PS1

Ultima Underworld: The Stygian Abyss

The 1997 PlayStation port of the groundbreaking 1992 PC dungeon crawler that pioneered first-person RPG mechanics. Players explore the eight-level Great Stygian Abyss to rescue a kidnapped baron's daughter in this real-time 3D RPG.

Release Date
January 1, 1997
Players
1
Region
US

Share this game

Story

Setting Ultima Underworld is set in Britannia, the fantasy world of the Ultima series. Specifically, the game takes place inside a large, underground dungeon called the Great Stygian Abyss. The dungeon's entrance lies on the Isle of the Avatar, an island ruled by Baron Almric. The Abyss first appeared in Ultima IV: Quest of the Avatar , in which it contains the player's final goal, the Codex of Ultimate Wisdom.

Ultima Underworld is set after the events of Ultima VI: The False Prophet ; in the time between the two games, a man named Cabirus attempted to create a utopian colony inside the Abyss. The eight settlements of the Ultima series each embody one of eight virtues, and Cabirus wished to create a ninth that embodied all virtues. To achieve this, he united diverse cultures and races in peaceful co-existence and planned to promote harmony by giving each group one of eight virtue-imbued magical artifacts. However, he died before distributing the artifacts, and left no instructions for doing so.

As a result, the colony collapsed into anarchy and war, and the artifacts were lost. At the time of Ultima Underworld , the Abyss contains the remnants of Cabirus's colony, inhabited by fractious groups of humans, goblins, trolls and others.

Gameplay Systems

Ultima Underworld is a role-playing video game (RPG) that takes place from a first-person perspective in a three-dimensional environment. The player's goal is to adventure through a large, multi-level dungeon , in which the entire game is set. The player uses a freely movable mouse cursor to interact with the game's world, and with the icon-based interface on the heads-up display (HUD). Each icon has a specific effect; for example, the player uses the Look icon to examine objects closely, while the Fight icon readies the weapons of the player character .

The player's progression through the game is non-linear: areas may be explored, and puzzles and quests finished, in any order. An automatically filling map , to which the player may add notes, records what the player has seen above a minimum level of brightness. The player character may carry light sources to extend the line of sight in varying amounts. Exploratory actions include looking up and down, jumping, and swimming.

The player begins the game by creating a character, for whom traits such as gender, class and skills may be selected. Skills range from fighting with an axe, to bartering, to picking locks. By participating in combat, quests and exploration, the character gains experience points . When certain amounts of experience points are accumulated, the character levels up , gaining additional hit points and mana .

Experience is required to recite mantras at shrines in the game. Each mantra is a statement—such as " Om Cah "—that increases proficiency in a specific skill when typed. Simple mantras are provided in the game's manual, while more complex ones are hidden throughout the game. An inventory on the HUD lists the items and weapons carried by the player character; carrying capacity is limited by weight.

Players equip items via a paper doll system, wherein items are clicked-and-dragged onto a representation of the player character. Combat occurs in real-time, and the player character may use both melee and ranged weapons. The player attacks by holding the cursor over the game screen and clicking, depressing the button longer to inflict greater damage. Some weapons allow for different types of attacks depending on where the cursor is held; for example, clicking near the bottom of the screen may result in a jab, while clicking in the middle produces a slash.

Simulated dice rolls occur behind the scenes to determine weapon accuracy. Enemies sometimes try to escape when near death, and the game's stealth mechanics may occasionally be used to avoid combat altogether. The player may cast spells by selecting an appropriate combination of runestones . Like mantras, runestones must be found in the game world before use.

There are over forty spells, some undocumented; their effects range from causing earthquakes to flight. The developers intended Ultima Underworld to be a realistic and interactive "dungeon simulation", rather than a straightforward role-playing video game . For example, many objects in the game have no actual use, while a lit torch may be used on corn to create popcorn . Weapons deteriorate with use, and the player character must eat and rest; light sources burn out unless extinguished before sleeping.

A physics system allows, among other things, for items to bounce when thrown against surfaces. The game contains non-player characters (NPCs) with whom the player may interact by selecting dialogue choices from a menu. Most NPCs have possessions, and are willing to trade them. The game was designed to give players "a palette of strategies" with which to approach situations, and its simulation systems allow for emergent gameplay .

Awards & Honors

Origins Award

Media Reviews

IGN
20

About Ultima Underworld: The Stygian Abyss

Ultima Underworld: The Stygian Abyss is a classic video game released for the PlayStation on January 1, 1997. This title has become a beloved entry in the retro gaming library.

This wiki entry provides comprehensive information about Ultima Underworld: The Stygian Abyss, including release details, gameplay information, and story synopsis. Whether you're looking to revisit a childhood favorite or discover classic games for the first time, Emulator Games Wiki has you covered.

Some information sourced from Wikipedia, available under CC BY-SA 3.0.