I made use of levitation, gate, and a few other spells too. It woudl have been interesting to have melee-resistant enemies or enemies you want to stay away from, though I think golems are more susceptibel to spells? I did need to use a lot of my wands and some spell scrolls at the wizard.

I don't know if I missed anything huge, but I did explore 90+% of every map and did almost all 'quests' I found.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
:desu: version of UW1: http://www.pixsoriginadventures.co.uk/ultima-underworld-ps1/

Ultima Underworld – PS1

As I write this, the Underworld Ascendant kickstarter is about to go into its last 3 days and hopefully a late rush towards some more of those stretch goals. I’m obviously excited to a see a sequel to a game that I’ve frequently described as my favourite of all time and it really deserves a bit more cash than it’s brought in so far. If you agree, please head over and pledge a few dollars towards the cause.

I thought I should do something Underworldy and decided to have a look at the PS1 port of the game that was released back in 1997.



Despite being critically acclaimed, Underworld wasn’t a game that received many ports and the only one released outside of Asia was a Windows Mobile release for Pocket PC’s of all things. A Sega CD version was announced at one point but it never made it to release. This means I’m stuck playing in a foreign language on the PS1 which is why I’ve never played it prior to this.



The introduction is now in FMV with newly drawn art and voicing. This is a shot for shot reproduction of the original and I really quite liked it. The acting sounds far more convincing in Japanese than it ever did in English but I’m hardly the person to judge when I don’t understand a word of it. I really like the way this has been handled but I may have been less impressed if I was coming to this as a new player – you could do a whole lot more with FMV after all.



I struggle my way through character generation with Google translate not having an easy time picking up characters off the screen. All the usual options are there including an easy mode which I select under the circumstances. There are some new portraits for the Avatar, many of which look a little effeminate if you ask me. My first thought was that I’d chosen the wrong gender until I spotted a moustache on one of them.



Having struggled through character generation, I immediately set out to save my game so I don’t have to go through it all again. There appears to be only one slot available which could be a handicap if so. My main concern would be the speed of saving which must clock in at 30 seconds plus. You definitely wouldn’t want to overuse this feature and I expect saving and loading would be potentially tiresome later in the game.

The abyss is instantly familiar at least and most importantly full screen. The PC original had an extremely small viewing window due to the hardware limitations of the time. Flash forward 5 years and the PS1 has basic 3D acceleration to take advantage of and it certainly improves things. I’d be lying if I said that the most has been made of the hardware. The same textures have been used as far as I can see and it’s not a whole lot better looking. The PS1 wasn’t exactly a 3D powerhouse but it could do more than this – this may be a prime reason why this port never made it out of Japan.



The interface is reasonably straightforward, especially considering I’m working without a manual I can understand. There are no analog controls so instead the d-pad is used with buttons to run and jump. The inventory is node based and I found it quick enough to move items around once I got the hang of it. Whilst in first person mode, holding down one of the shoulder buttons brings up a pointer allowing items to be examined or picked up. A big time saver introduced in the PS1 port is automatic key use which should save players from a lot of fumbling around in their inventory.

Considering how much the original was designed for mouse use, UW’s controls made quite a smooth transition to console. I expect the average modern gamer would have less grief on the PS1 than trying to cope with the odd mouse control system used on the PC.



The biggest difference to the environment is that all the sprite models of the original game have been replaced by all-new 3D ones. Some of the original UW sprites were pretty appalling (e.g. the bat that looked to be about a dozen pixels) but these were much improved in the sequel. Time hasn’t been entirely kind to most 3D modelling of the mid 90’s and these new models do look basic and cartoonish. They don’t move around the world smoothly either and give the impression of being pre-rendered in which case I’d far rather they had skipped the 3D modelling part and just redrawn everything the old-fashioned way. Most of them don’t look too bad – the giant rats are kind of cute, looking more like giant mice. The rotworm is possibly the worst and looks more like something left behind by one of the giant rats.



The conversation system isn’t something I explored at any length for obvious reasons. The character portraits are tweaked but other than that I would guess that the conversations have been faithfully reproduced as there didn’t appear to be any reduction in options.



I set out to explore the first level in full and have to say that I liked what I saw of the game. It moves fluidly and everything is exactly as I would expect it to be. In fact I didn’t spot any aspect of the game that played differently to the PC. The audio has been redone sympathetically on more modern synths with some digitized samples added in. With the full screen graphics, it arguably enhances the atmosphere of the original.

Combat still has the three varieties of swing except these are each mapped to different buttons when the weapon is drawn. I soon found myself using the familiar hit and run tactics and the different control scheme was proving no handicap. In fact, I think it was an improvement over mouse and keyboard.



I got as far as half way through the second level where I succumbed to a headless while trying to figure out how to fly up and down. I never did figure this out but assume it must be possible. This did mean I got to see an all new FMV where the player regenerates thanks to the silver sapling back on level 1.

I had a great time re-exploring the familiar locations in this new format. I’d heard quite negative opinions on this port prior to trying it but what I’ve seen played fine as far as I’m concerned. I’d be surprised if there was a better first person RPG on the system – this is still every inch Ultima Underworld after all. It’s so faithful a port, you could argue it’s more one for fans of the original game – while the graphics and audio have been given a gentle facelift it may have been technically underwhelming at the time. The open gameplay and foreboding atmosphere is still there though and I would dearly like to have seen an English language release of this.
 

