Tags: Ian Frazier; Ultima 5: Lazarus; Ultima V: Warriors of Destiny
For quite some time now the bros in Jaesun's super-secret bro forum concerned themselves with a hobby-project of theirs. It was an interview about a Dungeon Siege mod, Ultima 5: Lazarus. Now, having a new, fancy homepage, we might as well put it online. I'll give you a snippet:
Hope you like the read.
Read the full article: Ultima 5: Lazarus Interview with Ian Frazier
For quite some time now the bros in Jaesun's super-secret bro forum concerned themselves with a hobby-project of theirs. It was an interview about a Dungeon Siege mod, Ultima 5: Lazarus. Now, having a new, fancy homepage, we might as well put it online. I'll give you a snippet:
-What were your primary motivations for recreating Ultima V in a modern engine? How did the Lazarus project come about and how did you get involved with it? Why did you choose to remake Ultima V as opposed to one of the earlier or later games in the series?
The first motivator was simply a love of Ultima. After Ascension came out, I was incredibly sad. Partially because I was disappointed by Ascension itself, but more because I hated for the series I loved so much to finally be over. The idea of bringing it back to life (i.e. Lazarus) in some form was very appealing to me.
The next motivator was that Ultima V itself seemed to me like it had so much potential to be an amazing "modern" game experience. It had this story with shades of gray and this giant cool world to explore and an interesting, dark atmosphere…but all of those things were hinted at more than actually there—after all, the game was from 1987! NPCs had tiny snippets of dialogue, the graphics were archaic, the music was beautifully crafted but sounded very dated in midi form, etc. I wanted to take that core idea and spirit that made Ultima V so cool and bring it back to life with all that 15 years of technological advancement afforded us. (this is also why I didn’t choose to remake one of the later games—I felt Ultima V had the most potential, plus I thought Ultima VII was still playable enough that it didn’t “need” remaking)
The third motivator was selfish: I knew from 6th grade onward that I wanted to be a game designer, and as I was preparing for college I knew that I needed to make a game of my own to learn the skills and "prove myself," because class-work alone was not going to get me into the incredibly competitive games industry. I figured I needed a project and, well, Lazarus was it! Starting my first week of college, I began to sketch out the early designs for Lazarus and start trying to get fellow students and some Ultima fans online to join me in working on this crazy project, and eventually it started to build up steam. A long 5 years later, we finished!
Hope you like the read.
Read the full article: Ultima 5: Lazarus Interview with Ian Frazier