Recently, my revisiting of the classic Ultima games gave me some new and interesting ideas for Nwn. I've made a re-creation of Killorn Keep from the game Ultima Underworld 2: Labyrinth of Worlds, and will be posting that to the Vault when I've finished touching things up with it. Rather than being a reimagining of the place, it's a straight-up port that should be quite the popular prefab amongst the many Ultima fans in the Nwn community. I had actually built the prefab while playing that level of the game, so it's spot on, save where differences in the game engines required some creativity.
I have always found the places in the Ultima games to be as fascinating as the characters that inhabit them. In Ultima, unlike games such as Final Fantasy, it's the same world or universe that is evolving and changing as the games go on in the series. In the Ultima games from Akalabeth up to Ultima 3, it's a more dark and chaotic world, while Ultima 4 through 6 is a kind of golden age, with Ultima 7 through 9 representing the decline of a civilization and it's efforts to rebuild itself following that decline. I like how in Ultima Underworld 2, you get to hop around the Ultima Multiverse and see what other worlds in that setting are like. For me, Killorn Keep was one of my favorite levels because it was, essentially an "evil" version of Lord British's Castle. One thing I'm only just learning from replaying these old games again now, is that the Kilrathi from Wing Commander are a part of the Ultima series as well. How I discovered this was fairly interesting...
I was playing Ultima Underworld 2, and in Killorn Keep there were all these cat creatures the inhabitants kept for pets. The names of these creatures were "Trilkhai" , which was over my head when I was a kid but now I see it to be a mixed-up variant of "Kilrathi". Which, naturally, I took to be just a coincidence... until I met a character later on in the game who told the history of the Trilkhai, and how they once were an anthropomorphic feline race who traveled the stars and fought against humans. When finally the humans defeated these creatures, they de-evolved into the Trilkhai over time as they fell into decline. Then, I read in the official Ultima chronology that in the time of Ultima 1, the evil wizard Mondain recruited aid from a race of savage, starfaring creatues. The final piece of evidence to prove that the Trilkhai were indeed the Kilrathi, was that in Ultima 7, a crashed Kilrathi spacecraft could be found. Proof that, at some point in Ultima's history, humans fought the Kilrathi just as they did in Wing Commander. I realized that this battle was a reference to the space battles in Ultima 1, where you had to fight Mondain's starfaring allies which I now realize were the Kilrathi. And that is just one example of the kind of depth Ultima has.
I think Origin based their Wing Commander franchise a
little bit on the ideas pioneered in Ultima 1's space battle sequences, since Ultima 1 was done first and Wing Commander was created much, much later on.
The notion of Mondain's space allies being the Kilrathai, I believe, was a result of two things: the developers wanted to give those allies more of an identity, after Wing Commander came out, and decided to include both the crashed ship in Ultima 7 and the Trilkhai in Ultima Underworld 2 as a means of working the Kilrathi into the Ultima universe as those creatures.
Plus... they could be always looked at as Easter Eggs, if nothing deeper.
Which, in my opinion, was a brilliant strategy, since the Kilrathi were an already-recognizable race of creatures to fans of Origin's space games.
I always thought that Origin had brilliant story ideas, far better and more mature than other games that game out when they were first made. One could only imagine, if Electronic Arts had of done Ultima Online as a single-player, offline game using the exact storyline from the UO expansion pack "Lord Blackthorn's Revenge", adapted as a possible Ultima 10, using just Ultima Online's engine, nothing 3D, it would have been far more popular with the die-hard fans of the classic Ultima games. Now, the Blackthorn storyline is all but forgotten since they ran it once in the Multiplayer game and then it was over. For the curious, this is a synopsis of that storyline:
Lord Blackthorn was re-constructed as a cyborg by the evil Exodus, the half-demon, half-machine spawn of Mondain and his apprentice Minax. This Exodus is not the one that was destroyed in Ultima 3, but rather it comes from an alternate dimension where he was never defeated but instead took over Britannia, prompting a resistance movement against him. His allies, the Juka, came to UO's Sosaria with him in an attempt to take it over like he did his own Sosaria. Blackthorn's transformation was Exodus' first step towards doing so. To make himself untouchable, Exodus set up his base in the parallel plane known as Ilshenar, and used that as a his launching point for incursions into UO's Sosaria. Eventually, as the story went on, Blackthorn recruited allies for Exodus called Betrayers, who in turn were made into Cyborgs like Blackthorn. The idea behind this whole setup was that players had to go to Ilshenar, fight against Blackthorn and the Betrayers, and then make their way to Exodus' lair to destroy him. The Juka served as the footsoldiers in Exodus' army, which also consisted of battle machines and golems. The Juka's sworn enemies, the Meer, served as allies to the people of UO's Sosaria against Exodus. A very cool setup!
