Underworld Ascendant "Reaching for the Lich" Update
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A new update has been posted to OtherSide Entertainment's official Underworld Ascendant website, and this time they remind us about the RPG's close proximity to the lich funding goal, which will also introduce Tyball the Damned from Ultima Underworld to the game. We also get to hear from design director Joe Fielder, so I'll quote some of what he has to say:
For instance, puzzle design comes to bear, albeit a little abstractly, while considering ways that the player will utilize the Improvisation Engine to find clever ways to interact with the environment and the creatures within it. Narrative and level design play a part in plotting out how we introduce those gameplay elements and tie them into the overall world in fun, interesting ways. Comic book writing helps me consider what information we might express visually and game writing, how to keep dialogue lean, focused, and out of the way of the action. Game reviewing means always thinking about what players will find compelling and fun. And my time in production means I have some incredibly talented artists and audio designers to draw upon to help ensure the Stygian Abyss looks and sounds amazing.
Another daily occurrence? Being inspired by my co-workers at OtherSide.
Getting to collaborate with a group of former Looking Glass developers has been quite an experience so far. To say I have a professional crush on the folks I work with is an understatement. I mean, they helped create Ultima Underworld 1 & 2, System Shock, Thief 1 & 2 -- games that proved our medium could be more than just shooting and introduced in-depth worlds that begged to be experienced. Without them, there wouldn't be BioShock, Deus Ex, Minecraft, Skyrim, Dishonored... The list goes on and on.
Grant Morrison once said: "Inspiration gets passed like a baton at a relay race." It's a positively romantic take on the collaborative creative process and really sums up what it's like working at OtherSide. Every person on staff routinely provides thoughts and feedback that gets your gears turning further. We're always pushing and playing off of each others ideas. It makes for an equally challenging and rewarding environment where you're always learning.
In other words, I've never had so much fun making a game.