Creation takes time. Time is limited.

GOG.com
Posted by WtF Dragon On February - 23 - 2012
skyrime3horse01

Skyrim

The beta version of the next Skyrim patch is up.

Apparently, this one addresses some concerns that modders had with Steam Workshop and the Skyrim Creation Kit.

Skyrim will have big DLC, evidently.

Todd Howard, in an interview with Kotaku, explains Bethesda’s path forward with DLC for Skyrim:

“For Fallout 3 we did five DLCs,” Howard told me during an interview last week at the DICE Summit. “That was a very aggressive path for us. Our plan now is to take more time, to have more meat on them [for Skyrim]. They’ll feel closer to an expansion pack.”

That right there is good news, I think. That’s how DLC should be done.

GameInformer also had a chance to interview Todd Howard…

…in which he admitted that he has no clue under heaven how the game did so well:

As far as sales goes, Skyrim is the best-selling game in Bethesda history. Is there something about the game from a design standpoint that made it more popular and mainstream? The Elder Scrolls series has been typically thought of as very hardcore RPGs.

Todd Howard: The short answer is “I don’t know.” I can give you my guess, which is people underestimate how many core gamers there are; people who want a lot of depth and will play a game for a long time. There are a lot of them. If you give them something unique and good, you don’t have to dumb it down.

There are things we changed to make the game better, but not to appeal to a wider audience. I think we always benefited in Elder Scrolls early on, the fact that it is first-person and kind of walks this action line sometimes. We’ve always benefited from that. Even our own lofty expectations for how the game would be received or sell, it’s way, way beyond that.

I don’t have a way of explaining it.

I think he’s on to something in his first bit of speculation: I think many developers and publishers actually underestimate — considerably so — what the gaming market is comprised of, and where the interests of gamers are focused. The rampant success enjoyed by Double Fine on Kickstarter is evidence enough of that.

VentureBeat invites massive controversy!

Any comparison between the critically panned Dragon Age 2 and the widely celebrated Skyrim is bound to draw the ire of many, especially when that comparison is accompanied by the assertion that the latter has something to learn from the former.

But Rob LeFebvre goes there:

More variety to colors/environments

Oh man, Skyrim designers, I get it. Skyrim is a cold, brown, and gray place. Even the underground is brown and gray. And cold. The monsters there are brown. And gray. The dragons, for the most part, are a variety of grayish-brown.

Please, Skyrim, can I have some color? Just a little? The northern lights at night are pretty, but they are not enough to counteract all the…wait for it…brown.

And repetition? It’s like they got the same guy with the bad Nordic accent to design all the inns. Every. Single. Inn. Has the Exact. Same. Layout. And some minor variation of an annoying bard whom I continue to want to shoot in the head.

Dragon Age II, with all its maze-y back channels and Deep Roads and such, at least has some variety in color and in environment.

Not everything’s perfect in the world of Dragon Age, though. What can DA2 learn from Skyrim?

At a guess? The open world concept, and the importance of not re-using terrain and area assets too often.

Get the Skyrim map app for iOS!

Actually, don’t. The Prima-developed app purports to offer a map of the world of Skyrim, but it will evidently microtransact the living tar out of you if you actually want to see all the in-game locations displayed on it.

Also, it’s apparently US-only.

Skyrim running a bit slow?

If you’re running an Nvidia graphics card, try installing their latest drivers.

If you’re on ATI, of course, you’re boned. As always.

y-u-hate
categories: Site News
Posted by WtF Dragon On February - 10 - 2012
skyrime3horse01

Skyrim

Why one guy doesn’t believe Skyrim is cold.

Brendan Keogh at GameRanx has penned an editorial in which he discusses how, in at least one key way, Skyrim failed to provide a sense of immersion:

I was told that Skyrim was a harsh, desolate region, whose terrifying weather chiseled the toughest men and women in all of Tamriel. But then I walk its mountains and cities and I see adults and children alike strolling through a blizzard in sleeveless attire, not even flinching. My character swims in arctic conditions and doesn?t even gasp. I?ve come across bandit camps that are bedrolls completely exposed to the elements beside a campfire that couldn?t possibly be burning without an unhealthy dose of napalm. There is a whole heap of snow in Skyrim but there is no cold.

It sounds nitpicky, to be sure, but the lack of coldness is the only challenge I face in believing in Skyrim as a real, diegetic, internally consistent place. Everything is so intrinsically connected?politically, geographically, historically?to make the province feel consistent and real that to overlook the element that makes Skyrim and its Nords so infamously tough?the fact it is cold?seems like a massive oversight.

Having not yet played Skyrim for myself, I can’t speak to this…but what happens in the game when, whilst standing in the middle of a supposedly frozen plain, you doff all your armour and stand around in your skivvies? Do you take damage from the bitter cold, as was the case in Serpent Isle when you sent an ill-equipped party too far into the northern lands of that ill-fated island?

Oh…wait:

Skyrim needed to show the hardships its weather forces on its people. Not just a blizzard, but a blizzard that affects people. It didn?t have to be much. It just needed NPCs to shiver when they are standing still during a snowfall. Have a bandit camping in the woods wear something with sleeves and sleep on something warmer than an old bedroll. Make me believe that this is a harsh, frozen land and not just a temperate one with snow sprites circling the player?s camera.

I suppose that answers that, then?

IGN: Seven ways to expand Skyrim.

IGN has penned an editorial detailing seven ways they feel Skyrim could be enhanced and expanded by Bethesda. This one was my favourite:

3. Prepare for Takeoff

“Can you fly a dragon?” It was one of the first questions that popped into my head following Skyrim’s initial announcement. If it were actually implemented, it would probably create some serious performance issues, but the payoff would be worth it. Odahviing could be called in not only to fight, but to soar to the top of the Throat of the World. You could burn cities, giant camps and battle other dragons in mid-air. It’d be like using the world map, only astride a scaly world-eating monstrosity. Maybe you could even forget about Odahviing. You’re Dragonborn, maybe you should just be able to transform and fly around on your own.

Bethesda did pretty good at the New York Video Game Critics Circle Awards.

Skyrim, of course, took the top honour, the “Big Apple Award for Best Game”.

Is AI-driven storytelling the future in gaming?

GameSpy asks the question, particularly in regard to Skyrim’s admittedly quite cool-sounding Radiant AI.

Within the Radiant AI system, Bethesda’s encoded the idea of a quest which the player can pick up at inns throughout the province. One of its formulae is: “{NPC} has been captured, and is being held at {Location}.” Those variables are decided by the game on the fly. This would be an easy source of the infinite gameplay that Bethesda advertised, but Skyrim takes it a step further: To add meaning — and perhaps drama — the system determines which NPC should be captured by examining your character’s history and picking an NPC that you’ve actually had a relationship with in the past. Maybe an old companion, or a shop owner you’ve sold surplus gear to. An NPC, that is, the player knows and might care about. Secondly, the system picks a nearby location that the player hasn’t explored yet. Compare this to a random NPC in a random dungeon, and we have the beginnings of a procedurally generated adventure that might actually mean something to every player, different as their adventures may actually be.

