An essay by Matthew Jason Weise looks at Irrational Games’ bestselling hit, Bioshock, from a critical historical perspective, and notes how the game inherits much from Looking Glass Studios’ Ultima Underworld and System Shock franchises.
Former Looking Glass Studiosprogrammer Dan Schmidt shares one other story about the development of Ultima Underworld, in this case a peculiar boundary case in the dialogue of the ghouls.
A lengthy podcast interview, by GAMBIT, with former Looking Glass designer and writer Austin Grossman, who worked on System Shock and the Underworld games.
Former Looking Glass Productions programmer Dan Schmidt discusses some of the hilarious bugs, and “bugs”, encountered when developing Ultima Underworld.
I just stumbled across this, and figured it’d be worth a repost, since it basically speaks most of my own thoughts about Ultima Underworld in relation to the first iD Software titles: Some people...