Unkillable Cat

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:necro:

Just popping in to ask a question, but there was a guy posting in this thread 2 years back that said that he was working on an 'advanced walkthrough' for UUW2.

He hasn't visited the forum since 2014, so I wondered whether he ever released that walkthrough.

A short search later revealed this UUW2 walkthrough that was recently finished - could this be the one?
 

Unkillable Cat

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*watches video*

This is clearly a fan video rather than an in-depth analysis, but it also gets across the point of how revolutionary the game is.
 

Doctor Sbaitso

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Yeah, good video to point someone to if you want to introduce them to it.
 

Krivol

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When I started to play UU1 few days ago I tought I would have to necro this thread but it's pretty fresh.

I'm playing this right now and this game is incredible - nice exploration, huge, extremly well designed levels and nice puzzles (translating lizzardmen language with help of speachless mage was awesome :D ).

So hated fights are not so bad - bit boring and not comparable to any tactical RPG , but killing headless for the first time is exciting.

Dialogues (never call a dwarf a dwarf :P ) are fun, I was very surprised that I can actually convince bandit leader to speak with me (still have no idea what I should ask him for). I knew that attacking bandids on sight even if they are not hostile is not a good idea :) .

One of the best "underground" experiences in RPG I ever had, if this game will be so great whole time it may be better than EoB2 in this matter.
 

Krivol

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Why, game is prefectly playable without any mods. Larger screen would be perfect, but on today's huge monitors it's not such a problem.

From the other side I have no idea what moders did for SS1, never played it .
 

Unkillable Cat

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I don't think it'll be modders that'll fix UUW1. I think it will be Otherside Entertainment themselves. They have the sourcecode to both Underworld games, after all...
 

Doctor Sbaitso

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It doesn't really need any fixing. Even the mouse UI is perfectly usable and in some cases the controls contribute to the urgency of certain situations.
 
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It's not a fix. I'd call it an update. Even though it's playable in it's original presentation, it wouldn't hurt to adapt it in the same way it was done with ss1.

I remember playing uu1 back then using the mouse pointers to move and fight, but when i started using kb shortcuts, i could never go back to that akward mouse movement. The thing is that the kb shortcuts were never that good also, they were just better than using the mouse.

So, i'd welcome uu1 with mouselook. But mostly i'd love a full screen approach.
 

Unkillable Cat

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UUW1 just compatible with modern operating systems and options for controls would be a godsend. UUW2 needs a fix for the Soundblaster bug.
 

Doctor Sbaitso

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If Otherside touched it up and made it so that mods or user levels were possible that would be amazing. I am a well beyond the years when people would mod shit but I would make time to do something for UU.
 
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I tried UU1 a while back, and for some reason it didn't take at that time. I got stuck somewhere, and didn't feel like pushing my way through, but after playing Arx Fatalis this year, and enjoying it quite a bit, went back to UU1 today. And it really hooked me this time. I already found 2-3 things that I missed the last time, which allowed me to do a LOT more, and just having a blast working my way through the first level now.

This game is awesome in the way it's so real and open when most RPGs feel more like staged sets (can't go there, can't do this, only follow devs' wishes). It's not exactly open world, but it feels that way, with you being able to go anywhere within the boundaries of the underground space. And the way you can use so many things in various ways adds to that feeling of freedom and depth. The controls are a bit on the annoying side because of no mouselook, but well designed overall for the time.

I started originally as a mage, and was looking forward to collecting all the runes, just like in Arx, but then I realized you can't cast in melee range, and most creatures tend to rush you. You could probably kite them walking backwards, but that seems kinda cheesy, so I re-rolled a Fighter with Sword expertise. Will probably regret lack of utility spells (light, food, flying, etc) down the line, but I always hated hybrid characters in RPGs, pure magic or pure swordsmanship FTW baby!
 

---

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I can understand the hatred for hybrid characters, but the Druid is a very viable option in both Ultima Underworld games, and allow you to "appreciate" both the melee (well, combat kinda sucks, there are few things to appreciate if we look at this) and the magic system. Anyway, you can use magic with every class, fortunately, because there are some moments in which it will be very useful (especially healing spells, since there aren't many ways to heal your character, iirc).
 

Doctor Sbaitso

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Spells or resting while fed are the best way to regain health, with spells being most effective if you are not in a position to pull out your bedroll. Your health will also regenerate very slowly, and faster if you are satiated and rested. Sleeping while well fed and free from poisons will generate significant amounts of blood. On the other end of the spectrum, if you are starving or poisoned you lose health. Rest, state and nutrition directly affect blood regeneration or loss.

I think it probably takes 30 minutes to regenerate depending on your maximum blood pool, hunger and rest. You can see the liquid in your health bottle gurgle and bubble with each (very small) increment. A small gurgle of blood regeneration has on many occasion saved me from death by poison.

Just thinking that through a bit:

- Health regeneration as a simulation of blood reproduction
- Nutrition and rest greatly effect regeneration while awake or sleeping
- Visual representation and queues of the reproduction rate and increments
- Do not rest while poisoned as time is simulated and you may die in your sleep
- On the other hand it may pass and then you will begin to regenerate health
- All visually represented through your blood bottle in real-time.

Mana regeneration works in similar fashion but generally regenerates more quickly.

1992


These many years have been cold and dark.
 
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