The problem was, that in UO, they never fully took the storyline through to it's conclusion. When Blackthorn was destroyed, that was it. The event was said to be ended... and they went on to develop Age of Shadows, a totally unrelated expansion instead. They even had an Exodus creature that is in the game's code for the players to battle, but he himself never made an actual appearance except in the backstory. So players never had the option of carrying the battle to Exodus as originally envisioned. Had it been an offline, cardinal Ultima game, this would have been developed to it's proper conclusion. That, in my honest opinion, is the problem with UO: they come up with amazing ideas for the game, then they scrap those ideas after players just start getting into them. The expansion pack known as Samurai Empire detailed one of the lost continents of Ultima 1, but no detailed plot behind it was ever worked out save for a very basic outline of a story that seemed to hint at a Sosaria in search of a new ruler after Lord British and Lord Blackthorn were gone. What that had to do with the overall idea of Samurai Empire, no one may ever know since that too was dropped when they came out with Mondain's Legacy, an expansion pack whose only purpose was to add Elves into UO, a race that hadn't been heard from since Ultima 3, if I remember correctly. Here is what I think: instead of using those storylines as "events" for UO, they should have used them for single-player Ultima games that continue after Ultima 9.
Firstly, instead of taking place in UO's "Alternate Sosaria" as UO does, they could have made direct sequels actually set in good old Britannia.
Consider how that story would have gone! Each game could have used the UO engine as a single-player game instead of a MMORPG like they did:
1. "Ultima 10: Lord Blackthorn's Revenge" Where players put an end to the reborn Blackthorn and the alternate-dimension Exodus. This would have to be a tribute to Ultima 3, and so they could have worked the Elves into it.
Since Blackthorn actually died in Ultima 9... this, would have made sense.
2. "Ultima 11: The Samurai Empire" Imagine exploring a continent unheard of since Ultima 1, like in Serpent Isle, but an oriental setting with Samurai and Ninja. And a backstory about going there in search of a new ruler for Britannia with Lord British and Blackthorn gone. The word for that, is epic!
3. "Worlds of Ultima: Age of Shadows" Which could have turned the whole Age of Shadows concept into an epic game where players have to make peace between the Paladins of Luna and the Necromancers of Umbra, in the end going into Dungeon Doom to defeat the evil Dark Father there. I liked the idea as they did it in UO, but it was flat and never fleshed out.
This all takes place in the world known as Malas, set in the Ethereal Void.
The reason for going to Malas could have been: Britannia's new ruler faces attacks from the Dark Father, who seeks to dominate Briannia from Malas. The player must journey there to stop him, as they once stopped Exodus.
Malas is in the throes of it's own Dark Age... like Sosaria, during Ultima 1.
4. "Ultima 12: Mondain's Legacy" This could have ended the entire Ultima series as it began... in a way. The game could begin, with people nearly having forgotten the Avatar, and the Codex being lost to time, while the new ruler of Britannia struggles to find a way for the people to remember the Virtues after so many years. Rather than just being the introduction of Elves, how cool would it have been to fight a Mondain who had returned to life! This time, no Avatar is around to Save Britannia, and it's new ruler needs a new hero to vanquish Mondain one final time. One way Mondain's return could have come about is this: in Ultima 9, the Guardian lied to the Avatar about being his evil half, just to get the Avatar to cast the deadly spell Armageddon. The Guardian is, at last, revealed to have been an evil deity that Mondain once worshipped who used the energies of his and the Avatar's deaths to resurrect Mondain from the dead. This could be said to have happened at the end of Ultima 9, and all this time Mondain has been biding his time and waiting to strike. The player fights him and so destroys him, and with no Guardian to save Mondain this time... that is the end for Mondain. Britannia's new ruler declares the player as the new Avatar, and thus begins the entire cycle anew. Part of the plot could have revolved around recovering the Codex of Ultimate Wisdom, which Mondain has and is trying to pervert into a Codex of Ultimate Evil, as he did with his Gem of Immortality in Ultima 1. Hence, the player reaching Avatarhood by at last recovering the Codex, like in Ultima 4, from Mondain's new stronghold: the Stygian Abyss. Sad, isn't it, that the developers didn't think of all of this?
Best of all, everything would have remained true to Ultima the way that Richard Garriott created it: as an immersive single-player RPG experience!