Honestly, I don’t know if I’d be a fan of games built too heavily on this model. The idea of dynamically-generated side quests and whatnot certainly has a measure of appeal, and the potential for a world that offers an essentially limitless opportunity to explore its every recess and perform errands for its every citizen is enough to make every old-school RPG grognard salivate and more.

But a whole — or a substantial portion — of a game’s main narrative being procedurally generated would be…I don’t really know. One almost gets the impression that it would seem emptier by comparison.

Portal 2, in Skyrim?

Well…maybe. Valve released a small mod for the game, entitled Fall of the Space Core, Volume 1, which featured one of the personality spheres from Portal 2. The mod also, however, embedded a bit of metadata in the game which included an allusion to an as-yet unrealized quest of some sort.

As usual, Valve are doing things incrementally and mysteriously. But really, does anyone doubt that they’re not trying to find a way to bring their puzzle game into the Skyrim engine?

The Great Battle of Skyrim, indeed!

Someone give this guy a medal:

Machinima at its best.

Todd Howard’s DICE 2012 keynote address!

On Skyrim, naturally.

He teases out some interesting possiblities where added content is concerned. Spears? Okay, well, that’s kind of lame. Dragon mounts? That’s rather more interesting!

GameBanshee has what is purportedly a full list of everything Mr. Howard talks about. Hit them up!

Skyrim players average about 75 hours of game time.

Which I suppose is quite a lot, but doesn’t sound like all that much for a game of this scale.

categories: Site News
Posted by WtF Dragon On February - 2 - 2012
skyrim-screenshots-pcgamer

Skyrim

Skyrim patch 1.4 released!

The patch, which was in beta just last week, brings numerous bug and quest fixes, including one fix concerning unuseable Wabbajacks. Whatever those are.

Most interesting of all, as far as I’m concerned, is that the patch also introduces a new feature to the PC version of the Skyrin launcher: support for the Skyrim Workshop.

Skyrim Workshop, you say?

It has been rumoured for a while now, and more than one gaming news outlet has been declaring its imminence in the last week. Now, though, you can see it in action:

Integrated with Steam Workshop!

Speaking of Skyrim mods…

May I just state, for the record, that I believe the My Little Pony craze has now reached its apex? Or maybe its nadir…it’s largely a question of perspective as to whether you regard this as the high point of crazy or the depths of insanity:

What the heck? Seriously!

Skyrim’s three most ridiculous quests.

WhatCulture! attempts to describe them.

How to kill a Skyrim dragon with a single arrow.

Remember when dragons in games used to be fearsome things? Remember when stepping into Destard seemed like the stupidest thing in the world to be doing, no matter how damn badly Sandy wanted you to get that bloody egg for him?

Yet another Skyrim review.

Why is it worth drawing attention to this one? Because it is coming more than two months after the game’s release, and has been delayed in that manner precisely because the reviewer wanted to take in as much of the game as he could.

Remember when Grand Theft Auto 3 released and you thought that you could do anything your heart desired? Looking back now, you will see that GTA was just child?s play. In Elder Scrolls V, you are truly only limited by your imagination. If you can dream it, you can do it. Even something so mundane as staring at the night sky.

I have spent many hours just sneaking around town stealing items for no reason other than to quench the thirst of kleptomania. On more than one occasion this caused me to be pursued by a shop keep or homeowner. One such instance had an invincible shop keep chasing me for about 45 minutes. Sure, I could have let him kill me or went to jail, but as I said, you can do anything and I wanted to enjoy the chase.

He gives the game a 9/10 rating, objectively quite good. And yet, you almost get the impression that he does so just ever so slightly against his will:

I was not just a little pissed off that Skyrim snagged so many GOTY awards away from Arkham City; I was livid. However, in the end it probably deserves it. With Batman you get a fun world to explore for a couple dozen hours, and with Skyrim you get a game that could take over your life. If you only had money to buy one game this year, then Elder Scrolls V would be the wisest choice. Our hats go off to Bethesda for a job well done and maybe, just maybe, we can get bored with Skyrim before the next title in the series.

The Elder Strolls, continued…

Christopher Livingston, at PC Gamer, has posted the eigth installment of his “stroll” through Skyrim, in which he attempts to play the game as though he were just one more NPC in its massive world.

He seems to want to marry his character off.

categories: Site News
Posted by WtF Dragon On January - 26 - 2012

In keeping with a pattern I’ve tried to kick off this week, and because in addition to most things Ultima I do try and put some focus on other RPG series, I’ve decided that each Thursday from here on will feature a post which aggregates any news about Bethesda Softworks and their excellent RPG series The Elder Scrolls, the latest entry of which is the fifth, entitled Skyrim. (As though anyone needed me to tell them that!)

Where’s the interest for Ultima fans? Mostly in the kinds of worlds that Bethesda crafts. Beginning with the third game in the series (Morrowind) and especially in Skyrim, Bethesda has made real strides not only in creating and presenting players with massive open worlds that are often quite fun to explore, but in populating those worlds with dynamic characters and situations.

Their current game, Skyrim, has soared to new heights in this regard, with its Radiant AI imparting to the game’s world a real sense of presence, of being alive, that has been sorely lacking in most Western RPGs since the days of Ultima. And, of course, it features a massive, gorgeously detailed open world to explore.

skyrime3dragonfight

Skyrim

Where are the prettiest locations in Skyrim?

PC Gamer offers you a guide to help find them, in the form of a video.

The article also includes some basic pointers on how to modify Skyrim’s configuration files and use its console commands to perform various functions which may be of use to any aspiring Skyrim filmmakers.

Skyrim v1.4 Patch Beta available for PC!

Bethesda are evidently rolling out the beta version of their next update for Skyrim to PC users first. Because PC gamers are, naturally, just that much more awesome.

If you like, you can pick up the patch via Steam.

Where does Skyrim fail?

IGN attempts to answer the question. Here’s one thought they have:

Removing the arbitrary good/evil meter so many other games employ is a step in the right direction, but there’s nothing taking its place. Instead, in order to let you meander about as an RPG Main Character at leisure, Skyrim opts to be a static, consequence-free world that revolves around you. And so, every being with vocal chords won’t let you take two steps without jumping at the chance to spew some canned catchphrase in your direction.

This sort of thing works in, say, Modern Warfare, where meticulously linear scripting rules the day, but in Skyrim’s wide-open reaches? Not so much. And that’s just the beginning.

