Posted January 03, 2014
high rated
My godbrother introduced this game to me long after its release. I was getting into H.P. Lovecraft for the first time, and when i playing around with Lovecraftian-veined horror ideas, and told me about Cosmic Horror (the genre which this game and Lovecraft fell into). He then told me about this game, and I was instantly intrigued. I never read Clive Barker, nor did I know that he was responsible for horror films like Hellraiser or Candyman, but I definitely want to read his books thanks to this game.
First of all, what makes this awesome is the setup. It's set in the early 20s, the main character is an Irish WWI Veteran turned swashbuckling Occult investigator due to a run in with a cult during the war, and the whole game is set in an enormous Edwardian mansion on the English (or Irish?) coast. The first enemies, the Howlers, are like a grotesque cross between wolves and apes, and kicking their ass after being threatened by the malevolent undead entities of Jeremy's siblings makes me feel cool. When I get more powerful, and finally decapitate the siblings after giving me such a hard time, I feel like I'm nearly powerful enough to fight all the forces of darkness... Well, right up until I got to the twist ending.
Secondly, its gradual change of the horror tone. At the beginning, the tone is that of Edgar Allen Poe meets W.W. Jacobs meets Wuthering Heights meets Bood 1 meets the French film of Beauty and the Beast meets slasher horror. Then, gradually, the game turns into H.P. Lovecraft meets Celtic Lore meets Indiana Jones meets Ghostbusters meets Half-Life meets Jedi Knight meets Hexen II meets Arkham Asylum (the graphic novel). Then it becomes Turok: Dinosaur Hunter meets Unreal 1 meets Poison Ivy, and then it reverts right back to the Lovecraft meets Celtic lore. On the whole, the game is totally the prodigal child of Unreal 1, from its vast and explorable environments, small RPG elements, the relentless and "unreal" behavior of the enemies, its fast-paced and intense gameplay, everything. The Unreal Engine and Clive Barker's writing go well together, and the developers totally succeeded in turning Clive Barker's story into a game which compliments a whole array of favorite games.
Thirdly, the twists and turns in the story. The Trsanti were a cool inclusion, I think of them as being a cross between the grunts from Half-Life and WWI era Middle-Eastern warriors. I wish I knew more about the origins of the Trsanti, and which specific ties to the occult they have. I'm wondering if they were inspired by Abdul Alhazred, the Arabian writer of the Necronomicon. The inclusion of Oneiros, a dimension similar to the ones which Lovecraft and King wrote about in their works, feels totally like a Lovecraftian homage to Xen from Half-Life 1 and the Gateway to Na Pali from Unreal 1. Having the vulture creatures thank me after getting rid of Otto the jerk of a dark magician was a really interesting moment. When i got to the Eternal Autumn, I felt like that was a cool way to go even deeper with the cosmic aspect of the horror. Going to another dimension with Neanderthals and ground-hopping piranhas who worship a levitating, decaying Poison Ivy like being? It felt like something straight out of Turok (and maybe Turok 2), though the layout of the levels and the pottery containing items were totally something akin to Na Pali from Unreal 1. And the going back in time to a medieval Celtic monastery to get the scythe was a great breather. There were no scares, I fought against warrior Catholic monks, and I was treated to a beautiful snowy night accompanied with Gregorian chants. The level had a Thief and Hexen II aspect to it, and I just loved it once I got that wonderful (if evil) scythe. And the boss fights: even though they turned out to be easy once you knew what to do, they were well done, well animated, scary, tense, and cathartic battles. Not since Dark Forces II: Jedi Knight did I have the pleasure of having those kinds of dramatic boss fights, and Undying improves on the dramatic boss fights which Jedi Knight was good at.
In the end, I probably wished that it incorporated some gameplay and nonlinearity from Deus Ex 1 or more unscripted interactivity like in Half-Life 1, but I still find this game to be so awesome. The animations are top notch, the gameplay takes the best elements from Unreal and Half-Life and enhances them to the max, the environments and levels are beautiful and vast, the enemies are plentiful in variety, the weapons and spells are great, and the story is freaking awesome. This succeeds in the kind of horror, both in terms of gameplay, experience, and writing which other horror games miss. Doom 3 and Blood 2 come to mind. If Blood ever got remade or had a sequel, I would definitely use this as a template for how to enhance its story, horror tone, and gameplay. I say the same for Doom. This game definitely deserves a sequel, but I think it should be done with Undying's original engine, not with anything newer. Newer engines are capable of bigger, but the games developed for them have smaller levels and restricted design. I think that it should keep with the Unreal Tournament engine, give it a facelift, and take Undying to a level akin to The Nameless Mod. This game deserves an epic modifcation.
