Ultima Underworld II: Labyrinth of Worlds (DOS) - Let's Play 1001 Games - Episode 613

Ultima Underworld II: Labyrinth of Worlds (DOS) - Let's Play 1001 Games - Episode 613

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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...

Ultima Underworld II: Labyrinth of Worlds
from https://en.wikipedia.org/wiki/Ultima_Underworld_II:_Labyrinth_of_Worlds

Ultima Underworld II: Labyrinth of Worlds is a 1993 first-person role-playing video game developed by LookingGlass Technologies and published by Origin Systems. As the sequel to Ultima Underworld: The Stygian Abyss, the game is set in the Ultima fantasy universe. Players assume the role of the Avatar—the protagonist of the Ultima series—and adventure through multiple dimensions while seeking to prevent the evil Guardian from achieving world domination. Progression is largely nonlinear and the game allows for emergent gameplay.

Ultima Underworld II began production in April 1992, shortly after the completion of Ultima Underworld; and it was developed in nine months. The team sought to improve upon the foundation laid by the game's predecessor, particularly by increasing the size and interactivity of the game world. The team reused and improved the first game's engine. Development was impeded by insufficient staffing and extensive playtesting, and the rapid production cycle led to burnout on the team.

Most critics gave Ultima Underworld II positive reviews and lauded its graphics, design and nonlinearity. Complaints focused on its high system requirements and unrefined pacing. It has been placed on numerous hall of fame lists since its release. In reaction to the game's difficult development, Looking Glass altered its design approach: they streamlined ideas from the Ultima Underworld series to create System Shock. The team pitched a sequel to Ultima Underworld II multiple times, but Origin Systems rejected the idea. Arkane Studios' Arx Fatalis (2002) is a spiritual successor to the franchise originally pitched as a sequel. OtherSide Entertainment's Underworld Ascendant is the first officially licensed entry in the series in over 23 years.

Looking Glass Technologies began to develop Ultima Underworld II in April 1992.[19] The team's goal was to build upon the foundation laid by the game's predecessor, Ultima Underworld: The Stygian Abyss.[5] They attempted to write a better, more complex plot and to include superior simulation elements and "play value".[5] According to project leader Doug Church, the team's "biggest advantage" was the presence of four dedicated designers; by contrast, each member of the original game's team had assumed multiple roles.[5][6] The Tomb of Praecor Loth was largely created by lead writer Austin Grossman, who took inspiration from the Dungeons & Dragons module Tomb of Horrors.[20] The additional designers allowed Looking Glass to more carefully revise levels in Ultima Underworld II, so that players would have "interesting stuff" to see and do each time they explored an area. The team attempted to fine-tune the role-playing mechanics of Ultima Underworld, such as by making certain skills more powerful in the sequel.[5] More puzzles and interactivity were added, and the game world was made several times larger than that of Ultima Underworld, according to Church.[5] He later believed that the team was overambitious, and that the game was insufficiently focused and polished as a result.[21]

Like its predecessor, Ultima Underworld II was produced by Warren Spector, who was Looking Glass' main link to publisher Origin Systems.[5][22] Church later praised Spector's handling of the project: his weekly phone conversations and monthly meetings with Looking Glass helped Church and the team to refocus creatively during development.[22] When the team failed to produce enough art for the game, Spector supplemented the art team with contractors from Origin, which Church believed was "critical" to the game's being released on schedule.




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