I’ve heard that there are a few quests in the game which you can’t pass in any way that does not involve committing some form of evil action, which has understandably upset some players. I would count that as a failure on Bethesda’s part, as well.

Like Skyrim’s quest markers?

It looks like someone might be trying to make a real-life product out of them.

categories: Site News
Posted by WtF Dragon On January - 8 - 2012

G4TV has posted a list of RPGs to watch for in 2012.

Naturally, both Reckoning and Risen 2: Dark Waters are on it, as are a few other titles that you can probably guess at if you don’t try particularly hard.

And to be fair, it’s not a great list, because Risen 2 only gets an “honourable mention”.

Which brings us to GamesBeat’s list of the top 10 new game brands that will appear in 2012.

This list is a bit more interesting, since it covers some titles that should be familiar to most of you, but may come as a surprise if you don’t follow news for particular console systems or publishers. Risen 2 isn’t on this list, since that’s already an established series, but Reckoning certainly is, and wins high praise:

Kingdoms of Amalur: Reckoning is the studio’s first project and it has already generated buzz simply because of the names attached to it. Ken Rolston, former lead designer of classic role-playing games The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion is leading the project, while New York Times best-selling fantasy author R.A. Salvatore is creating the lore and game world and Spawn creator Todd McFarlane is in charge of the art direction.

38 Studios says Reckoning will have the open-world exploration, vast narrative, and character customization fans expect from the genre, as well as fast-paced, graphically stimulating action and fluid controls. If God of War and Fable had a baby, it would probably look a lot like Reckoning, and expectations are high for this brand new IP.

Dishonored and Journey (the latter is a PS3 exclusive, sadly) also look interesting; Dishonored is the upcoming game from Arx Fatalis developers Arkane Studios.

Other preview articles of note:

Hallelujah! Firaxis is making a new, tactical XCOM game!

It’s actually a remake of Enemy Unknown, but even so: gaming enthusiasts are all but dancing in the streets that it’s not a first-person shooter. And that it’s Firaxis.

To celebrate, Steam put all the other XCOM games on sale.

The upcoming Syndicate revamp was denied classification in Australia.

Starbreeze Studios’ interesting-looking re-imagining of dystopian action franchise Syndicate will likely not be coming to Aussie players, both because the Australian Government Classification Board has declined to actually rate the game due to its apparently quite explicit violence, and because Electronic Arts has said in response that it won’t be selling the game there as a result.

Australia’s ratings system, you see, doesn’t have an 18+ category like Europe and North America do. The highest the Aussie system goes is a 15+ rating, and the Board did not want to assign Syndicate this rating after deeming (in a process that EA calls “arcane”) that minors should not be exposed to the violence and other events depicted in-game.

So, that’s that.

The Doctors BioWare talk about expanding into the MMO space while staying true to their roots.

Essentially, it distills down to the element that most observers have already noticed sets Star Wars: The Old Republic apart from other MMOs to which, at a mechanical level, it is otherwise quite similar: storytelling and emotional engagement. That sort of thing has become a pillar of BioWare games these days, as series like Mass Effect and Dragon Age demonstrate; nascent elements of it were present in earlier titles like KOTOR and Jade Empire.

And it’s hard to dispute their general point. Granted, it’s hard to see where that sort of engagement is going to factor in to something like Generals 2, but I suppose we’ll see in time.

Also: don’t miss The Doctors talking about the making of The Old Republic.

An interesting read, and a summary of what drew them to making an MMORPG (which, it turns out, could have actually been a Game of Thrones title, had things gone differently), and why they continued to have faith in something that took six years and every spare developer at every studio they had to finish.

See also: the BAFTA lecture from The Doctors BioWare.

And also: an amusing invulnerability cheat (since patched) from the game.

Hey, guess what!

That ancient violin you shelled out a cool million dollars for?

It probably doesn’t produce a sound that is noticeably or actually any richer than a quality modern violin which could have been obtained for a small fraction of the price you paid for it.

Now you know!

Obdisian’s South Park RPG looks exactly like the cartoon.

Not, granted, that it was a hard artistic style to emulate. Still, the reproduction is uncanny.

Here’s the skinny on the game from RPS:

The framework of the game sees the player controlling a new kid arriving in South Park and journeying around to make both friends and enemies. Characters that have been discovered will be added to a social network style database, which could prompt me to indulge in the acquaintance-gathering urge that I’ve managed to avoid in the real world. It’s to be small parties and side-on combat, with classes chosen from fighter, mage, thief, cleric and Jew. This is a game in which Jews will beat up hippies for experience and loot.

It’s impressing the hell out of Sergorn and myself that this game will be powered by the same Onyx engine that brought Dungeon Siege 3 to life. Talk about versatility!

Zynga’s IPO wasn’t exactly a steaming bucket of fail, but it was certainly a disappointment!

Granted, I’m happy to see Zynga taken down a peg; this reaffirms my faith in the market a little bit. A very little bit, sure, but even so.

Gamasutra’s analysis is interesting to read, addressing the less-than-stellar performance of Zynga stock at opening from a number of angles. A lot of it, though, seems to reduce to the fact that Zynga, while still the dominant force in social gaming, has been slowing down (quite noticeably) over the last few months.

Sick of the default Skyrim interface?

If you’re playing it on PC, give SkyUI a try!

Speaking of Skyrim, let’s talk about Dragon Age 3 for a moment!

“Wait,” I hear you say. “What the?”

There was a bit of a rumour circling around a week or two ago concerning the impact that Skyrim’s success might have on the development of the third entry in BioWare’s Dragon Age series. The Doctors BioWare have, in past interviews, conceded that companies like Bethesda are far, far ahead of where BioWare is at when it comes to world design, and after Dragon Age 2 was (rightly) panned for a world that felt too cramped, it’s not really a surprise that Ray Muzyka might be heard to make statements like this:

“[The next Dragon Age] is gonna have the best of features from the prior Dragon Age games, but it’s also gonna have a lot of things I think players are gonna find compelling from some of the games that are out now that are doing really well with more of an open world feel,” Muzyka said.

“We’re checking [Skyrim] out aggressively. We like it. We’re big admirers of [Bethesda] and the product,” he said. “We think we can do some wonderful things.”

Now, don’t hold your breath too deeply, Dragons and Dragonettes. The next Dragon Age, whatever form it takes, is probably not going to be an open-world epic that puts even Skyrim to shame. It’s probably still going to be an area-based world, semi-open at best.

At the same time, it’s kind of an exciting prospect, and could possibly herald a good turn in the overall direction of the series. Dragon Age 2 would not have worked as an open-world game even if it had been built to feature just such a thing; its story was not compatible with that sort of world design. Maybe I’m mixing up cause and effect, but…well, hear me out. DA2 wasn’t that, but Dragon Age: Origins would probably have worked rather well as a more open-world game (I think). The use of the map as a navigation tool actually felt not-dissimilar to open-world travel, for how long it took and how it peppered you with encounters at random points. Keeping everything in-engine was never a possibility given the limitations of the engine itself, but it would have worked had it been possible.

