ince 2011, PC gaming has been blesse
incredible second wave of high-conce
immersive sims. Starting with Deus E
Revolution, the last few years have se
Ex games, two Dishonored games, a n
Thief game, and Prey, which for all
intents and purposes is a spiritual
successor to System Shock. All of
these games embrace the ideals that
made Deus Ex, Thief and System Shock
so striking in the ’90s – emergent play,
player agency and complex level
design – reforged with new aesthetics
and exploring different ideas and
themes.
It’s been a wonderful ride, but that
second wave is now coming to an end.
Square Enix has shelved Deus Ex for the
foreseeable future, and the less-than-
stellar sales of both Dishonored 2 and
Prey means the future of Bethesda’s
immersive sims is currently uncertain.
We shouldn’t be too sad – it’s remarkable that these
games were made in the first place – but it does leave us
with the question of what the future holds for the
immersive sim.
The short answer is that the future is hugely exciting.
For the longer answer, we need to go right back to where
the immersive sim began.
immersive sims. Alongside Neurath, its employees include
Tim Stellmarch, the lead designer on Thief, and Warren
Spector. The studio is working on two games – System
Shock 3 and Underworld Ascendant, the sequel to what
was arguably the very first immersive sim. Yet despite
appearances, OtherSide is not about rekindling the past.
Rather, it is looking to continue Looking Glass’s
‘unfinished’ work. “We loved making those kinds of
games, but then when Looking Glass ended prematurely,
it cut off our ability to take those forward,” Neurath says.
ath has wanted to dive back into immersive sims,
opportunity never arose. “One of the things that
and I have talked about is, we’re very much into
reative risks,” he says. “It’s always been our MO,
ot scared to do things that haven’t been proven out
arket yet. But one of the things we’ve learned is
have to be selective about that. If you take risks
he board you’ll probably stumble and fall.”
quiring the rights to Underworld and System
as enabled OtherSide to continue the work it
d at Looking Glass. “By taking System Shock and
derworld forward, we’re starting with a known
rld, and characters and fiction which people like,
d then it frees us to get more creative and push
rd harder on the gameplay elements because we
we’ve got the anchor of the two franchises.”
hAscendant, the idea is to take the ideas featured
ma Underworld and its sequel, and explore them
in a new level of depth afforded by
technological advances and the team’s
experience in working on these kinds of
games. “When Ultima Underworld came
out in 1992, the PC technology was so
primitive. A smartphone could run
circles around a PC from 1992,” Neurath
says. “We drew [the graphics] in the
centre of the screen and put the UI all
around it to hide the fact that we
couldn’t do fullscreen. And even then,
you know, on a good day, we would
maybe run in the high-teen framerate.”
IMPROVING IMPROVISATION
OtherSide wants to take the power of modern PCs and
apply it to Ascendant at a systemic level. The result of this
is what the team dubs the “Improvisation Engine”, a
system whereby every object in the game is simulated
according to a series of universal rules, handing the player
the potential to solve in-game puzzles and problems in
IMMERSIVE ORIGINS
“I’ve been in the industry long
enough that you see these trends
come and go, certain genres become
hot for a few years and then they
tend to fade and something else pops
up,” explains Paul Neurath, founder
of OtherSide Entertainment and
creative director of Underworld
Ascendant. “I think any of these
genres has potential to be quite
popular and quite successful.
Certainly, fantasy RPGs have been
around since the start of gaming
and I think will be around for quite
a lot longer.”
OtherSide was forged out of the
shards of Looking Glass Studios – the
company that pioneered the very first
unique ways.
Some of these potential solutions
will be obvious and familiar to the
player. Underworld Ascendant
features the traditional fantasy trio of
swordfighting, magic and stealth, and
calls back to some the team’s earlier
work, such as its highly Thief-like
bow that shoots elemental arrows.
But players can equally forego these
systems and come up with solutions
not intended by the developers.
Neurath cites one example of a player
who tried out the game at PAX East:
“They went through the entire
training mission and solved every
single challenge and fought every
single monster only by throwing
apples,” he says.
Having what is essentially a
IMMERSIVE SIM INFLUENCE
How the genre continually inspires itself
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Prey
System Shock
Bioshock
Ultima Underworld
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The Future of Immersive Sims
FEATURE