Hey everyone! Let's get right to it:
September??
We haven't settled on an exact date in September, but keep in mind this can also mean late September, possibly early October if we feel we absolutely need to push it back. Looking at our production schedule, we agreed with our publisher that this timing was correct.
Which brings me to the next question I'm seeing a lot:
Is the game going to be done? What about the narrative? Why is there so much focus on the physics of the game?
I know we've mentioned this before, but the narrative aspects (interactions, factions, quests, the whole reason why you're in the world) are still being worked on and aren't ready to show yet. However, this does not mean they haven't been MADE.
We have a lot of framework systems available in the build, along with placeholder art, that we haven't shown because it's a work in progress. As much as we'd like to share even some of these barebones versions of the narrative systems, we also have to be mindful of how those assets will affect the general audience. The old prototype build screenshots and gifs still pop up when we talk about the game today, even though nearly all of the assets and systems have been reworked.
The most fleshed out system has been the physics and environmental interactions, so we generally feel more comfortable sharing content related to that. (We hear you on how it can be REALLY boring to see similar clips over and over though; we're ingesting all of this criticism for the next trailer and Alpha build, you know!)
That being said, we never intended for the physics and environmental manipulation to be the dominating feature of UA. It just happens to be the most presentable feature.
This one playstyle/feature/weapon I see in the trailer seems really silly and I don't like it...
I understand water arrows, wall-running and magic arent for everyone. As a reminder, most of the skills and abilities highlighted in the trailers aren't meant to reflect the average person's first playthrough, and ALL of them are optional. You dont HAVE to wall run or pick up a single spell or befriend a single person. We just want to showcase some of the possibilities you CAN undertake, if you choose to invest in it. You can play the entire game without any HUD, item highlighting, and tutorial text. We've built in tools to help those who may need it, and for the more seasoned adventurers, you'll be able to challenge yourself for a more immersive experience.
I'm worried this isn't my Underworld.
Looking back on this project's archives, I think we can all agree it has taken a lot of twists and turns throughout the years. The game has been scoped down enormously, suffered some large production setbacks, and had a significant number of changes to content and team. Heck, the 2015 Kickstarter promised some extreme character customization despite the enforced first person perspective.
Additionally, while this game does have its roots in the first two Ultima Underworlds, the team is of course going to bring in design and technical experience from working on later titles and playing other games. This game is ambitious, much like it's predecessors, and it has almost 26 years of new experiences to build off of. These integrations have been added to improve the game and provide something new. A remastered Ultima Underworld would be neat, but would it be worth an entirely new game?
All in all, the best I can promise is that we're constantly learning and improving. Even since I joined late August, I've been getting to know all of you and helping format our newsletters and work with 505 to make sure we can include answers and behind the scenes shots whenever we can.
3-4 months ISN'T a lot of time, I agree. But so much can happen between today and next week, and this is the time we especially need to have faith in each other's commitment to the project. This team is like my battalion, and while I've joined the fight late, I'm giving it my all so we can finish this.
You're in this with us, as backers, long-time and even new fans. We agreed that your input was always important to us, and have balanced making a core experience that we feel will make the game great and suggestions we've fleshed out from forums or roundtables. I'm still hoping for a bear pit, and I didn't want to spoil it, but Justin was working sneaking in a Grand Staircase after one of our large forum threads.
In a few weeks, many of you will have access to the Backer Alpha, and we'll be extremely keen to hear your feedback and use you all as playtesters. The press build and its reception has been important for us to note moving forward, and as Joe mentioned, we've been tackling a lot of those concerns first and foremost.
I'm on a bus heading back to Boston right now, so hopefully you'll forgive my typos.