Hi…I played UU a huge amount back in the day, and got fairly obsessed with it (LAPC-1 etc), so was excited to see the come-back, and even moreso with the first few shots, esp the cover-box-art style entrance…but the latest ‘authored’ shots look over-board to me, lacking the required darkness, grittiness, and sense of wormy dank. Ok, so the original pixelation and short draw-distances required much imagination…but no bad thing.
The latest pics look like early LucasArts Monkey Island-meets-garish-fairground to me, almost roller-coaster-ghost-ride caricature. The underworld should be dark, IMO, with small-scale exploration and claustrophobia…perhaps mitigated by large cavernous spaces, but not dominated by them. That said, perhaps they are used in the shots because they make for better publicity and show a wide-range of assets.
Maybe I’m just happy with a few dabs of grass, and some old chewed bones and rats on the floor ;D
And what’s with the Turkish brothel lighting shader?
I realise much will change; but I was hoping for that hemmed-in sense of dark discovery. Shorter draw-distances, ironically, would help. What about that old cheat, underground mist?
To me the game should be fundamentally psychological, not graphical, and certainly not Scooby Do. I actually loved the frame-boxed view of the original, and short draw distances.You never knew what was around the corner. Which is what the game in essence, to me. At least roll the art-work in some dirt and grit down the line, please. Art-deco-moved-sideways-wonky won’t really work for the Underworld IMO.
Otherwise I’m a huge fan, honestly:)
Funny how a couple of screenshots can take the rug out from under you as an admirer…hope to be back onboard soon…