Which, in a way, could mean that in Dragon Age 3 we see a return to some of the aspects of Dragon Age: Origins that made it the more enjoyable game as compared to its sequel.

Or maybe I’m speculating too much.

Interplay and Bethesda have apparently reached a settlement.

At least, that was the initial report. An update to it notes the existence of a “Joint Motion to Seal to Temporarily Seal Joint Motion to Dismiss With Prejudice by Bethesda Softworks LLC Responses”…which I am assuming means that Bethesda has filed a joint motion to seal (that is, remove from the public record, temporarily) a motion to dismiss.

Which, I assume, means that Bethesda’s case got tossed out. But as the records are (evidently) sealed, we’ll have to wait until later to find out.

Is the PlayStation Vita already failing?

It’s only been out for a bit now, and its sales are dropping off pretty rapidly. Meanwhile, the Nintendo 3DS is surging ahead in sales.

I’ve maligned the Vita in the past, and I wonder if this isn’t a sign that we’ll see a real split occur in the mobile gaming market. The Vita is, at a hardware level, pretty much just a beefier smartphone, using the same chipset and graphics controller that you can find in a boatload of different iOS-, Android-, and Windows Phone 7-based devices. Even current-gen iPods are within reach of its performance and power. So why buy a Vita, when so many quality games are coming to phones?

But I digress. The split in the mobile gaming market…yes. That. I think it’ll happen. I think we’ll see dedicated mobile gaming platforms essentially go the Nintendo way, where they won’t try to compete directly on specs and performance, but will instead try and adopt Nintendo’s seemingly unique “amp up the fun factor” approach. Meanwhile, smartphones will continue to iterate their hardware, adding more and more power with each generation (like an octo-core iPhone 6, for example), and what could perhaps be called AAA-grade mobile games will be targeted at mobile operating systems like iOS and Android.

Of course, the Mass Effect 3 coverage is in full swing now.

That said, BioWare are showing some skill at keeping the major details of the game hidden from view. Here’s a couple of all the ME3-related articles that’s worth taking a look at:

Should TSA officials be able to wear the cop-like getup?

Not if a proposed bill gets passed!

How to break in to or out of almost anything!

Useful life skills advice and/or criminal mischief advice from Lifehacker!

Tonight’s post brought to you by Ding! Dong! IE6 is dead! (In the US at least.)

Buhbye!

Bonus question: Why are you still using Windows XP?

categories: Featured, Site News
Posted by WtF Dragon On June - 30 - 2011

There is still some news to be had concerning E3, which wrapped up earlier this month. One such story concerns the upcoming RPG by Big Huge Games and 38 Studios, Kingdoms of Amalur: Reckoning. Headed up by Ken Rolston (of Morrowind and Oblivion fame), Reckoning is “an epic, open-world role-playing game set in Amalur, a mysterious and magical new fantasy world created by New York Times best-selling author R. A. Salvatore. Brought to life visually through the trademark visceral style of renowned artist and Spawn creator Todd McFarlane, Reckoning brings a new level of intense action combat to the RPG genre.”

Apparently, Reckoning won a lot of accolades at E3:

In a show dominated by sequels and established franchises, Reckoning was one of the most nominated new titles at this year’s E3, and thus far has captured two of the awards, further growing the anticipation for 38 Studios? new role-playing game. The nominations and awards come from the game industry’s leading media outlets including Game Informer, IGN, G4TV, GamesRadar and more. Reckoning is being published by Electronic Arts and will launch in 2012.

“I couldn?t be more proud of what this team has accomplished to date and I’m very appreciative of the respective outlets for their recognition of Reckoning,” said 38 Studios Chairman and Founder, Curt Schilling. “To have our first title for our original IP be recognized as one of the best titles at the show, considering the crowded field of games at E3, is incredibly gratifying after the years of hard work this team has put into Reckoning.”

“Oceans of product at E3. Damn few new IP. And ours is swimming in award nominations. How’s that possible?” asks Ken Rolston, gaming industry icon and Executive Design Director at 38 Studios/ Big Huge Games. “Great ideas, great teams, great leaders, with the relentless confidence of winners.”

Oh, and it just so happens that Ian “Tibby/Tiberius Moongazer” Fraizer is the lead designer on the game. Coincidence?

Feel free to check out Reckoning via its website. Thus far, there isn’t that much which is known about the game, apart from a number of videos and images of its combat. The story’s protagonist is evidently a resurrected hero of some kind, and the world is supposedly large and open — no surprise, given Ken Rolston’s involvement. The graphics look pretty darn good, and the artistic style nothing short of incredible.

categories: Site News
Posted by WtF Dragon On June - 11 - 2011

I won’t keep you in suspense. Feast your eyes, Dragons and Dragonettes:

Skyrimtastic.

One can only assume, given Bethesda’s previous works in their The Elder Scrolls series, that Skyrim will ship with a development toolkit. At least, one hopes it will, because it’s a fantastically beautiful engine capable of creating large, highly detailed worlds.

And what other notable fantasy series that has a large fanbase with an interest in both expanding its story and remaking its older titles might benefit from something like that?

Update: Screenshots!

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Fighting a dragon

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Encounter in a crypt

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Guardian stones

skyrime3horse01

Riding a horse

skyrime3mammothsgiant01

Giant mammoths

skyrime3riften01

Riften

Be it hereby resolved that this game looketh incredible!

categories: Featured, Site News
Posted by WtF Dragon On May - 4 - 2011

In which stuff is banged upon and fans are fared..

The Titans have had a fairly productive month or two, with work progressing on armor parts, dialogues and narration, dungeons and NPCs for them, and plot editing; evidently, a few characters have been cut.

Other members of the team have been more consumed with personal issues; Corv is wrestling with website issues, and RedPotion is moving to (or within; it’s not clear) New York City.

This all with much banging and fanfare, of course.

categories: Site News
Posted by WtF Dragon On February - 26 - 2011

You’ve all probably seen it by now, but I’ll post it anyway:

Holy crap, the trees...!

And that would be “holy crap”! There’s no denying it: Skyrim looks incredible, and obviously has a pretty darn powerful engine underneath it. I’m not as blown away as the people leaving comments on the video at YouTube, though that’s probably just lingering skepticism stemming from having failed to find the previous two Elder Scrolls games engaging. Massive and gorgeous, yes, but not engaging. 

But maybe Bethesda can deliver engagement this time; they are definitely delivering the scale and beauty.

And to be brutally honest, I think Unreal Engine 3 still looks a bit better. (Don’t hate and/or kill me!)