I remember an old trailer for Ultima 9 that showed the hands of a clock, counting the hours up to 9. But a clock has 12 hours, so if each game is an hour in the history of Britannia, it would have made sense to take it all the way to the 12th and final hour. This final Ultima trilogy (10, 11, 12) could have been called "The Age of Redemption", since this would be the rebirth of Briannia after the events of the "Age of Armageddon" during Ultima 7, 8, and 9, with the clock poised to start anew. All very fitting, when you think about the way Ultima's storylines followed their themes.
Think how fulfilling and satisfying this would have looked as a timline...
"The Age of Akalabeth":
Ultima 0: Akalabeth
Ultima: Escape from Mount Drash
"The Age of Darkness":
Ultima 1: The First Age of Darkness
Ultima 2: Revenge of the Enchantress
Ultima 3: Exodus
"The Age of Enlightenment":
Ultima 4: Quest of the Avatar
Ultima 5: Warriors of Destiny
Ultima 6: The False Propther
Ultima Underworld: The Stygian Abyss
"The Age of Armageddon":
Ultima 7: The Black Gate and Serpent Isle
Ultima Underworld 2: Labyrinth of Worlds
Ultima 8: Pagan
Ultima 9: Ascension
"The Age of Redemption":
Ultima 10: Lord Blackthorn's Revenge
Ultima 11: The Samurai Empire
Ultima 12: Mondain's Legacy
"Worlds of Ultima":
The Savage Empire
Martian Dreams
Age of Shadows
Notice how each "Age" of Ultima uses a specific type of engine for it's game. "Age of Akalabeth" was the most primitive, with wireframe black and white dungeons, and little or no color in the games that came out then.
"Age of Darkness" saw a revamp of the engine to accomodate the color overhead game worlds, while the dungeons were still wireframe and B&W.
"Age of Enlightenment" saw the transition from Ultima 1's engine to the engine used by Ultima 6, Savage Empire, and Martian Dreams. Then, the "Age of Armageddon" saw the shift from overhead into full 3D. In what I think should have happened next, they could have used UO's engine to create create the "Age of Redemption" games. Then, they could have waited until the whole single-player saga was over to create UO as an online MMORPG for those who want to take Ultima to that level. What has this to do with Nwn? you may well ask. Given the Nwn community's rising interest in the classic Ultimas, and Ultima remakes, it got me thinking about how different the history of the series could have been, had they thought more about what they were doing... and less about how much money they could make with online subscriptions once EA bought Origin.
Well, that's my current thoughts on things for tonight. In answer to more relevent things... while I am a big fan of Lovecraft, I never cared much for Silent Movies. I saw Metropolis years ago, and found it irritating having all the text screens popping up in between the action. I am sure in the old days of early cinema, this was quite an achievement, but personally, I do much prefer the Anime version of Metropolis any day. Of course, this is a matter of purely personal preference... and is not meant in any way as a slight to those who enjoy Silent Movies. They just aren't for me is all. I do think, in that way, I am a creature of the modern age, as the saying goes.
Ironically, my grandparents never liked Silent Movies either, and they were from that era. So, I suppose it isn't just a modern thing. It
is a matter of different tastes. Like some folks prefer games from certain eras, such as the 80's, and others enjoy better the kind of games made in the 90's, or the kind of games made today. In that regard, I like games from all kinds of different eras. One day, I can play games like Akalabeth while another day I can enjoy playing Oblivion. So, I can understand very well that many folks can likewise enjoy Silent Moveis just as much as "Talkies". I am glad, therefore, that you enjoyed it and that it was faithful to Lovecraft. In my honest opinion, they should always do adaptations faithful to the original. I hate nothing more than when they take drastic liberties with established franchises and turn them into things unrecognizable from their source. The worst example of that, being some of the Dracula movies. My favorite was Brahm Stoker's Dracula, since it was the closest to both the original story by Stoker, and the true history of Vlad the Impaler which was considererd to a degree in that movie. Another good Dracula movie that is one of my all-time favorites was Dark Prince: The True Story of Dracula. It worked as a kind of prequel to Brahm Stoker's Movie and considered both history and fiction in telling the tale of how Dracula first became a vampire. (Of course, in history, he wasn't a real vampire, but we are talking about the movies, and no self-respecting Dracula movie, even calling itself the "True Story" should leave out the vampire aspect of the mythos. It's just too important to not consider. Source material should always be sacred.
And, considering how long this post is... I'm signing off for now. :thumb: