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Underworld Ascendant world-premiere hands-on: So far, it’s Underwhelm Ascendant

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Bradley James
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The first-person RPG emerged in early 2015 as another entry in the "game-dev veterans launch a Kickstarter" fray, though this one stood out by emphasizing its Looking Glass Studios heritage.

There, we got to see exactly how Underworld Ascendant's promise of "no right way to play—only your way" has so far turned out.

And while standard-issue adventuring and a mountain of bugs in a preview aren't entirely uncommon, the latest build's issues make us wonder how, or in what state, Underworld Ascendant will launch this September.

After asking members of the event's assembled press to play however we wanted—through brute force, stealth, magic, or clever experimentation—writer and director Joe Fielder let us loose into a dimly lit cavern level, pre-equipped with a variety of weapons and spells.

Fielder offered a three-sentence overview of the game's lore, revolving around our journey into the Stygian Abyss, but other than brief, vague narration at the outset, the demo offered no indication of how story or lore will appear within UA's core gameplay.

My combat successes seemed contingent on enemy models—mostly ragdoll-bouncy skeletons—but they often didn't react.

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