INTERVIEW: OTHERSIDE TALKS UNDERWORLD ASCENDANT, GETTING THE LICENSE FROM EA, AND BIGGEST INFLUENCES
Developers OtherSide Entertainment was in Los Angeles recently to promote Underworld Ascendant, the Kickstarter-backed third entry in the Ultima Underworld series. We spoke to Founder Paul Neurath and Designer Joe Fielder, who shared details about the game's development process, communicating with fans, their biggest influences, and acquiring the rights to the game from EA.
GameCrate: During the demo, you talked a little bit about going to EA to get the license for Ultima Underworld back. What was that process like? Was it difficult?
Paul Neurath: Well, it took over 20 years. We approached Electronic Arts in 1993, and it took until a little over a year ago to get the rights. (laughs)
GC: From a narrative perspective, is Underworld Ascendant directly linked to the previous two games?
PN: It's a direct sequel. One right that we didn't get from Electronic Arts was the use of theUltima brand, so we can't use that, but otherwise, all the characters, fictional elements, monsters, and settings we can use. We're not using all of them, but a lot of them we are carrying forward with Underworld Ascendant.
Joe Fielder: The original Ultima Underworld wasn't tied into the Ultima mythology itself — it kind of established itself.
PN: That was more of a marketing thing, because back then, Ultima was huge — it was the biggest brand Origin Systems had at the time, so it was a good label to put on the game.
JF: You can enjoy Underworld Ascendant on its own if you haven't played the previous games, but we do have narrative hooks. We have characters, creatures, and whatnot, but we're trying to build upon some aspects of the mythology in some new, fun ways.
GC: As far as the Kickstarter campaign goes, how was the reaction from longtime fans, as well as newcomers who were just sort of interested in what OtherSide Entertainment was doing?
PN: That's a good question. Well, from the longtime fans, we had a great response, and the level of engagement was quite high. We had tons of people on the forums and in comments really passionate about bringing these games back.
And the stories you hear from these fans! There was one guy who passed along a story that when he was young, his dad used to play Underworld, and he would sit next to him, and that was a way they connected. And his did passed away when he was still young, and he said that in the years since, he periodically goes back and plays Underworld as a way to remember his dad and reconnect.
These games really matter to people, and for us as a team, it's really motivating to know that we're not just making a game — it's something that really matters to people.
JF: You get a lot of personal stories. The feedback means a lot — it's really interesting. Back in the day, there was a barrier between the developer and the fan — a lot of would go through the publisher.
PN: Electronic Arts didn't like us talking to the fans. It was all a secret in a sealed room. It's great to reach out and connect with the fans.
PN: In terms of the people who have never played the Underworld games, we do have a fair amount of people who backed who also fit into that category. I think most of them have heard of the games, or they played our other games like Thief, which is better-known, or theSystem Shock games, because they're more modern and well-known. I think they thought, “Oh, those are the guys who made Thief and System Shock, so this must be a cool game, too.”(laughs)
GC: What does modern tech allow you to do now that you weren't able to do with past games? What are you most excited about doing with that tech?
PN: There's two things that are possible with the modern tech. One is the hardware — PCs today are hundred-fold more powerful than PCs of 1992. So when we're doing a 3D texture map of the world we move through, we could barely make that run on a PC of that year. It was all done on software — there were no hardware rendering cards back then, so we had to put an enormous amount of effort, and we got about 10 frames per second, and we couldn't do a full screen, so you didn't get the full immersive experience.
There were a lot of compromises. Now we're able to do a full HD resolution, full screen, 60 frames per second. So the immersion with today's hardware is leaps and bounds above what it was back then.
We're using Unity 5. Years ago, we had to write our own engines, so the team spent half its time writing an engine before it could make the game — and people want to play games; they don't want to play engines. I'd rather focus on building gameplay than building technology and engines, so it's nice now that there are companies out there — Unity and others — that create engines. And we heavily extend those engines, so we're not just using off-the-shelf Unity 5 — we have a lot of extensions we're pushing very, very hard.
But all the baseline stuff the game has to do — the user interface, graphics — we don't have to write our own renderers now, we don't have to write our own shaders from the ground up. Done that enough.
JF: It used to be that you would have to wait and wait and wait for the engine to come online, and you would basically design on paper how you thought things would work.
PN: Which never worked very well.
JF: Then when you got the engine, you just kind of scrambled it. You'd be like, “Oh, you can't do this, or you can't take advantage of this.” A lot of games got crammed in a very short period of time.
GC: During the demo, you mentioned that the Underworld games inspired titles likeBioShock, Skyrim, and Dishonored. Now, do you see those games having some sort of influence on Underworld Ascendant or on the dev team personally? Has it come full circle?
PN: Sure! From my perspective, I would've thought this genre would've moved considerably further than what it has over the last 20 years. But it still has moved forward, and there's been innovation. So you play a game like Dishonored or BioShock Infinite, and there's definitely some very cool stuff that we can learn from. When we were doing the Underworldgames, it was the same thing — we were playing games of that era and games from a few years before.
All game designers are like that — they sort of synthesize all the games they play and say, “They do a kind of interesting thing of character generation here. If we take that aspect and mesh it with this other thing ...” We kind of borrow bits and pieces and try to reassemble those and add our own innovations.
JF: I was a member of a team that wasn't on Looking Glass, but I was very influenced by Looking Glass games. I worked at Irrational for five years and was one of the contributing writers for BioShock Infinite. So a lot of the world-building that the series was inspired by very directly influenced a lot of the stuff that I've worked on. So I'm trying to bring that around full circle, as well.
GC: Now that you guys can work with the license — I know you hold it very near and dear to you — are you looking forward to not just making this one game but sort of making this the start of a resurrection of the Underworld series?
PN: Well, right now we're just completely, utterly focused on Underworld Ascendant and just pushing that forward and innovating on that. But, you know, in the future, we hope to be doing more.