Mood lighting is big
in the underworld.
PREVIEW
Underworld Ascendant
RELEASE
2018
DEVELOPER
OtherSide Entertainment
PUBLISHER
505 Games
LINK
http://www.underworldascendant.com
NEED TO KNOW
It’s the same assortment of simple
chemistry and physics magic we’ve been
performing in games since Half-Life 2
made boxes cool. But for all the talk
OtherSide Entertainment’s marketing has
generated about how Underworld
Ascendant will move the immersive
sim genre forward, I was surprised by
how dated it feels in practice.
Set in the same universe as the
Ultima Underworld games, you play
as a nameless avatar transported into the
underworld. Inside, dungeons filled with
clockwork traps work in step with classic
fantasy creatures. A spectre patrolled the
small area I played through, guarding a
magic artefact hidden somewhere within.
Stealth and water arrows kept me out of
its sight, but on a high ridge bordering the
area, a plant creature with sharp flailing
mandibles stood in my way. A simple
petrification spell let me get by with ease.
Still, smaller skeleton warriors wandered
all around, denying access to my goal.
With all the components of a fantasy
dungeon present, I tried cooking up
creative solutions and power combos in
my mind. To kill a skeleton, I could light the
trail of mucus behind a giant cave slug on
fire at the right time, shoot the rope
holding up a precarious chandelier just as
the skeleton passes under, bash them on
the head with a thrown box... or just shoot
them in the face with arrows, which
proved much more efficient. The choice
was welcome, but putting in extra effort
for a ‘clever’ kill never proved necessary in
the early stage I played.
I’m sure I would’ve been more creative
if the basic moves and interactions
weren’t so awkward to begin with. The
distance you crouchslide is tied to
momentum, and highly exaggerated.
Short sprints away from baddies had me
sliding far across the floor and into danger
like I’d buttered up my cloak and mail
beforehand. The ability to throw objects, a
marquee feature, was so tricky in the tight
tunnels and dense caverns that I never
wanted to use it. Even the bow feels bad.
Arrow damage is tied to mouse precision
and a crude oscillating meter next to the
crosshairs – a major distraction – rather
than quick, precise aim alone.
One spell whips up all the physics
objects nearby to bash skeletons with, but
the objects got caught on the
environment, monsters, and one
another in a glitchy tornado of boxes.
It looked like the beginning of a
terrible mistake in Garry’s Mod, not
the deft work of a wizard-warrior
descending into the Stygian Abyss. The
roleplaying curtain pulled back to reveal
the videogame often in this short demo.
ROAD TO PERDITION
Ascendant is likely to leave immersive
sims exactly where they were. That’s fine,
but what’s left is a 3D homage to Ultima
Underworld stripped of the theatrics and
imagination required to convincingly
roleplay a character; a physics-based
puzzle game wrapped in a clichéd cartoon
fantasy template with some neat tools
and clever uses for them. Even so, I’m not
sold on its world, the novelty of its toolset,
or how its most basic actions feel to
control. OtherSide’s ambition is clear, but
Ascendant just doesn’t feel ready to be
released anytime soon. If it has to be, I
hope it at least manages to be a messy
game with interesting enough level design
and skill combinations to hold it together.
James Davenport
U
sing a physics engine to throw a box at a
skeleton’s head isn’t a particularly
exciting or new idea, but it’s being
presented as an exemplary expression of
player freedom in Underworld Ascendant. You can
also put out torches with water arrows to better
stay hidden, or build magic bridges out of the weird
abundance of boxes lying around the Stygian Abyss.
Ultima Underworld’s successor ha s
nice ideas, but they’re not original
UNDERWORLD
ASCENDANT
PUTTING IN EXTRA EFFORT
FOR A ‘CLEVER’ KILL NEVER
PROVED NECESSARY
PLAYED
IT