Gameplay video on IGN:
Press previews:
"Underworld Ascendant’s Failures Are Part of The Fun": https://techraptor.net/content/underworld-ascendant-pax-south-2018
"The Kickstarter-funded Ultima Underworld sequel is still moving forward": https://www.theverge.com/2018/1/17/...ment-pax-south-immersive-sim-gameplay-preview
Gameplay video on IGN:
Press previews:
"Underworld Ascendant’s Failures Are Part of The Fun": https://techraptor.net/content/underworld-ascendant-pax-south-2018
"The Kickstarter-funded Ultima Underworld sequel is still moving forward": https://www.theverge.com/2018/1/17/...ment-pax-south-immersive-sim-gameplay-preview
I don't know if it's the video or the game but the frame rate is still looking pretty shoddy. The rest of the game looks excellent, though. The only problem is, I'm running out of time to play Underworld 1 and 2. I've had them for six years and still never played them. I better get my ass in gear.
We'll have an official "mini-update" newsletter this Friday elaborating on some of the features and screenshots hinted at from today's articles, but if you have any immediate questions you'd like us to field, feel free to ask!
There's still a lot of tweaks to be made (we're still in alpha, after all), but we appreciate all of your feedback! Draw distances, shadows, and adding more ambient sounds is an ongoing process as we shape up levels. All of the levels showcased in the video were chosen particularly because they were "wide open" and "well lit" for camera shots, but, as Flug noted, traversing the level is actually MUCH different when you're on the ground.
The Ripper is one of my favorite creatures, and I'm especially fond of him because when I first joined, he was just a green blob with vines sticking out of him! The first time I saw him, I thought he was a "cucumber monster", and was HORRIFIED when I stumbled upon his actual model. There's a LOT that the Ripper offers to the environment, which makes him fun to play around and with. (We briefly mentioned this bug in the 2nd Roundtable, but we used to have a bug where enemies and the player could bounce off of the Ripper like 50 feet in the air. I miss that bug...)
Good eye! Yes, the areas you saw in the video are all present in the Upper Erebus map. It's still missing some additional aspects of verticality we want to add, but you'll see this in the final game...
Going back to the "crawling on your knees in a tunnel" comment... there are a few "alternate pathways" that allow you to infiltrate areas just like that! And it does NOT feel safe, even when I know what's in there, so I rarely use it :') truly a path "not for the faint of heart"
Succeeding with these various options unlocks Feats. Feats are how you level in Underworld Ascendant instead of killing scores of enemies. Finding unique solutions to problems gives you a Feat, which then unlocks skill points. The developers are playing through their own game and coming up with newer, weirder ways to play each time, which determines which Feats are in-game. As more people play Underworld Ascendant, the list of Feats grows.
The world is also changing and getting a bit worse as you play. Creatures from the lower levels are always slowly making their way upwards as the primordial nightmare Typhon slowly wakes up. You may clear an area only to see more deadly creatures later on. Or perhaps your own allies will occupy the space. There's also a little bit of "design-created variety", according to Fielder; it's not procedural generation, but occasionally there will be different paths and structures in the world.
Finding unique solutions to problems gives you a Feat, which then unlocks skill points.
The Feats system sounds iffy. It seems like it will inevitably have the problem Human Revolution had, in that its experience payouts differed on how you played, and as such, certain styles of play received more XP.
Infinitron said:It sounds like you have to keep coming up with new ways of doing things ("unique solutions").
As usual though, we've just got very little to go on. Still sounds like decline nonetheless.
Players can earn experience by unlocking achievement-like “feats” with different actions.
Underworld Ascendant will give players “Memora” (basically, currency) when they complete quests, but their reward also depends on how much they’ve combined different gameplay elements, or used systems they haven’t tried before. OtherSide has fielded complaints about whether this focus on gameplay achievements will make the world feel less immersive. But Fielder says it’s supposed to tie into the story — which is about a human who’s drawn into the game’s underground Stygian Abyss, and must fight a mythological “primordial nightmare” called Typhon. (No relation to Prey’s enemies, which are also known as the Typhon.)
“Ultimately, the tired old ways of the past aren’t going to dispatch Typhon. You really need a creative, innovative mind to do this,” says Fielder. The game’s factions will also favor different gameplay styles — a fungal hive mind called the Shamblers will get angry if you use too much fire, for example, and another faction might love melee combat.
Players can earn experience by unlocking achievement-like “feats” with different actions.
Underworld Ascendant will give players “Memora” (basically, currency) when they complete quests, but their reward also depends on how much they’ve combined different gameplay elements, or used systems they haven’t tried before. OtherSide has fielded complaints about whether this focus on gameplay achievements will make the world feel less immersive. But Fielder says it’s supposed to tie into the story — which is about a human who’s drawn into the game’s underground Stygian Abyss, and must fight a mythological “primordial nightmare” called Typhon. (No relation to Prey’s enemies, which are also known as the Typhon.)