underworld labyrinth worlds underworld labyrinth worlds person role playing video game developed published sequel underworld abyss game set fantasy universe players assume role avatar protagonist series adventure multiple dimensions seeking prevent evil guardian achieving world domination progression largely game allows gameplay underworld began production april shortly completion underworld developed months team sought improve foundation laid game predecessor particularly increasing size game world team reused improved game engine development insufficient extensive rapid production cycle led team critics gave underworld positive reviews lauded graphics design complaints focused high system requirements pacing placed numerous hall fame lists release reaction game difficult development altered design approach streamlined ideas underworld series create system shock team pitched sequel underworld multiple times rejected idea spiritual successor franchise originally pitched sequel upcoming underworld officially licensed entry series years gameplay underworld role playing video game takes place character eye view dimensional graphical environment player goal adventure dungeon like indoor environments parallel dimensions completing quests help inhabitants world player uses freely mouse interact game world manipulate heads display interface icons allow player examine objects closely non player characters ready player character weapon things game player collects items stores inventory uses engine predecessor underworld shares game features example allows player character jump swim contains player begins creating character traits gender character class skills selected skills range diplomacy game starts castle lord british player dimensions player character gains experience points fighting completing quests exploring combat player attacks screen damage dealt player presses holds attack button depending player different types attacks occur player cast spells appropriate combination collected game experience points accumulated player character levels gains hit points experience points grant skill points allow character increase skill proficiency unlike underworld abyss skills improved increased training castle dimensions predecessor underworld designed generate gameplay simulated systems developers attempted combine role playing elements sophisticated dimensional simulation sensible believable world example burn items wear time player character eat items game useless included sake realism game players visit areas character gains abilities stronger instead clearing square foot situations puzzles game multiple solutions plot setting characters underworld set fantasy world franchise takes place multiple parallel dimensions traditional setting games protagonist avatar main character series events game occur directly vii black gate original underworld vii villain underworld guardian evil seeks conquer game features recurring characters previous games lord british mayor present appeared vii story year events vii black gate avatar recurring characters series attend celebration castle lord british trapped large dome covers castle guardian plans attack characters trapped explains surrender left die dome searching beneath castle avatar smaller crystal leads alternate dimensions magic guardian seal castle caused open parallel worlds center guardian power dimensions dimensions ruled guardian player free world weaken guardian power lord british castle guardian efforts avatar dreams game avatar explores worlds contemporaneous plotline zone called soap opera castle trapped castle traitor avatar discover identity dimension visited avatar prison tower conquered led guardian player rescues human resistance leader named bishop returns lead rebellion guardian castle player gives small gem obtained prison tower disrupt portal player visits floating fortress different dimension allied bishop warns avatar guardian hidden magical spy beneath castle provides special dagger kill removing spy avatar visits dimension ice caves remnants civilization destroyed guardian ruled ghost named avatar returns castle finds murdered traitor dimension world inhabited energy beings called serve single purpose knowing past producing created serve guardian avatar destroys replaces sole reproductive free race avatar completes series tests school staff killed guardian player travels subterranean prison world guardian trains soldiers attack dimensions tomb king killed war guardian buried finally avatar visits ethereal void strange world floating glowing pathways map eventually avatar discovers mayor traitor destroys dome development looking glass technologies began develop underworld april team goal build foundation laid game predecessor underworld abyss attempted write better complex plot include superior simulation elements play value according project leader team biggest advantage presence dedicated designers contrast member original game team assumed multiple roles tomb largely created lead writer took inspiration module tomb additional designers allowed carefully revise levels underworld players interesting stuff time explored area team attempted fine tune role playing mechanics underworld making certain skills powerful sequel puzzles added game world times larger underworld according church later believed team game focused polished result like predecessor underworld produced main link publisher church later praised handling project weekly phone conversations monthly meetings helped church team creatively development team failed produce art game supplemented art team contractors origin church believed critical game released schedule result art team distance church phone different area codes couple days check things recalled challenge describing enemy designs phone recently hired composed game score apartment week attempted world unique sound hiding variations main theme track music system original retained minor alterations team included sound effects instead synthesized audio game underworld developed months originally slated february release date later moved december game underwent half months origin employees remote testing firms according church testing phase took time expected complaints presence numerous bugs church went origin headquarters texas final stages development team tried desperately christmas game completed december church compiled final version office game held shipped schedule church later commented bug couldn reproduce wanted home christmas ended taking days checking days version delay caused game miss holiday season shipped january technology underworld built improved version game engine predecessor team enhanced visual capabilities person view expanded color palette added objects increased size animation character sprites wrote new texture mapping director commented underworld texture mapping failed look good hoped new system realized vision game code roughly larger underworld church attributed second project syndrome reception according underworld predecessor sold half million units review called game huge praised atmosphere increased variety higher graphical detail found game unlike predecessor feature takes higher plateau wait catch summarized underworld magnificent wrote hand buy underworld sequel time zone david wrote completely prepare freedom game gives close likely mouse driver praised game atmospheric sound called graphics stunning high end computer found dungeons like film partly game large size felt underworld involving predecessor concluded players sit slightly minutes toronto star called best fantasy role playing game parallel world praised noted increased graphical fidelity found control system took time learn stated game master quickly play night flaws despite brilliance design summarized patient richly rewarded game like computer gaming world enjoyed game graphics praised plot conversations world giving sense noted game movement controls pain navigating environment initially frustrating unfavorable plot dialogue trees inability actions independent player described game long quest frustrating enjoyable called relatively high quality game finished time finally saw daylight emerging labyrinth admit wasn felt sheer relief magazine positive calling game good follow previous entry legacy retrospective review gamer stated underworld new exciting half dozen areas game achieved gamer included underworld lists best computer games game placed 54th 39th writer magazine wrote like underworld better won underworld needs hailed roof tops best dungeon based adventure gaming history wrote game raised bar half high writer gamer called underworld game future richly interactive according church found underworld long phase extremely commented game rushed production led team near end development company decided dungeon games began consider project similar design philosophy fantasy setting sessions church began development system shock later stated work tomb ways mini prototype ideas system shock pitched sequel underworld times rejected idea years later pitched underworld iii electronic arts received similar response inspired studio create spiritual successor company announced spiritual successor underworld series game renamed campaign launched successfully funded
Ultima Underworld II: Labyrinth of Worlds