![]() ![]() It had the most advanced 3D engine of any home game of its time. Upon its release in 1992, Ultima Underworld: The Stygian Abyss did indeed take the RPG genre into new territory. Spector had worked alongside Neurath on Space Rogue. Eventually, Origin sent Warren Spector over to Blue Sky to produce the game. The tentatively titled Underworld was rechristened Ultima Underworld when publisher Origin suggested they use Richard Garriott's popular franchise. ![]() Inspired by the first-person perspective of FTL's 1987 RPG, Dungeon Master, Neurath knew this was the path he wanted the genre to take as he began work on his new RPG. Most RPGs up to this point were two-dimensional and used an overhead perspective, with some utilizing the first-person view in battles. That new direction was the third dimension. Blue Sky Productions was born, a company designed to take role-playing games in a new direction. Origin artist Doug Wike joined Neurath, who began hiring talented MIT graduates like Doug Church and Dan Schmidt. After completing the science-fiction RPG Space Rogue at Origin Systems, Paul Neurath decided to found his own company. In the PC game world, Looking Glass Studios' refusal to follow a set path has contributed to its success. Treasure's Guardian Heroes, for example, strays from conventions of the beat-'em-up genre by blending in elements of role-playing and strategy to create something new. In the console game world, a company like Treasure falls into the latter category. Then you have those few brave developers that dare to continually try new things, to tear down the barriers of tradition. Most video game developers play it safe they create games in established genres and follow the conventions of their predecessors. ![]()
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