Everyhow, the question that’s come up on the site here is, of course: could Skyrim be used, if it ships with a toolkit, to craft an Ultima remake? Yeah, it probably could…the first-person view would be well-suited to an Underworld re-imagining. I wouldn’t want to be in a position of having to build 3D assets for it, though.

categories: Site News
Posted by WtF Dragon On February - 15 - 2011

Actually, I think I saw a note about this at Dino’s, but never followed up on it. My bad.

Anyhow, the Titans seem to have had a relatively quiet December. Zini was tied up with other projects, Direhaggis worked on trimming out problematic plot elements, and most of the rest of the team worked on scripting, bugfixes, or learning to use new tools.

The one really interesting development that was reported on, however, was Hyena’s work on Britain’s interiors. He’s switched methods, apparently, and although his new way of doing things apparently takes a bit longer, the results are (according to Direhaggis) “really quite splendid”, and will evidently mean that all 91 buildings in the city will have distinct, unique interiors.

Which will be nice to explore, methinks.

categories: Site News
Posted by WtF Dragon On January - 11 - 2011

Late last night, as I was attempting to adjust en masse the scaling I had applied to some trees on a map I was working on for Return to the Serpent Isle, I suddenly found my thoughts straying back to something someone had said in an Ultima-related discussion on the Good Old Games forums. I had just finished mentioning that Ultima 5 and Ultima 6 had been remade using Dungeon Siege, which prompted one Ultima fan to quip:

So a game that we can’t play, because it can’t be bought online, due to a competition-unfriendly IP owner has been remade… in a game that we can’t play, because it can’t be bought online, due to a competition-unfriendly IP owner.

That’s ironic.

And it got me thinking…because he’s right. There’s a problem with these two remakes.

Don’t get me wrong; Lazarus and U6P are phenomenal efforts on the part of their development teams, and more than enjoyable in their own right. Either would do well as a standalone game (although, to be fair, both would definitely appeal to the hardcore RPG gamer market more than any other).

But both remakes, as good as they are, suffer from one cold, hard fact of reality that is illustrated above: where, these days, can you pick up a copy of Dungeon Siege? Used copies are sometimes available for sale on Amazon or eBay, but none of the digital distribution retailers carry the game. And increasingly, digital distribution is where game sales are happening; EA CEO John Riccitiello, for example, “expects digital sales to exceed sales made in the retail space [in 2011]“.

(Update: Although, just in case it sounds like I’m arguing that physical media retail will disappear entirely, let me be clear that I — like Riccitiello — don’t think that will happen. Not for a good long while, at any rate.)

In other words, it’s already hard to come by a copy of Dungeon Siege, as the game is only available on physical media. But look at the size of the “PC Games” rack at Gamestop the next time you are in there, good Dragons and Dragonettes; it’s probably pathetically small, and is likely going to shrink even more in the coming years. Unless Dungeon Siege suddenly becomes available for online purchase, obtaining a copy to play Lazarus is only going to get more difficult. It was great in its day, but its day seems to have ended.

Now on Steam!

Conversely, the catalogues of sites like Good Old Games (GOG), Impulse/Stardock, and (of course) Steam are only going to grow, as those sites add both new and old games to their inventories (mostly old games, in GOG’s case). And, indeed, Steam recently added Obsidian’s Neverwinter Nights 2 to its list of available games.

Now, obviously, Team Return (of which I am a member) is using Neverwinter Nights 2 to create Return to the Serpent Isle, and I re-iterate that point here in the interests of full disclosure. It’s possible, certainly, that what I am about to say next comes from my own enjoyment of and affinity for NWN2, its engine, and its toolkit, and that it is not entirely unbiased.

But here’s the rub: if Ultima fans want to produce playable Ultima content, it has to be something most people can pick up and play easily. As phenomenal as Lazarus and U6P are, and as cool an effort as Project Britannia is, these projects are only going to get more difficult for people to get into, as Dungeon Siege fades away into the digital history books.

The future of Ultima storytelling — whether in the form of remakes, or in the form of fans crafting mods that tell new stories, as is the case with Ultima Return — needs one of two things. Preferably, it needs to see more teams picking up and running with one of the freely available 3D engines, like Unity or the Unreal engine, and using those to craft their works. Failing that, it needs to see teams picking up and running with a game that offers several key features, including:

  • A decent graphics engine that won’t begin to look egregiously dated for a while
  • Preferably, a third-person view during normal gameplay
  • A robust toolkit and scripting interface that allows for modification of almost every aspect of the game
  • A large library of 3D assets, and/or a large and supportive content creation community
  • Availability!
  • Ease of use

NWN2 certainly looks great...

I include the last point because I want to draw a distinction here. Games like Morrowind and Oblivion are also definitely contenders for a possible engine to use here. However, my (admittedly limited) experience with their modding environments left me with the impression that these are not the easiest games in the world to edit and reshape into Ultima’s image.

Conversely, Neverwinter Nights 2 meets all the criteria detailed above. Its graphics engine, as can be seen to the left (and in any of the other screenshots in this article) is certainly more than decent, and will still look nice some years from now.

NWN2 characters look great...

Even facial details on the characters look quite acceptable, as can be seen to the right.

NWNW2 offers a fairly standard third-person interface, with three different camera modes catering to different situations in the game, and to different player styles.

Electron, the Neverwinter Nights 2 toolkit, is indeed as robust as I suggest is required, but is also fairly easy to use. Detailed, good-looking areas can be created fairly rapidly (in as little as an hour or two, depending on the number of assets one needs to place in the scene), and a reliable battery of tools is made available to place objects, modify and texture terrain, and then smoothly join the two aspects of an area.

The library of 3D assets — buildings, trees, scenery objects, and creatures — that NWN2 boasts “out of the box” is pretty large, as well. You would need a little more than the game offers in order to create a mod with a complete Ultima bestiary, but the game starts you off with more than enough to get going with.

NWN2 has a robust toolset...

More than that (and we are doing this with Return to the Serpent Isle), Neverwinter Nights 2′s powerful scripting interface allows for the addition of new systems to the vanilla game, and even allows extant game systems to be modified. Team Return’s talented lead coder has replaced the game’s native Dungeons & Dragons-based stats with a more Ultima-appropriate system, has added food consumption/hunger monitoring to the game’s UI, redesigned the spellcasting system, and even figured out how to present custom game menu graphics to players.

And finally, Neverwinter Nights 2 is available, and then rather easily. It can be yours, this very afternoon, including its two major expansion packs, for the reasonable sum of $19.99, thanks to Steam. You could be cracking into the toolset by this evening; you could be messing around with my pre-release version of Ultima Return.

And barring Obsidian suddenly going belly-up and removing all of its games from Steam, you will be able to download and install NWN2 for…the foreseeable future.