After playing this game, I so want to meet with Clive Barker at some point in my life.
First of all, what makes this awesome is the setup. It's set in the early 20s, the main character is an Irish WWI Veteran turned swashbuckling Occult investigator due to a run in with a cult during the war, and the whole game is set in an enormous Edwardian mansion on the English (or Irish?) coast. The first enemies, the Howlers, are like a grotesque cross between wolves and apes, and kicking their ass after being threatened by the malevolent undead entities of Jeremy's siblings makes me feel cool. When I get more powerful, and finally decapitate the siblings after giving me such a hard time, I feel like I'm nearly powerful enough to fight all the forces of darkness... Well, right up until I got to the twist ending.
Secondly, its gradual change of the horror tone. At the beginning, the tone is that of Edgar Allen Poe meets W.W. Jacobs meets Wuthering Heights meets Bood 1 meets the French film of Beauty and the Beast meets slasher horror. Then, gradually, the game turns into H.P. Lovecraft meets Celtic Lore meets Indiana Jones meets Ghostbusters meets Half-Life meets Jedi Knight meets Hexen II meets Arkham Asylum (the graphic novel). Then it becomes Turok: Dinosaur Hunter meets Unreal 1 meets Poison Ivy, and then it reverts right back to the Lovecraft meets Celtic lore. On the whole, the game is totally the prodigal child of Unreal 1, from its vast and explorable environments, small RPG elements, the relentless and "unreal" behavior of the enemies, its fast-paced and intense gameplay, everything. The Unreal Engine and Clive Barker's writing go well together, and the developers totally succeeded in turning Clive Barker's story into a game which compliments a whole array of favorite games.
Thirdly, the twists and turns in the story. The Trsanti were a cool inclusion, I think of them as being a cross between the grunts from Half-Life and WWI era Middle-Eastern warriors. I wish I knew more about the origins of the Trsanti, and which specific ties to the occult they have. I'm wondering if they were inspired by Abdul Alhazred, the Arabian writer of the Necronomicon. The inclusion of Oneiros, a dimension similar to the ones which Lovecraft and King wrote about in their works, feels totally like a Lovecraftian homage to Xen from Half-Life 1 and the Gateway to Na Pali from Unreal 1. Having the vulture creatures thank me after getting rid of Otto the jerk of a dark magician was a really interesting moment. When i got to the Eternal Autumn, I felt like that was a cool way to go even deeper with the cosmic aspect of the horror. Going to another dimension with Neanderthals and ground-hopping piranhas who worship a levitating, decaying Poison Ivy like being? It felt like something straight out of Turok (and maybe Turok 2), though the layout of the levels and the pottery containing items were totally something akin to Na Pali from Unreal 1. And the going back in time to a medieval Celtic monastery to get the scythe was a great breather. There were no scares, I fought against warrior Catholic monks, and I was treated to a beautiful snowy night accompanied with Gregorian chants. The level had a Thief and Hexen II aspect to it, and I just loved it once I got that wonderful (if evil) scythe. And the boss fights: even though they turned out to be easy once you knew what to do, they were well done, well animated, scary, tense, and cathartic battles. Not since Dark Forces II: Jedi Knight did I have the pleasure of having those kinds of dramatic boss fights, and Undying improves on the dramatic boss fights which Jedi Knight was good at.
In the end, I probably wished that it incorporated some gameplay and nonlinearity from Deus Ex 1 or more unscripted interactivity like in Half-Life 1, but I still find this game to be so awesome. The animations are top notch, the gameplay takes the best elements from Unreal and Half-Life and enhances them to the max, the environments and levels are beautiful and vast, the enemies are plentiful in variety, the weapons and spells are great, and the story is freaking awesome. This succeeds in the kind of horror, both in terms of gameplay, experience, and writing which other horror games miss. Doom 3 and Blood 2 come to mind. If Blood ever got remade or had a sequel, I would definitely use this as a template for how to enhance its story, horror tone, and gameplay. I say the same for Doom. This game definitely deserves a sequel, but I think it should be done with Undying's original engine, not with anything newer. Newer engines are capable of bigger, but the games developed for them have smaller levels and restricted design. I think that it should keep with the Unreal Tournament engine, give it a facelift, and take Undying to a level akin to The Nameless Mod. This game deserves an epic modifcation.
After playing this game, I so want to meet with Clive Barker at some point in my life.