The Ultima Underworlds (RPGs for PC) Ultima Underworld I - The Stygian Abyss Ultima Underworld II - The Labyrinth of Worlds From Origin - RRP œ39.99 each Or both on one CD-ROM for œ49.99 Reviewed by MerC Once you've sussed that Underworld I (The Stygian Abyss) and II (The Labyrinth of Worlds) have nothing at all to do with Ultimas 1-8, and have actually got round to trying them, you could well be hooked for the next several months. Both are extremely atmospheric and once started, difficult to leave alone. They have the same type of game engine: 3-D 1st person perspective continuous scrolling. This is a vast improvement over stepping, provided the movement is smooth. A fairly high-powered system is required, especially if you have full sound, music and detail selected. Even a 486 DX slows down when there are a number of characters in the vicinity. The second game has a larger play area, though this can increase the problems. They do not suffer the screen-splitting that full screen areas are prone to, as seen in, for instance, The Elder Scrolls. They have the usual creature bashing, item collecting and problem solving. Graphics are superb, but close-ups are pixellated. (Is this really necessary? The Legacy does not suffer in this way.) If too taxing for the system the detail can be turned down. Sound effects are good, but why are the voice characterizations so amateurish? Whilst on this particular soap-box, I might also ask why so much effort is put into the once-seen-never-looked-at-again introductory sequences? This is all the more inexplicable when the ending (especially of the first game) is of such poor quality, obviously warranting far less effort. And this is where the story really starts...... why is such potentially ground-breaking software so full of avoidable flaws - most of which could have been eliminated by having decent adventure players test them first? Where, oh where, do software houses find their testers?? Not from the ranks of SynTax readers, I'll be bound. Both these games crash if you have earlier versions, though Origin will send upgrades on request. In U1 this cures only one problem: that of the inability to pick things up on Level 2 and beyond. There is, however, a more subtle corruption, which eventually so ruins your inventory as to make further progress impossible. To avoid this, do not descend to Level 5 via the Bullfrog puzzle. There is another way you have to find, and once done you can then go back to the Bullfrog. If this happens to your character, there is nothing for it but to start again. Fortunately, once you know what you need to do, traversing the levels is much quicker. In U2 the game without the patch disk locks up in crowded situations. None of these problems need have happened if the play-testing had been done properly. Whether or not the quality of the poorer parts would have improved is another question. In U2, the Ethereal Void is far inferior in look and feel to the rest of the game. It is mostly black empty space anyway, and does not map. It is crudely drawn and is not particularly logical to solve. In short, it looks like a bit of filler added at the last minute, and, as such, adds nothing to the game. There is a bit like this as the final sequence in U1, and believe me, it is a complete let-down. After opening the final door, you meet the last beast, but instead of having to kill it, you can set the final sequence in motion from a distance, ignoring it completely. All you need to do then is run down a long green path rather quickly. Poor stuff. Why not something on these lines: when the final door is opened on the lowest level, the last beast has to be defeated (though not killed) before the collected items are used. This could then set in motion a stone platform, raising you through the central volcano vent, which is present on the maps of all the levels, and which you have been able to see through small windows at intervals during your journey. Once back to the top level, you make your way to the entry door (which the intro says will not be opened until the guard hears Arial's voice) and find the beast trying to escape. You then have to defeat it finally, and it drops what you require to let the people waiting outside know that you want out. Much more in keeping with the rest of the story, and eliminating the graphically crude bits. A little more thought, care and testing and these games would have been unbeatable for years to come. - o -