Now, the major objection one could raise against Neverwinter Nights 2 — an objection which cannot be raised against Dungeon Siege, Morrowind, or Oblivion — is that its world is not continuous. That is to say, areas in NWN2 are of a finite size, and must be transitioned between. It’s possible to make “edge details” in consistent between joined areas, but that is not the same as a continuous world…you, the player, are presented with a loading screen between areas.

The single-scale, continuous world design has been a fixture of the Ultima games from Ultima 6 onward (with the exception of Ultima 8). However, it’s worth noting that previous Ultima titles employed the use of a dual-scale map; there was a map for the wilderness, and separate maps for towns, castles, and dungeons. Town, castle, and dungeon maps were of a different scale than the wilderness map. (And technically, dungeons in Ultima 6 were on a separate map, albeit of the same scale as the main map).

The new NWN2 Overland Map feature...

And in a most interesting way, the latest full expansion pack for NWN2Storm of Zehir — hearkens back to these early Ultima titles by introducing its workaround to the finite size of areas in the game: the Overland Map.

The Overland Map works by adjusting the scaling of various objects, including the player-character. Scaling of scenery and creatures is adjusted to give the whole world a kind of surreal look. The interface changes a bit, and the camera becomes locked into a fixed position and bearing. The idea behind all this is that modders can create a map of a larger region (e.g. an island or a continent) that players can traverse and locate points of interest (POI) on; entering these POIs returns the player to a map where everything is properly scaled, the camera is again free, and which can contain additional detail that wasn’t necessarily shown on the Overland Map.

The neatest feature of the Overland Map, however, is that you don’t necessarily need to use the default NWN2 terrain to create the map. You could use a sufficiently large, custom-placed bitmap image as a background instead:

Yes, those mountains are placeable NWN2 assets...

Of course, you can still place assets on top of the bitmap, which has been done here with an Ultima game map serving as the background. The mountains, in particular, have a kind of odd aspect to them, as though they aren’t entirely 3D…and the scene as a whole reminds one of the airplane sequences from any of the Indiana Jones movies.

(And indeed, it could be argued that the role of the Overland Map in NWN2 is similar to that of the map/plane flight sequences in Indy’s big screen adventures.)

So yes, Neverwinter Nights 2 doesn’t allow for the creation of a fully continuous world, a hallmark of the later Ultima games. But it does allow for the creation of a very fine-looking dual-scale world, a hallmark of the earlier Ultima games. I’d say that’s an entirely reasonable trade.

Remember: if Ultima fans want to produce playable Ultima content, it has to be something most people can pick up and play easily. That was Dungeon Siege at one point, because it was once a very popular and widely sold game. It was, for various reasons, the go-to engine for would-be Ultima remakers, and even for a few Ultima-inspired modders who wanted to tell a spin-off story.

But that day, I think, has ended. I would also contend that the era of the remake is also coming to a close, but that is the subject for a different article.

What the Ultima fandom needs to do — what Ultima needs its fans to do — is to create new stories, to demonstrate that there is still life and inspiration left in Britannia. We need modders telling new Ultima stories, and we need modders willing to tell short, succinct stories situated in smaller subsets of Britannian locales (e.g. a city, or a town and a nearby dungeon).

And I, for one, think that Neverwinter Nights 2 is the ideal vehicle for those kinds of projects.

categories: Featured, Site News
Posted by WtF Dragon On January - 7 - 2011

The Morrowind 2011 Mod

Right here.

Tyler “Warwon” Smith is known to myself and many others by a slightly older nickname: Warwon Dragon. He was briefly part of my Lost Sosaria team, and we’ve been in semi-regular contact for several years now. (I mean, heck…we only live a few hours apart.)

Anyhow, Tyler — being a consummate Morrowind fan — took it upon himself to produce the Morrowind 2011 Compilation, a massive collection of mods that enhance the graphics (and other aspects) of Morrowind.

Now, here’s where it gets a bit complicated:

Just a few short days after its public release, Tyler Smith’s Elder Scrolls III: Morrowind graphical update, the “Morrowind 2011″ mod, is under attack, its torrent link blocked after Smith received threats of legal action from modders whose work was appropriated for the pack. Though Smith admits there were issues with how content was credited in the initial release, he insists the credits were being updated.

Modders claimed on the Bethesda forums (in a thread that has since been removed) that their work was being used illegally and without their permission.

“The real problem here, however, was that when the package came out, a few modders (myself included) contacted the compiler and simply asked for [him] to a) ask permission to use the mods and b) remove ones that he couldn’t get permission for,” one modder, who preferred not to be named, told Joystiq. “Just a bit of respect for the modders who put their time and effort in, and most of us would’ve given permission if asked.”

You Dragons and Dragonettes who have done mod work before know that it’s certainly considered a common courtesy, to give a short verbal nod to those whose content you have used in your own projects. And admittedly, Warwon missed that step…initially.

That got him into a spot of trouble, with some of the modders whose work he incorporated even threatening legal action against him. As far as I understand the legalities associated with mod-making, those are hollow threats which cannot possibly be enforced (this discussion at Escapist Magazine is informative), but obviously a few people got their noses bent out of joint.

Warwon has taken pains to compile a list of credits, which was the condition I imposed when I agreed to host his site. He’s in the process of uploading the older version of the mod, which I gather has a few conflicts and issues; a newer, lighter version is on the way.

I’m telling you all this for a couple of reasons. First, if you were a Morrowind fan at all, you’ll want to check out the mod. Second, if for whatever reason the site goes down tonight…or tomorrow…or the day after…blame a spike in traffic. Apparently, Warwon was getting 120K+ hits per day on his WordPress.com project blog (now closed) when this beast was announced.

Consider yourselves duly informed.

categories: Site News
Posted by On October - 29 - 2010

Technically, the project entry is for Kevin Fishburne’s short-lived Ultima 5 – TES3 Mod, which currently resides in the Aiera Orphanage. However, the released download associated therewith is actually Littoral, his powerful terrain heightmap generation software.

He is actually still working on the software; a heavily updated version is assisting him in creating his new project, Sanctimonia. Thus far, he hasn’t released that version to the public, but you can download the older version at his old project’s entry.

categories: Site News
Posted by On July - 21 - 2010

This is (was?) another remake of , headed up by Thepal. It began using the engine, and a demo (which is again available for download) was even released. At some point, Thepal made the decision to switch to the newer and more complex engine, and the project hasn’t really been heard from since then.

I admit I’ve been tempted to move this one into the Cemetery…but for this somewhat cryptic announcement that Thepal made in the forum earlier this month. For the moment at least, this one will remain on the books as a remake.

categories: Site News
Posted by WtF Dragon On July - 7 - 2010

[flickr size="small" float="left"]4771418035[/flickr]
Produced by: Kevin Fishburne
Website: Eight Virtues
Releases:
* Alpha Soundtrack (90.9 MiB, 142 hits)

Some may remember Kevin Fishburne from the Ultima V TES III mod that was announced a few years ago, which saw a lot of progress but ultimately ceased development due to the sheer number of assets that needed to be created for it.

