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Reader Comments (17)

Posted: Jun 28th 2011 8:16PM Tizmah said

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It's funny how the world looked much darker and grittier than the original Ultima Online, yet they weren't going to have the FFA PVP.

Posted: Jun 29th 2011 3:16AM Transientmind said

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@Tizmah
Let's hope they stay true to that. FFA PVP is the main reason I think most sandboxes languish in pitiful, antisocial obscurity.
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Posted: Jun 30th 2011 4:38AM Minx said

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@Transientmind I disagree, open world FFA PvP creates a community ruled environment. For every PK in UO there were 20 players that would hunt them down. There were entire guilds of Anti-PKs which 'guarded' miners and crafters from PKs. Personally I just parked my main character on one account and hid near my other account characters that partook in crafting etc, PKs were always sorry to mess with me. The trouble with UO was there were so many ways to survive, though. And a very skilled veteran was deadly. I remember people thought I was a "hacker" because I always used invisibility and teleport items to evade certain doom, very few people knew how to utilize those items - I bought them up on junk vendors for next to nothing. When things got bad I had a UO:A (an approved macro program) macro that popped them on in an instant and rendered me invisible with the ability to teleport away (these items had charges and usually plenty enough to last a couple days of PvP per item). I also had multiple contacts from every other shard for weekly trades so my regents were always blessed, unblessed regs tended to be stolen if you hung around a moongate too long. UO had a lot of fun, undocumented tricks like that, way back when.

Their PvP concepts were amazing though, especially being able to essentially control how many enemies you encountered through Guild Warfare, Factions, and Order/Chaos. Once upon a time UO was a really fun PvP-RPG title, when EA sunk its claws in it turned it into something else, something vaguely defined and stupid. Actually, the major downfall of the PvP community environment started with creating a mirrored safe haven. While it took a huge hit there were hundreds of players who chose to stay even though PvP wasn't their main concern, including large roleplaying guilds, in game "towns", brave crafters, bards, tamers who would rather face PKs then wait in crowded PvE camping lines.
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Posted: Jun 28th 2011 8:33PM DiscordSK said

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I remember reading about this in the pages of PCGamer, and being in utter awe of it. It looked beautiful, the feature list sounded too good to be true and following a couple years of AC I was definately looking forward to something new to play.

Ahh... what could have been.

Posted: Jun 28th 2011 8:36PM Treason said

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I have fond memories of the excitement that the announcement of this game brought. A lot of fans were following it pretty closesly. There were even mp3 versions of some of the music from the game available on the internet if I remember correctly...I may even still have some of them.

Posted: Jun 28th 2011 11:27PM Saker said

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@Treason I was 1 of those people excited about this, and I still have the special version of a very cool song they used in a promo clip (Grim Faeries, "Love is Hell" the UO mix) for it. Excellent song! Will never forgive them killing this, stupid it was, and then they went ahead and did it AGAIN! Never ceases to amaze the "quality" of people who run big companies. It makes hating them all the easier.
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Posted: Jun 29th 2011 2:33PM Kordor said

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@Saker
Also don't forget the second trailer:
http://www.youtube.com/watch?v=hwviFNhYefU&feature=BFa

And the song Faerie Raid:
http://www.youtube.com/watch?v=XFp1MehsLMU
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Posted: Jun 28th 2011 8:42PM TheyCallMeScoot1 said

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holy crap i remember going nuts when this video was released. i was so pumped up for a 3d version of ultima online. too bad i never saw the light of day.

Posted: Jun 28th 2011 8:52PM Quint said

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UO was such an awesome game its sad that by todays graphical standards it seems gimped. I wish this game could have made it to release. Also if any of you are sand box fans check out my podcast its dedicated to Sandbox MMOs
http://www.thesandbox.mmosmacktalk.com/

Posted: Jun 28th 2011 9:02PM DiscordSK said

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@JohnLane
Those five people who still care about SWG would like to save it..

Even thought SOE is losing the rights to it soon...

And the games day in the sun has long since passed.

Ahhh.. another one of those, what could have been momments. In this case, what could have been if it had been anyone else but SOE.

Posted: Jun 28th 2011 9:16PM Vanpry said

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:'(

Posted: Jun 28th 2011 10:54PM blackcat7k said

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Forget UO2. Ultima X Odyssey was where the real money was. Shame the EA put the kibosh on it.

http://www.youtube.com/watch?v=Q6B63lCNL2E

http://www.youtube.com/watch?v=erLYI1z7mPM

If EA had gone through with it, they would have eaten into WoW's command of the MMO market.

I think it would have given WoW a run for its money with ideas like being able to recall people on your friends list to where you currently are in the game, Armor Hueing (something that WoW still doesn't have), and item leveling would have differentiated the game enough to make UXO a contender.

Posted: Jun 29th 2011 2:27AM pcgneurotic said

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EA were afraid of the parallelism inherent in having 2 UOs simultaneously, where SOE looked at EQ and said, 'Okay, why not.' Shame EA weren't braver! Also: Wing Commander! The game that dragged me up from a 486 DX2 to a P1! :D

Posted: Jun 29th 2011 7:14AM Space Cobra said

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I quit UO awhile back when this was released. I never remembered reading it was to be non-FFA PvP, so my enthusiasm was lessened by it. I also remember the McFarland drawings and action figure(s) and did not like the art and style of world. I wasn't quite into steampunk at that time, but this particular marriage just turned me off. Also, the screenshots I kept seeing where rather scarce in the backgrounds so it seemed like an empty world.

That's not to say I wouldn't have given it a try, but UO burned me on its promise carried from the single-player games (I guess I was one of those that agreed with that player survey). I also personally thought it was too soon for a sequel with UO still about. (I feel three to five years is probably better for these types of grand-MMO sequels or a bit longer, compared to single-player games, given one has to support the first game and then eventually devote a team to code the new game).

So yeah, my heart wasn't really into it, art-style and all, but I did lightly follow it. I remember hearing it cancelled, I wasn't too bothered by it, but I did wonder about the "waste" of it all. All that coding and work, gone. Reading your link from Escapist (and the SWG recent cancellation) shed some more light on the why's and EA's philosophy to cancel such games when so much work has already been put in. From a soulless, corporate perspective, I can understand it, but not from an artistic, caring one. This is why EA is "the devil" of the gaming world and we should be afraid for Bioware. EA has a bad corporate rep that is still deserved today.

People may complain about SOE and how it has personally failed them in providing games, but EA's own inside structure. IMO, is far more worse and insidious.

Posted: Jun 29th 2011 7:42AM FrostPaw said

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I remember that promotoional trailer, looking at the motion capture animation I'm struck by the fact if you can look beyond the dodgy visuals the animation of combat is still about as good as what we have today.

Posted: Jun 29th 2011 8:57AM Lucidus said

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UO2 didn't die... Raph Koster just gave it a Star Wars skin and made SWG.

Posted: Jun 29th 2011 3:21PM Kentung said

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I'm friends with a ex-developer from UO2. He told me that essentially UO2 was killed by a newly promoted EA bigwig, to get a quick boost on the EA bottom line, thus justifying his new status.

Also, he mentioned that EA was continually interfering with basic game design, helping to seriously set the project back. And then that was used as the excuse to kill the game.

He does have some cool McFarlane figure prototypes of critters from the game that were never released.

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