gunsmoke on 13/2/2013 at 13:57
Quote Posted by faetal
Mouse mod? I've only ever played it vanilla (plus whatever official patches need applying presumably). Might look that up to see if it improves any. I'm well overdue a replay and to my shame I have never completed it - always end up quitting on the last level.
(
http://www.systemshock.org/index.php?topic=1719.0)
It seems that you may not get that I was referring to SS1, not 2. But yeah, the mouselook mod makes the game infinitely more playable.
faetal on 13/2/2013 at 14:36
Ah, right you are - I thought you meant 2.
Is there any sense in playing 1? I won't have any nostalgia for playing it first time around, but does it hold up on its own?
Neb on 13/2/2013 at 14:43
If you think Ultima Underworld is worth playing beyond just nostalgia, then yes. I didn't bother trying it out until 2008 and was pleasantly surprised, but I can understand if it's too outdated for anyone to get into.
N'Al on 13/2/2013 at 14:44
@ faetal: Yes, it does.
I first played it 11 years after it was released (with the original wonky controls!). The game still shot straight into my Top 5 games, even so.
faetal on 13/2/2013 at 14:47
Cool. Next question - is there any legit way to get hold of it?
N'Al on 13/2/2013 at 15:00
Is it a given GOG's release will only cover SS2? The RPS interview does seem to imply so, but it's not 100% clear to me.
Maybe you/I/we all will be lucky and SS1 gets released as well tomorrow.
Neb on 13/2/2013 at 15:02
If you check the GOG wishlist, SS2 is marked as 'in progress' while SS1 isn't.
Briareos H on 13/2/2013 at 15:06
@faetal It's a better game than the sequel in many aspects. As a narrative, it is less tight than Irrational's *shock formula, but that's because it does not put as much effort in telling a story as it does in letting you explore and discover Citadel Station and make it your own.
Similarly, there is less concern about making it a RPG with arbitrary stats and classes. There are no skill points, you can only rely on exploration and audio logs to find your upgrades. Partly because of that, partly because they are so cool, all of those upgrades really do feel important and meaningful as tools rather than playstyle. It goes very well with a much more classical Cyberpunk feel to the game which I haven't been able to find elsewhere.
It is also worth playing from an historical perspective alone. Along with the hub-less, open-world structure of UUW, it brings so many great new things to the table: audio logs, switchable augmentations, complex weapon modes, in-screen external camera display, consultable database of all world objects (even the walls have a description), notes, passcodes and access levels, in-game hacking puzzles, alternative routes, cyberspace. Probably more.