Mr. Fishburne is back with a new project called , which borrows elements from Ultima IV, V, Online and arcade titles such as Gauntlet. It’s a game with faux effects and is not a mod; it’s a standalone MMO-type game that he’s coding himself. Other than landscape textures and building tiles, all the objects (trees, furniture, people, animals, etc.) will be photographed from real models from 16 directions to create the faux 3D effect when the screen is rotated.

Posted by On October - 22 - 2008

I missed this update, which is already almost two weeks old, to the Redemption website. Direhaggis posted an advertisment, announcing the project’s need for writers:

Do you like Ultima dungeons? Does the thought of creating NPC’s and plots based around or involving an anti-virtue sound interesting? Do you want to check out all of the behind-the-scenes action?

We’re looking for a new writer or two to help sparsely (or maybe not so sparsely) populate several remaining dungeons in U9R. You have 100% free artistic license over your area and will obviously get credit for your work.

So if you find that you are interested in climbing aboard one of the most exciting projects currently under development in the community, Direhaggis has provided his email address and the submission guidelines at the Redemption website. Go and check thou it out!

categories: Site News
Posted by WtF Dragon On September - 10 - 2008

[flickr size="small" float="left"]4749545828[/flickr]
Produced by: Titans of Ether
Website: Titans of Ether

is being developed with the : engine, and will feature a totally original plot and original gameplay.

This re-imagining of aspires to live up to the greatness that the original game, in the opinion of the Titans of Ether, failed to achieve. It will feature total freedom in moral decision-making (which the original didn’t grant), as well as multiple endings.

Since Sept. 18, 2004, this project and The New King have been one unified effort under the direction of Corv. will be the direct sequel to Redemption.

categories: U9 Remakes, Ultima 9
Posted by On March - 14 - 2008

There’s been a fair bit of news in the Ultima community these last few days, and Petrell over at Dino’s Ultima Page has gotten the scoop on much of it.

Ultima V for TI Calculators

Ranman has announced that his remake of has reached its last major milestone, with only the end message and the addition of some weapons and special abilities left to be implemented. Beta testing of the project will begin on Palm Sunday — March 16th, 2008.

Update: Beta testing has begun. If you were one of the people that signed up to test this project, the relevant forum topic is here.

Ultima IX: Redemption

Although no new updates have been made to the main website of this remake, one of the developers — Sage — has posted new entries to his development diary, while project leader Corv has leaked some screenshots of Paws and New Magincia to a members-only area of the project’s discussion forums.

Ultima 6 Project

There has been lots of news from this exciting project ( was always my favourite ). Firstly, project leader Zephyr gave an outline of the next milestone release over at the website:

The U6 team is very much hard at work putting together their next release, which in terms of content will likely dwarf anything you have yet seen. No promises, but the intention is to get the entire overworld more or less completed, with most of it playable and accessible.

They are also looking for world-builders with experience crafting dungeons in .

Additionally, world-builder Nicodemus has posted a development diary in which he discusses the work he’s been doing. And just for fun, he’s thrown in five screenshots of Paws and Skara Brae.

Finally, over at the main project website, it has been announced that Alex Gonzales has joined the team as a portrait/concept artist, and he’s released a new wallpaper for your desktop enjoyment.

* * *

Now, what other news is out there?

Lost Sosaria

I have overhauled the appearance of the Lost Sosaria website. That’s the beauty of WordPress — it’s very easy to switch site templates and configure them to meet your needs.

Project Britannia

The britannia_art.dsres file has been updated to include thread as an item, in four different colours for variety, and to include a special “connector” node useful for connecting basements to the main world map without the use of a doorway. The britannia_logic.dsres file has been updated as well to allow for these changes, along with a host of other modifications.

The files can be downloaded either via the Project Britannia development wiki or through the project entry here at Aiera.

Ultima Legacy

This -based project was, at least in part, the inspiration behind , at least initially. Darkheart Dragon founded the project in 2000 and set it up as a private Ultima Online freeshard with an eye towards telling a story that simultaneously remained faithful to the Ultima tradition and yet advanced the world of Britannia in a different direction from where Ultima 9 took it.

And now, is getting a massive update, as developer Alexandra informed me this morning:

Ultima Legacy has recently decided to switch engines from Sphere to RunUO,
and as such is undergoing a lot of revision, including a new map dedicated
to Serpent Isle.

We also have a new website up devoted solely to the revisions we’re
undertaking at ultimalegacy.net.

They’ve already released some screenshots and art samples, O Reader, and I encourage you to go and check it out. It’s not every day that a project gets a full-scale revamping like this!

* * *

That last item reminds me: about a week ago, someone by the pseudonym of Bikki contacted me about a / project he (?) was revisiting. I sent a reply to him with a couple of follow-up questions.

Bikki, if you’re reading this, check your email! Or, alternatively, send me a better email address to contact you at. I’m very curious about your project!

* * *

There have been over 8,000 downloads from the site since February 26th, 2008. Just…wow.

Here’s the top 5. I think at least two of these will occupy the top slots for quite a while.

Most Downloaded Files

  • [drain file 202 url Ultima 9 Unofficial Patch 1.19] ([drain file 202 size]) – 3322 downloads
  • [drain file 208 url Ultima 9 Power Tools] ([drain file 208 size]) – 3108 downloads
  • [drain file 200 url Ultima 9 Official Patch 1.18] ([drain file 200 size]) – 146 downloads
  • [drain file 199 url Ultima 9 Combined Patch] ([drain file 199 size]) – 78 downloads
  • [drain file 389 url Ultima V: Lazarus v1.2 (Windows)] ([drain file 389 size]) – 42 downloads

Man, some people out there love them some Ultima 9 patches, don’t they? Of particular interest is the Ultima 9 Power Tools, a useful configuration utility for optimizing the game’s performance and configuration settings.

categories: Site News
Posted by On March - 4 - 2008

It has been another busy week for -related news, O Reader, and on the site as well. Full implementation of the is progressing apace, and I think I’m going to add a new feature to the news postings — the top five most downloaded files. But we’ll get to that in a bit. In the meantime…here’s what’s news. And a couple of shout-outs go to Petrell at Dino’s Ultima Page for spotting some things that I missed in assembling the list below.

Project Britannia

I see that the folks over at Project Britannia have switched servers due to speed problems with their old hosting company. The site has been configured at the new host, so there shouldn’t be any interruptions in accessing it.

EUO

I see that EUO 3D has been updated to version 0.14, fixing a bug with window minimization. Updated versions of the download are available through the project entry here at .

Realms of Ultima

Development proceeds apace on this promising Ultima-themed prefab for , although news posting to the project website has been a little bit light of late owing to the fact that team leader MokahTGS is presently moving to California to take on a new job.

Savage Empire for Exult

Scythifuge has started a new discussion thread at the forums to keep us all up to date on the latest developments he is making in his adaptation of using Exult and the engine. At present, he seems to be working very heavily on graphics and tiles for in-game use. He has even posted a few screenshots for us to feast our eyes on.

Seven Towers Exult Mods

Marzo Junior has put his Seven Towers website back online at a new host, and has released updates of all three of his mods — Black Gate Keyring, SI Fixes, and the Avatar Pak. All of the latest versions can be downloaded from the respective project entries here at Aiera.

Ultima VII: The Feudal Lands

Wizardry Dragon has put his project’s website back online at a new host.

Ultima for the Civilization Series

Frilly Wumpus alerted me to these. General Maximus has produced an Ultima-derived scenario (in two forms) for . Both are set in after the events of . The forms of the scenario are as follows (one appearing to be a more difficult version of the scenario than the other):

Ultima X Conquest:

In the kingdom of Britannia, Lord British lost hold of his kingdom with breakway of the other seven city states now ruled by deviant warlords. Play as British under civilization group Bards. Forces and castles still loyal to you are now isolated in hostile teritory and may not hold for long. With news of the arrival of the hero of Britannia, the Avatar; the rebelion states begin marching towards Britain, the capital of Britannia for an pre-emptive strike. With the help of the mighty Avatar and his heroic companions, reclaim your entire kingdom!

Ultima X: Medieval Deity Challenge

In the kingdom of Britannia, Lord British(LB) lost hold of his kingdom with breakway of the other seven city states now ruled by independent warlords who were once friends of Lord British(LB) himself. Play as LB under civilisation group Bards. Forces or cities still loyal to you are now isolated in hostile teritory and may not hold for long. With news of the arrival of the hero of Britannia, the Avatar, the rebelions states has begin marching towards Britain, the capital of Britannia for an pre-emptive strike. With the help of the mighty Avatar and his companion Iolo, reclaim your entire kingdom!

The second form of the scenario seems to be more combat-oriented, and provides fewer allies/companions for the player. Either way, this seems like a neat idea, and I have created a project entry complete with downloads here at Aiera for it.

General Maximus also has an Ultima-inspired scenario for in the works, although as yet he has not released any downloads for it.

Ultima V for TI Calculators

Ranman informs us that his project — porting to the calculator — is nearing completion. He pegs the current project status at 98%, and his latest revisions to it include:

  • “Acknowledgments” menu option is now working
  • “Introduction” menu option is now working
  • “Create New Character” menu option is partially working

He’s getting close, O Reader! Very close!

Ultima IX: Redemption

Sage has added a couple of new entries to his development diary. As usual, the would-be reader must be registered at the forums.

* * *

Most Downloaded Files

  1. [drain file 200 url Ultima 9 Official Patch 1.18] ([drain file 200 size])
  2. [drain file 202 url Ultima 9 Unofficial Patch 1.19] ([drain file 202 size])
  3. [drain file 199 url Ultima 9 Combined Patch] ([drain file 199 size])
  4. [drain file 389 url Ultima V: Lazarus v1.2 (Windows)] ([drain file 389 size])
  5. [drain file 8 url Alter U9 (RPG-Maker 2000 version)] ([drain file 8 size])

Let’s see if any of the above changes in the coming weeks!

categories: Site News
Posted by On February - 22 - 2008

It’s been another good week for news — things are busy. It seems to be a busy time in general, actually…even I’m embroiled in a project — redesigning the website of the company that I work for (I cannot stress enough the utter need for such a redesign), which has certainly been eating up a goodly chunk of my time.

But let’s see what’s going on in the community. First, some submissions by email.

Ultima 1 Reverse Engineering

Tim Carlsen pointed out (just before Christmas) — sorry, again, for the delay, Tim! — to me that Dino the Dark Dragon has had the files from his reverse-engineering of the Ultima 1 engine online for a while now. While he hasn’t worked on it (or, at least, hasn’t updated it) all that much in the last few months, I’ve decided to give Dino’s project its own entry here at

Adventure Creation Kit

Joshua Lawrence got in touch with me regarding the release of 3.0, the latest version of one of the original “build your own -like game” utilities. It features a host of improvements, including:

  • experience levels
  • bitmap skinning of main play screen and dialogs
  • improved day/night cycle with event triggering
  • a new Launcher allows for the use of ACK “right out of the box” in and OS X
  • a new ‘Ultima Kit’ with tiles, objects, and moongates from

I have updated the project entry with the latest downloads, and have also removed the commands reference (it’s outdated as of this version of the Kit) and the registration code (which is unnecessary). It can also be downloaded from the project website.

Ultima V for TI Calculators

Ranman dropped a comment on this news post to inform us that he has completed implementation of the special abilities associated with each of the Crown Jewels in his remake of Ultima 5. Very cool!

* * *

I also noticed a few updates while cruising around the various Ultima-related websites that I check on a regular basis.

Lost Sosaria

A downloads page has been put up at the website. I have also added download links to the project entry here at Aiera.

Savage Empire Total Conversion

We haven’t heard from this project in a while, but Scythifuge has recently posted some updates to a discussion thread in the forums detailing his progress on the module. Currently, he’s working on bits and pieces of art to insert into the game, to increase its immersiveness and improve the feel.

He has also started a “sample art” discussion thread.

Ultima 7 (Exult) for Nokia Phones

Arnim Sauerbier released, at some point this month, updated mp3 versions of the music files for his port of Exult to the 770, correcting a volume-control issue that had cropped up in the previous version of the files.

I have updated the download at the project entry here at Aiera.

* * *

And finally, some additional news courtesy of Dino’s Ultima Page.

Ultima IX: Redemption

Corv has posted a huge update to the website of his remake of . Among other things, the team has released twenty-seven new screenshots (showing off some amazing scenery and architecture) and five new music tracks. Additionally, the project status bars have been updated, and a few changes have been made to the team roster.

EUO

An updated version (0.13) of the beta-stage 3D for , the -like online , has been released. The look and playability are still rudimentary, but this is certainly an interesting development for this fun little project.

Downloads and installation instructions are available at the EUO forums, and the downloads are mirrored through the project entry here at Aiera.

Seven Towers Exult Mods

In the latest posting at Dino’s Ultima Page, Petrell makes a note that updated versions of the various Exult Mods that can be found at Seven Towers have been released. However, I notice this morning that the project website has been replaced by a subdomain placeholder page — most troubling. Let’s hope this is only temporary.

categories: Site News

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